babylon.d.ts 156 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. }
  45. class Engine {
  46. private static _ALPHA_DISABLE;
  47. private static _ALPHA_ADD;
  48. private static _ALPHA_COMBINE;
  49. private static _DELAYLOADSTATE_NONE;
  50. private static _DELAYLOADSTATE_LOADED;
  51. private static _DELAYLOADSTATE_LOADING;
  52. private static _DELAYLOADSTATE_NOTLOADED;
  53. static ALPHA_DISABLE : number;
  54. static ALPHA_ADD : number;
  55. static ALPHA_COMBINE : number;
  56. static DELAYLOADSTATE_NONE : number;
  57. static DELAYLOADSTATE_LOADED : number;
  58. static DELAYLOADSTATE_LOADING : number;
  59. static DELAYLOADSTATE_NOTLOADED : number;
  60. static Version : string;
  61. static Epsilon: number;
  62. static CollisionsEpsilon: number;
  63. static ShadersRepository: string;
  64. public isFullscreen: boolean;
  65. public isPointerLock: boolean;
  66. public forceWireframe: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _onBlur;
  74. private _onFocus;
  75. private _onFullscreenChange;
  76. private _onPointerLockChange;
  77. private _hardwareScalingLevel;
  78. private _caps;
  79. private _pointerLockRequested;
  80. private _alphaTest;
  81. private _runningLoop;
  82. private _renderFunction;
  83. private _resizeLoadingUI;
  84. private _loadingDiv;
  85. private _loadingTextDiv;
  86. private _loadingDivBackgroundColor;
  87. private _depthCullingState;
  88. private _alphaState;
  89. private _loadedTexturesCache;
  90. public _activeTexturesCache: BaseTexture[];
  91. private _currentEffect;
  92. private _compiledEffects;
  93. private _vertexAttribArrays;
  94. private _cachedViewport;
  95. private _cachedVertexBuffers;
  96. private _cachedIndexBuffer;
  97. private _cachedEffectForVertexBuffers;
  98. private _currentRenderTarget;
  99. private _canvasClientRect;
  100. private _workingCanvas;
  101. private _workingContext;
  102. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  103. public getAspectRatio(camera: Camera): number;
  104. public getRenderWidth(): number;
  105. public getRenderHeight(): number;
  106. public getRenderingCanvas(): HTMLCanvasElement;
  107. public getRenderingCanvasClientRect(): ClientRect;
  108. public setHardwareScalingLevel(level: number): void;
  109. public getHardwareScalingLevel(): number;
  110. public getLoadedTexturesCache(): WebGLTexture[];
  111. public getCaps(): EngineCapabilities;
  112. public setDepthFunctionToGreater(): void;
  113. public setDepthFunctionToGreaterOrEqual(): void;
  114. public setDepthFunctionToLess(): void;
  115. public setDepthFunctionToLessOrEqual(): void;
  116. public stopRenderLoop(): void;
  117. public _renderLoop(): void;
  118. public runRenderLoop(renderFunction: () => void): void;
  119. public switchFullscreen(requestPointerLock: boolean): void;
  120. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  121. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  122. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  123. public beginFrame(): void;
  124. public endFrame(): void;
  125. public resize(): void;
  126. public bindFramebuffer(texture: WebGLTexture): void;
  127. public unBindFramebuffer(texture: WebGLTexture): void;
  128. public flushFramebuffer(): void;
  129. public restoreDefaultFramebuffer(): void;
  130. private _resetVertexBufferBinding();
  131. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  132. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  133. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void;
  134. private _resetIndexBufferBinding();
  135. public createIndexBuffer(indices: number[]): WebGLBuffer;
  136. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  137. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  138. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  139. public createInstancesBuffer(capacity: number): WebGLBuffer;
  140. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  141. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  142. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  143. public applyStates(): void;
  144. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  145. public _releaseEffect(effect: Effect): void;
  146. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  147. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  148. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  149. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  150. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  151. public enableEffect(effect: Effect): void;
  152. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  153. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  154. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  155. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  156. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  157. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  158. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  159. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  160. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  161. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  162. public setState(culling: boolean, force?: boolean): void;
  163. public setDepthBuffer(enable: boolean): void;
  164. public getDepthWrite(): boolean;
  165. public setDepthWrite(enable: boolean): void;
  166. public setColorWrite(enable: boolean): void;
  167. public setAlphaMode(mode: number): void;
  168. public setAlphaTesting(enable: boolean): void;
  169. public getAlphaTesting(): boolean;
  170. public wipeCaches(): void;
  171. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  172. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number): WebGLTexture;
  173. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  174. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  175. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  176. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  177. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  178. public _releaseTexture(texture: WebGLTexture): void;
  179. public bindSamplers(effect: Effect): void;
  180. public _bindTexture(channel: number, texture: WebGLTexture): void;
  181. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  182. public setTexture(channel: number, texture: BaseTexture): void;
  183. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  184. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  185. public dispose(): void;
  186. public displayLoadingUI(): void;
  187. public loadingUIText : string;
  188. public loadingUIBackgroundColor : string;
  189. public hideLoadingUI(): void;
  190. static isSupported(): boolean;
  191. }
  192. }
  193. interface Window {
  194. mozIndexedDB(func: any): any;
  195. webkitIndexedDB(func: any): any;
  196. IDBTransaction(func: any): any;
  197. webkitIDBTransaction(func: any): any;
  198. msIDBTransaction(func: any): any;
  199. IDBKeyRange(func: any): any;
  200. webkitIDBKeyRange(func: any): any;
  201. msIDBKeyRange(func: any): any;
  202. URL: HTMLURL;
  203. webkitURL: HTMLURL;
  204. webkitRequestAnimationFrame(func: any): any;
  205. mozRequestAnimationFrame(func: any): any;
  206. oRequestAnimationFrame(func: any): any;
  207. WebGLRenderingContext: WebGLRenderingContext;
  208. MSGesture: MSGesture;
  209. }
  210. interface HTMLURL {
  211. createObjectURL(param1: any, param2?: any): any;
  212. }
  213. interface Document {
  214. exitFullscreen(): void;
  215. webkitCancelFullScreen(): void;
  216. mozCancelFullScreen(): void;
  217. msCancelFullScreen(): void;
  218. webkitIsFullScreen: boolean;
  219. mozFullScreen: boolean;
  220. msIsFullScreen: boolean;
  221. fullscreen: boolean;
  222. mozPointerLockElement: HTMLElement;
  223. msPointerLockElement: HTMLElement;
  224. webkitPointerLockElement: HTMLElement;
  225. pointerLockElement: HTMLElement;
  226. }
  227. interface HTMLCanvasElement {
  228. requestPointerLock(): void;
  229. msRequestPointerLock(): void;
  230. mozRequestPointerLock(): void;
  231. webkitRequestPointerLock(): void;
  232. }
  233. interface WebGLTexture {
  234. isReady: boolean;
  235. isCube: boolean;
  236. url: string;
  237. noMipmap: boolean;
  238. references: number;
  239. generateMipMaps: boolean;
  240. _size: number;
  241. _baseWidth: number;
  242. _baseHeight: number;
  243. _width: number;
  244. _height: number;
  245. _workingCanvas: HTMLCanvasElement;
  246. _workingContext: CanvasRenderingContext2D;
  247. _framebuffer: WebGLFramebuffer;
  248. _depthBuffer: WebGLRenderbuffer;
  249. _cachedCoordinatesMode: number;
  250. _cachedWrapU: number;
  251. _cachedWrapV: number;
  252. }
  253. interface WebGLBuffer {
  254. references: number;
  255. capacity: number;
  256. }
  257. interface MouseEvent {
  258. movementX: number;
  259. movementY: number;
  260. mozMovementX: number;
  261. mozMovementY: number;
  262. webkitMovementX: number;
  263. webkitMovementY: number;
  264. msMovementX: number;
  265. msMovementY: number;
  266. }
  267. interface MSStyleCSSProperties {
  268. webkitTransform: string;
  269. webkitTransition: string;
  270. }
  271. declare module BABYLON {
  272. class Node {
  273. public parent: Node;
  274. public name: string;
  275. public id: string;
  276. public state: string;
  277. public animations: Animation[];
  278. public onReady: (node: Node) => void;
  279. private _childrenFlag;
  280. private _isEnabled;
  281. private _isReady;
  282. public _currentRenderId: number;
  283. private _scene;
  284. public _cache: any;
  285. constructor(name: string, scene: any);
  286. public getScene(): Scene;
  287. public getEngine(): Engine;
  288. public getWorldMatrix(): Matrix;
  289. public _initCache(): void;
  290. public updateCache(force?: boolean): void;
  291. public _updateCache(ignoreParentClass?: boolean): void;
  292. public _isSynchronized(): boolean;
  293. public isSynchronizedWithParent(): boolean;
  294. public isSynchronized(updateCache?: boolean): boolean;
  295. public hasNewParent(update?: boolean): boolean;
  296. public isReady(): boolean;
  297. public isEnabled(): boolean;
  298. public setEnabled(value: boolean): void;
  299. public isDescendantOf(ancestor: Node): boolean;
  300. public _getDescendants(list: Node[], results: Node[]): void;
  301. public getDescendants(): Node[];
  302. public _setReady(state: boolean): void;
  303. }
  304. }
  305. declare module BABYLON {
  306. interface IDisposable {
  307. dispose(): void;
  308. }
  309. class Scene {
  310. static FOGMODE_NONE: number;
  311. static FOGMODE_EXP: number;
  312. static FOGMODE_EXP2: number;
  313. static FOGMODE_LINEAR: number;
  314. static MinDeltaTime: number;
  315. static MaxDeltaTime: number;
  316. public autoClear: boolean;
  317. public clearColor: Color3;
  318. public ambientColor: Color3;
  319. public beforeRender: () => void;
  320. public afterRender: () => void;
  321. public onDispose: () => void;
  322. public beforeCameraRender: (camera: Camera) => void;
  323. public afterCameraRender: (camera: Camera) => void;
  324. public forceWireframe: boolean;
  325. public clipPlane: Plane;
  326. private _onPointerMove;
  327. private _onPointerDown;
  328. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  329. public cameraToUseForPointers: Camera;
  330. private _pointerX;
  331. private _pointerY;
  332. private _meshUnderPointer;
  333. private _onKeyDown;
  334. private _onKeyUp;
  335. public fogMode: number;
  336. public fogColor: Color3;
  337. public fogDensity: number;
  338. public fogStart: number;
  339. public fogEnd: number;
  340. public lightsEnabled: boolean;
  341. public lights: Light[];
  342. public cameras: Camera[];
  343. public activeCameras: Camera[];
  344. public activeCamera: Camera;
  345. public meshes: AbstractMesh[];
  346. private _geometries;
  347. public materials: Material[];
  348. public multiMaterials: MultiMaterial[];
  349. public defaultMaterial: StandardMaterial;
  350. public texturesEnabled: boolean;
  351. public textures: BaseTexture[];
  352. public particlesEnabled: boolean;
  353. public particleSystems: ParticleSystem[];
  354. public spriteManagers: SpriteManager[];
  355. public layers: Layer[];
  356. public skeletons: Skeleton[];
  357. public lensFlareSystems: LensFlareSystem[];
  358. public collisionsEnabled: boolean;
  359. public gravity: Vector3;
  360. public postProcessesEnabled: boolean;
  361. public postProcessManager: PostProcessManager;
  362. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  363. public renderTargetsEnabled: boolean;
  364. public customRenderTargets: RenderTargetTexture[];
  365. public useDelayedTextureLoading: boolean;
  366. public importedMeshesFiles: String[];
  367. public database: any;
  368. public actionManager: ActionManager;
  369. public _actionManagers: ActionManager[];
  370. private _meshesForIntersections;
  371. private _engine;
  372. private _totalVertices;
  373. public _activeVertices: number;
  374. public _activeParticles: number;
  375. private _lastFrameDuration;
  376. private _evaluateActiveMeshesDuration;
  377. private _renderTargetsDuration;
  378. public _particlesDuration: number;
  379. private _renderDuration;
  380. public _spritesDuration: number;
  381. private _animationRatio;
  382. private _animationStartDate;
  383. private _renderId;
  384. private _executeWhenReadyTimeoutId;
  385. public _toBeDisposed: SmartArray<IDisposable>;
  386. private _onReadyCallbacks;
  387. private _pendingData;
  388. private _onBeforeRenderCallbacks;
  389. private _activeMeshes;
  390. private _processedMaterials;
  391. private _renderTargets;
  392. public _activeParticleSystems: SmartArray<ParticleSystem>;
  393. private _activeSkeletons;
  394. private _renderingManager;
  395. private _physicsEngine;
  396. public _activeAnimatables: Animatable[];
  397. private _transformMatrix;
  398. private _pickWithRayInverseMatrix;
  399. private _scaledPosition;
  400. private _scaledVelocity;
  401. private _boundingBoxRenderer;
  402. private _outlineRenderer;
  403. private _viewMatrix;
  404. private _projectionMatrix;
  405. private _frustumPlanes;
  406. private _selectionOctree;
  407. private _pointerOverMesh;
  408. constructor(engine: Engine);
  409. public meshUnderPointer : AbstractMesh;
  410. public pointerX : number;
  411. public pointerY : number;
  412. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  413. public getOutlineRenderer(): OutlineRenderer;
  414. public getEngine(): Engine;
  415. public getTotalVertices(): number;
  416. public getActiveVertices(): number;
  417. public getActiveParticles(): number;
  418. public getLastFrameDuration(): number;
  419. public getEvaluateActiveMeshesDuration(): number;
  420. public getActiveMeshes(): SmartArray<Mesh>;
  421. public getRenderTargetsDuration(): number;
  422. public getRenderDuration(): number;
  423. public getParticlesDuration(): number;
  424. public getSpritesDuration(): number;
  425. public getAnimationRatio(): number;
  426. public getRenderId(): number;
  427. private _updatePointerPosition(evt);
  428. public attachControl(): void;
  429. public detachControl(): void;
  430. public isReady(): boolean;
  431. public registerBeforeRender(func: () => void): void;
  432. public unregisterBeforeRender(func: () => void): void;
  433. public _addPendingData(data: any): void;
  434. public _removePendingData(data: any): void;
  435. public getWaitingItemsCount(): number;
  436. public executeWhenReady(func: () => void): void;
  437. public _checkIsReady(): void;
  438. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  439. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  440. public getAnimatableByTarget(target: any): Animatable;
  441. public stopAnimation(target: any): void;
  442. private _animate();
  443. public getViewMatrix(): Matrix;
  444. public getProjectionMatrix(): Matrix;
  445. public getTransformMatrix(): Matrix;
  446. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  447. public setActiveCameraByID(id: string): Camera;
  448. public setActiveCameraByName(name: string): Camera;
  449. public getMaterialByID(id: string): Material;
  450. public getMaterialByName(name: string): Material;
  451. public getCameraByID(id: string): Camera;
  452. public getCameraByName(name: string): Camera;
  453. public getLightByName(name: string): Light;
  454. public getLightByID(id: string): Light;
  455. public getGeometryByID(id: string): Geometry;
  456. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  457. public getGeometries(): Geometry[];
  458. public getMeshByID(id: string): AbstractMesh;
  459. public getLastMeshByID(id: string): AbstractMesh;
  460. public getLastEntryByID(id: string): Node;
  461. public getMeshByName(name: string): AbstractMesh;
  462. public getLastSkeletonByID(id: string): Skeleton;
  463. public getSkeletonById(id: string): Skeleton;
  464. public getSkeletonByName(name: string): Skeleton;
  465. public isActiveMesh(mesh: Mesh): boolean;
  466. private _evaluateSubMesh(subMesh, mesh);
  467. private _evaluateActiveMeshes();
  468. private _activeMesh(mesh);
  469. public updateTransformMatrix(force?: boolean): void;
  470. private _renderForCamera(camera);
  471. private _processSubCameras(camera);
  472. private _checkIntersections();
  473. public render(): void;
  474. public dispose(): void;
  475. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  476. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  477. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  478. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  479. private _internalPick(rayFunction, predicate, fastCheck?);
  480. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  481. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  482. public setPointerOverMesh(mesh: AbstractMesh): void;
  483. public getPointerOverMesh(): AbstractMesh;
  484. public getPhysicsEngine(): PhysicsEngine;
  485. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  486. public disablePhysicsEngine(): void;
  487. public isPhysicsEnabled(): boolean;
  488. public setGravity(gravity: Vector3): void;
  489. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  490. public deleteCompoundImpostor(compound: any): void;
  491. private _getByTags(list, tagsQuery);
  492. public getMeshesByTags(tagsQuery: string): Mesh[];
  493. public getCamerasByTags(tagsQuery: string): Camera[];
  494. public getLightsByTags(tagsQuery: string): Light[];
  495. public getMaterialByTags(tagsQuery: string): Material[];
  496. }
  497. }
  498. declare module BABYLON {
  499. class Action {
  500. public triggerOptions: any;
  501. public trigger: number;
  502. public _actionManager: ActionManager;
  503. private _nextActiveAction;
  504. private _child;
  505. private _condition;
  506. private _triggerParameter;
  507. constructor(triggerOptions: any, condition?: Condition);
  508. public _prepare(): void;
  509. public getTriggerParameter(): any;
  510. public _executeCurrent(evt: ActionEvent): void;
  511. public execute(evt: ActionEvent): void;
  512. public then(action: Action): Action;
  513. public _getProperty(propertyPath: string): string;
  514. public _getEffectiveTarget(target: any, propertyPath: string): any;
  515. }
  516. }
  517. declare module BABYLON {
  518. class ActionEvent {
  519. public source: AbstractMesh;
  520. public pointerX: number;
  521. public pointerY: number;
  522. public meshUnderPointer: AbstractMesh;
  523. public sourceEvent: any;
  524. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  525. static CreateNew(source: AbstractMesh): ActionEvent;
  526. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  527. }
  528. class ActionManager {
  529. private static _NothingTrigger;
  530. private static _OnPickTrigger;
  531. private static _OnLeftPickTrigger;
  532. private static _OnRightPickTrigger;
  533. private static _OnCenterPickTrigger;
  534. private static _OnPointerOverTrigger;
  535. private static _OnPointerOutTrigger;
  536. private static _OnEveryFrameTrigger;
  537. private static _OnIntersectionEnterTrigger;
  538. private static _OnIntersectionExitTrigger;
  539. private static _OnKeyDownTrigger;
  540. private static _OnKeyUpTrigger;
  541. static NothingTrigger : number;
  542. static OnPickTrigger : number;
  543. static OnLeftPickTrigger : number;
  544. static OnRightPickTrigger : number;
  545. static OnCenterPickTrigger : number;
  546. static OnPointerOverTrigger : number;
  547. static OnPointerOutTrigger : number;
  548. static OnEveryFrameTrigger : number;
  549. static OnIntersectionEnterTrigger : number;
  550. static OnIntersectionExitTrigger : number;
  551. static OnKeyDownTrigger : number;
  552. static OnKeyUpTrigger : number;
  553. public actions: Action[];
  554. private _scene;
  555. constructor(scene: Scene);
  556. public dispose(): void;
  557. public getScene(): Scene;
  558. public hasSpecificTriggers(triggers: number[]): boolean;
  559. public hasPointerTriggers : boolean;
  560. public hasPickTriggers : boolean;
  561. public registerAction(action: Action): Action;
  562. public processTrigger(trigger: number, evt: ActionEvent): void;
  563. public _getEffectiveTarget(target: any, propertyPath: string): any;
  564. public _getProperty(propertyPath: string): string;
  565. }
  566. }
  567. declare module BABYLON {
  568. class Condition {
  569. public _actionManager: ActionManager;
  570. public _evaluationId: number;
  571. public _currentResult: boolean;
  572. constructor(actionManager: ActionManager);
  573. public isValid(): boolean;
  574. public _getProperty(propertyPath: string): string;
  575. public _getEffectiveTarget(target: any, propertyPath: string): any;
  576. }
  577. class ValueCondition extends Condition {
  578. public propertyPath: string;
  579. public value: any;
  580. public operator: number;
  581. private static _IsEqual;
  582. private static _IsDifferent;
  583. private static _IsGreater;
  584. private static _IsLesser;
  585. static IsEqual : number;
  586. static IsDifferent : number;
  587. static IsGreater : number;
  588. static IsLesser : number;
  589. public _actionManager: ActionManager;
  590. private _target;
  591. private _property;
  592. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  593. public isValid(): boolean;
  594. }
  595. class PredicateCondition extends Condition {
  596. public predicate: () => boolean;
  597. public _actionManager: ActionManager;
  598. constructor(actionManager: ActionManager, predicate: () => boolean);
  599. public isValid(): boolean;
  600. }
  601. class StateCondition extends Condition {
  602. public value: string;
  603. public _actionManager: ActionManager;
  604. private _target;
  605. constructor(actionManager: ActionManager, target: any, value: string);
  606. public isValid(): boolean;
  607. }
  608. }
  609. declare module BABYLON {
  610. class SwitchBooleanAction extends Action {
  611. public propertyPath: string;
  612. private _target;
  613. private _property;
  614. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  615. public _prepare(): void;
  616. public execute(): void;
  617. }
  618. class SetStateAction extends Action {
  619. public value: string;
  620. private _target;
  621. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  622. public execute(): void;
  623. }
  624. class SetValueAction extends Action {
  625. public propertyPath: string;
  626. public value: any;
  627. private _target;
  628. private _property;
  629. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  630. public _prepare(): void;
  631. public execute(): void;
  632. }
  633. class IncrementValueAction extends Action {
  634. public propertyPath: string;
  635. public value: any;
  636. private _target;
  637. private _property;
  638. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  639. public _prepare(): void;
  640. public execute(): void;
  641. }
  642. class PlayAnimationAction extends Action {
  643. public from: number;
  644. public to: number;
  645. public loop: boolean;
  646. private _target;
  647. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  648. public _prepare(): void;
  649. public execute(): void;
  650. }
  651. class StopAnimationAction extends Action {
  652. private _target;
  653. constructor(triggerOptions: any, target: any, condition?: Condition);
  654. public _prepare(): void;
  655. public execute(): void;
  656. }
  657. class DoNothingAction extends Action {
  658. constructor(triggerOptions?: any, condition?: Condition);
  659. public execute(): void;
  660. }
  661. class CombineAction extends Action {
  662. public children: Action[];
  663. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  664. public _prepare(): void;
  665. public execute(evt: ActionEvent): void;
  666. }
  667. class ExecuteCodeAction extends Action {
  668. public func: (evt: ActionEvent) => void;
  669. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  670. public execute(evt: ActionEvent): void;
  671. }
  672. class SetParentAction extends Action {
  673. private _parent;
  674. private _target;
  675. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  676. public _prepare(): void;
  677. public execute(): void;
  678. }
  679. }
  680. declare module BABYLON {
  681. class InterpolateValueAction extends Action {
  682. public propertyPath: string;
  683. public value: any;
  684. public duration: number;
  685. public stopOtherAnimations: boolean;
  686. private _target;
  687. private _property;
  688. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  689. public _prepare(): void;
  690. public execute(): void;
  691. }
  692. }
  693. declare module BABYLON {
  694. class Animatable {
  695. public target: any;
  696. public fromFrame: number;
  697. public toFrame: number;
  698. public loopAnimation: boolean;
  699. public speedRatio: number;
  700. public onAnimationEnd: any;
  701. private _localDelayOffset;
  702. private _animations;
  703. private _paused;
  704. private _scene;
  705. public animationStarted: boolean;
  706. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  707. public appendAnimations(target: any, animations: Animation[]): void;
  708. public getAnimationByTargetProperty(property: string): Animation;
  709. public pause(): void;
  710. public restart(): void;
  711. public stop(): void;
  712. public _animate(delay: number): boolean;
  713. }
  714. }
  715. declare module BABYLON {
  716. class Animation {
  717. public name: string;
  718. public targetProperty: string;
  719. public framePerSecond: number;
  720. public dataType: number;
  721. public loopMode: number;
  722. private _keys;
  723. private _offsetsCache;
  724. private _highLimitsCache;
  725. private _stopped;
  726. public _target: any;
  727. public targetPropertyPath: string[];
  728. public currentFrame: number;
  729. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  730. public isStopped(): boolean;
  731. public getKeys(): any[];
  732. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  733. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  734. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  735. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  736. public clone(): Animation;
  737. public setKeys(values: any[]): void;
  738. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  739. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  740. private static _ANIMATIONTYPE_FLOAT;
  741. private static _ANIMATIONTYPE_VECTOR3;
  742. private static _ANIMATIONTYPE_QUATERNION;
  743. private static _ANIMATIONTYPE_MATRIX;
  744. private static _ANIMATIONTYPE_COLOR3;
  745. private static _ANIMATIONLOOPMODE_RELATIVE;
  746. private static _ANIMATIONLOOPMODE_CYCLE;
  747. private static _ANIMATIONLOOPMODE_CONSTANT;
  748. static ANIMATIONTYPE_FLOAT : number;
  749. static ANIMATIONTYPE_VECTOR3 : number;
  750. static ANIMATIONTYPE_QUATERNION : number;
  751. static ANIMATIONTYPE_MATRIX : number;
  752. static ANIMATIONTYPE_COLOR3 : number;
  753. static ANIMATIONLOOPMODE_RELATIVE : number;
  754. static ANIMATIONLOOPMODE_CYCLE : number;
  755. static ANIMATIONLOOPMODE_CONSTANT : number;
  756. }
  757. }
  758. declare module BABYLON {
  759. class Bone {
  760. public name: string;
  761. public children: Bone[];
  762. public animations: Animation[];
  763. private _skeleton;
  764. private _matrix;
  765. private _baseMatrix;
  766. private _worldTransform;
  767. private _absoluteTransform;
  768. private _invertedAbsoluteTransform;
  769. private _parent;
  770. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  771. public getParent(): Bone;
  772. public getLocalMatrix(): Matrix;
  773. public getBaseMatrix(): Matrix;
  774. public getWorldMatrix(): Matrix;
  775. public getInvertedAbsoluteTransform(): Matrix;
  776. public getAbsoluteMatrix(): Matrix;
  777. public updateMatrix(matrix: Matrix): void;
  778. private _updateDifferenceMatrix();
  779. public markAsDirty(): void;
  780. }
  781. }
  782. declare module BABYLON {
  783. class Skeleton {
  784. public name: string;
  785. public id: string;
  786. public bones: Bone[];
  787. private _scene;
  788. private _isDirty;
  789. private _transformMatrices;
  790. private _animatables;
  791. private _identity;
  792. constructor(name: string, id: string, scene: Scene);
  793. public getTransformMatrices(): Float32Array;
  794. public _markAsDirty(): void;
  795. public prepare(): void;
  796. public getAnimatables(): IAnimatable[];
  797. public clone(name: string, id: string): Skeleton;
  798. }
  799. }
  800. declare module BABYLON {
  801. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  802. private _eyeSpace;
  803. private _leftCamera;
  804. private _rightCamera;
  805. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  806. public _update(): void;
  807. public _updateCamera(camera: ArcRotateCamera): void;
  808. }
  809. class AnaglyphFreeCamera extends FreeCamera {
  810. private _eyeSpace;
  811. private _leftCamera;
  812. private _rightCamera;
  813. private _transformMatrix;
  814. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  815. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  816. public _update(): void;
  817. public _updateCamera(camera: FreeCamera): void;
  818. }
  819. }
  820. declare module BABYLON {
  821. class ArcRotateCamera extends Camera {
  822. public alpha: number;
  823. public beta: number;
  824. public radius: number;
  825. public target: any;
  826. public inertialAlphaOffset: number;
  827. public inertialBetaOffset: number;
  828. public inertialRadiusOffset: number;
  829. public lowerAlphaLimit: any;
  830. public upperAlphaLimit: any;
  831. public lowerBetaLimit: number;
  832. public upperBetaLimit: number;
  833. public lowerRadiusLimit: any;
  834. public upperRadiusLimit: any;
  835. public angularSensibility: number;
  836. public wheelPrecision: number;
  837. public keysUp: number[];
  838. public keysDown: number[];
  839. public keysLeft: number[];
  840. public keysRight: number[];
  841. public zoomOnFactor: number;
  842. private _keys;
  843. private _viewMatrix;
  844. private _attachedElement;
  845. private _onPointerDown;
  846. private _onPointerUp;
  847. private _onPointerMove;
  848. private _wheel;
  849. private _onMouseMove;
  850. private _onKeyDown;
  851. private _onKeyUp;
  852. private _onLostFocus;
  853. private _reset;
  854. private _onGestureStart;
  855. private _onGesture;
  856. private _MSGestureHandler;
  857. public onCollide: (collidedMesh: AbstractMesh) => void;
  858. public checkCollisions: boolean;
  859. public collisionRadius: Vector3;
  860. private _collider;
  861. private _previousPosition;
  862. private _collisionVelocity;
  863. private _newPosition;
  864. private _previousAlpha;
  865. private _previousBeta;
  866. private _previousRadius;
  867. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  868. public _getTargetPosition(): Vector3;
  869. public _initCache(): void;
  870. public _updateCache(ignoreParentClass?: boolean): void;
  871. public _isSynchronizedViewMatrix(): boolean;
  872. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  873. public detachControl(element: HTMLElement): void;
  874. public _update(): void;
  875. public setPosition(position: Vector3): void;
  876. public _getViewMatrix(): Matrix;
  877. public zoomOn(meshes?: AbstractMesh[]): void;
  878. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  879. }
  880. }
  881. declare module BABYLON {
  882. class Camera extends Node {
  883. public position: Vector3;
  884. static PERSPECTIVE_CAMERA: number;
  885. static ORTHOGRAPHIC_CAMERA: number;
  886. public upVector: Vector3;
  887. public orthoLeft: any;
  888. public orthoRight: any;
  889. public orthoBottom: any;
  890. public orthoTop: any;
  891. public fov: number;
  892. public minZ: number;
  893. public maxZ: number;
  894. public inertia: number;
  895. public mode: number;
  896. public isIntermediate: boolean;
  897. public viewport: Viewport;
  898. public subCameras: any[];
  899. public layerMask: number;
  900. private _computedViewMatrix;
  901. public _projectionMatrix: Matrix;
  902. private _worldMatrix;
  903. public _postProcesses: PostProcess[];
  904. public _postProcessesTakenIndices: any[];
  905. public _waitingParentId: string;
  906. constructor(name: string, position: Vector3, scene: Scene);
  907. public _initCache(): void;
  908. public _updateCache(ignoreParentClass?: boolean): void;
  909. public _updateFromScene(): void;
  910. public _isSynchronized(): boolean;
  911. public _isSynchronizedViewMatrix(): boolean;
  912. public _isSynchronizedProjectionMatrix(): boolean;
  913. public attachControl(element: HTMLElement): void;
  914. public detachControl(element: HTMLElement): void;
  915. public _update(): void;
  916. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  917. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  918. public getWorldMatrix(): Matrix;
  919. public _getViewMatrix(): Matrix;
  920. public getViewMatrix(): Matrix;
  921. public _computeViewMatrix(force?: boolean): Matrix;
  922. public getProjectionMatrix(force?: boolean): Matrix;
  923. public dispose(): void;
  924. }
  925. }
  926. declare module BABYLON {
  927. class DeviceOrientationCamera extends FreeCamera {
  928. private _offsetX;
  929. private _offsetY;
  930. private _orientationGamma;
  931. private _orientationBeta;
  932. private _initialOrientationGamma;
  933. private _initialOrientationBeta;
  934. private _attachedCanvas;
  935. private _orientationChanged;
  936. public angularSensibility: number;
  937. public moveSensibility: number;
  938. constructor(name: string, position: Vector3, scene: Scene);
  939. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  940. public detachControl(canvas: HTMLCanvasElement): void;
  941. public _checkInputs(): void;
  942. }
  943. }
  944. declare module BABYLON {
  945. class FollowCamera extends TargetCamera {
  946. public radius: number;
  947. public rotationOffset: number;
  948. public heightOffset: number;
  949. public cameraAcceleration: number;
  950. public maxCameraSpeed: number;
  951. public target: AbstractMesh;
  952. constructor(name: string, position: Vector3, scene: Scene);
  953. private getRadians(degrees);
  954. private follow(cameraTarget);
  955. public _update(): void;
  956. }
  957. }
  958. declare module BABYLON {
  959. class FreeCamera extends TargetCamera {
  960. public ellipsoid: Vector3;
  961. public keysUp: number[];
  962. public keysDown: number[];
  963. public keysLeft: number[];
  964. public keysRight: number[];
  965. public checkCollisions: boolean;
  966. public applyGravity: boolean;
  967. public angularSensibility: number;
  968. public onCollide: (collidedMesh: AbstractMesh) => void;
  969. private _keys;
  970. private _collider;
  971. private _needMoveForGravity;
  972. private _oldPosition;
  973. private _diffPosition;
  974. private _newPosition;
  975. private _attachedElement;
  976. private _localDirection;
  977. private _transformedDirection;
  978. private _onMouseDown;
  979. private _onMouseUp;
  980. private _onMouseOut;
  981. private _onMouseMove;
  982. private _onKeyDown;
  983. private _onKeyUp;
  984. public _onLostFocus: (e: FocusEvent) => any;
  985. public _waitingLockedTargetId: string;
  986. constructor(name: string, position: Vector3, scene: Scene);
  987. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  988. public detachControl(element: HTMLElement): void;
  989. public _collideWithWorld(velocity: Vector3): void;
  990. public _checkInputs(): void;
  991. public _decideIfNeedsToMove(): boolean;
  992. public _updatePosition(): void;
  993. public _update(): void;
  994. }
  995. }
  996. declare module BABYLON {
  997. class GamepadCamera extends FreeCamera {
  998. private _gamepad;
  999. private _gamepads;
  1000. public angularSensibility: number;
  1001. public moveSensibility: number;
  1002. constructor(name: string, position: Vector3, scene: Scene);
  1003. private _onNewGameConnected(gamepad);
  1004. public _checkInputs(): void;
  1005. public dispose(): void;
  1006. }
  1007. }
  1008. declare module BABYLON {
  1009. class OculusCamera extends FreeCamera {
  1010. private _leftCamera;
  1011. private _rightCamera;
  1012. private _offsetOrientation;
  1013. private _deviceOrientationHandler;
  1014. constructor(name: string, position: Vector3, scene: Scene);
  1015. public _update(): void;
  1016. public _updateCamera(camera: FreeCamera): void;
  1017. private _onOrientationEvent(evt);
  1018. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1019. public detachControl(element: HTMLElement): void;
  1020. }
  1021. }
  1022. declare module BABYLON {
  1023. class TargetCamera extends Camera {
  1024. public cameraDirection: Vector3;
  1025. public cameraRotation: Vector2;
  1026. public rotation: Vector3;
  1027. public speed: number;
  1028. public noRotationConstraint: boolean;
  1029. public lockedTarget: any;
  1030. public _currentTarget: Vector3;
  1031. public _viewMatrix: Matrix;
  1032. public _camMatrix: Matrix;
  1033. public _cameraTransformMatrix: Matrix;
  1034. public _cameraRotationMatrix: Matrix;
  1035. public _referencePoint: Vector3;
  1036. public _transformedReferencePoint: Vector3;
  1037. public _lookAtTemp: Matrix;
  1038. public _tempMatrix: Matrix;
  1039. public _reset: () => void;
  1040. public _waitingLockedTargetId: string;
  1041. constructor(name: string, position: Vector3, scene: Scene);
  1042. public _getLockedTargetPosition(): Vector3;
  1043. public _initCache(): void;
  1044. public _updateCache(ignoreParentClass?: boolean): void;
  1045. public _isSynchronizedViewMatrix(): boolean;
  1046. public _computeLocalCameraSpeed(): number;
  1047. public setTarget(target: Vector3): void;
  1048. public getTarget(): Vector3;
  1049. public _decideIfNeedsToMove(): boolean;
  1050. public _updatePosition(): void;
  1051. public _update(): void;
  1052. public _getViewMatrix(): Matrix;
  1053. }
  1054. }
  1055. declare module BABYLON {
  1056. class TouchCamera extends FreeCamera {
  1057. private _offsetX;
  1058. private _offsetY;
  1059. private _pointerCount;
  1060. private _pointerPressed;
  1061. private _attachedCanvas;
  1062. private _onPointerDown;
  1063. private _onPointerUp;
  1064. private _onPointerMove;
  1065. public angularSensibility: number;
  1066. public moveSensibility: number;
  1067. constructor(name: string, position: Vector3, scene: Scene);
  1068. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1069. public detachControl(canvas: HTMLCanvasElement): void;
  1070. public _checkInputs(): void;
  1071. }
  1072. }
  1073. declare module BABYLON {
  1074. class VirtualJoysticksCamera extends FreeCamera {
  1075. private _leftjoystick;
  1076. private _rightjoystick;
  1077. constructor(name: string, position: Vector3, scene: Scene);
  1078. public _checkInputs(): void;
  1079. public dispose(): void;
  1080. }
  1081. }
  1082. declare module BABYLON {
  1083. class Collider {
  1084. public radius: Vector3;
  1085. public retry: number;
  1086. public velocity: Vector3;
  1087. public basePoint: Vector3;
  1088. public epsilon: number;
  1089. public collisionFound: boolean;
  1090. public velocityWorldLength: number;
  1091. public basePointWorld: Vector3;
  1092. public velocityWorld: Vector3;
  1093. public normalizedVelocity: Vector3;
  1094. public initialVelocity: Vector3;
  1095. public initialPosition: Vector3;
  1096. public nearestDistance: number;
  1097. public intersectionPoint: Vector3;
  1098. public collidedMesh: AbstractMesh;
  1099. private _collisionPoint;
  1100. private _planeIntersectionPoint;
  1101. private _tempVector;
  1102. private _tempVector2;
  1103. private _tempVector3;
  1104. private _tempVector4;
  1105. private _edge;
  1106. private _baseToVertex;
  1107. private _destinationPoint;
  1108. private _slidePlaneNormal;
  1109. private _displacementVector;
  1110. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1111. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1112. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1113. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1114. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1115. public _getResponse(pos: Vector3, vel: Vector3): void;
  1116. }
  1117. }
  1118. declare module BABYLON {
  1119. class IntersectionInfo {
  1120. public bu: number;
  1121. public bv: number;
  1122. public distance: number;
  1123. public faceId: number;
  1124. constructor(bu: number, bv: number, distance: number);
  1125. }
  1126. class PickingInfo {
  1127. public hit: boolean;
  1128. public distance: number;
  1129. public pickedPoint: Vector3;
  1130. public pickedMesh: AbstractMesh;
  1131. public bu: number;
  1132. public bv: number;
  1133. public faceId: number;
  1134. public getNormal(): Vector3;
  1135. public getTextureCoordinates(): Vector2;
  1136. }
  1137. }
  1138. declare module BABYLON {
  1139. class BoundingBox {
  1140. public minimum: Vector3;
  1141. public maximum: Vector3;
  1142. public vectors: Vector3[];
  1143. public center: Vector3;
  1144. public extendSize: Vector3;
  1145. public directions: Vector3[];
  1146. public vectorsWorld: Vector3[];
  1147. public minimumWorld: Vector3;
  1148. public maximumWorld: Vector3;
  1149. private _worldMatrix;
  1150. constructor(minimum: Vector3, maximum: Vector3);
  1151. public getWorldMatrix(): Matrix;
  1152. public _update(world: Matrix): void;
  1153. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1154. public intersectsPoint(point: Vector3): boolean;
  1155. public intersectsSphere(sphere: BoundingSphere): boolean;
  1156. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1157. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1158. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1159. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1160. }
  1161. }
  1162. declare module BABYLON {
  1163. class BoundingInfo {
  1164. public minimum: Vector3;
  1165. public maximum: Vector3;
  1166. public boundingBox: BoundingBox;
  1167. public boundingSphere: BoundingSphere;
  1168. constructor(minimum: Vector3, maximum: Vector3);
  1169. public _update(world: Matrix): void;
  1170. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1171. public _checkCollision(collider: Collider): boolean;
  1172. public intersectsPoint(point: Vector3): boolean;
  1173. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1174. }
  1175. }
  1176. declare module BABYLON {
  1177. class BoundingSphere {
  1178. public minimum: Vector3;
  1179. public maximum: Vector3;
  1180. public center: Vector3;
  1181. public radius: number;
  1182. public centerWorld: Vector3;
  1183. public radiusWorld: number;
  1184. private _tempRadiusVector;
  1185. constructor(minimum: Vector3, maximum: Vector3);
  1186. public _update(world: Matrix): void;
  1187. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1188. public intersectsPoint(point: Vector3): boolean;
  1189. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1190. }
  1191. }
  1192. declare module BABYLON {
  1193. interface IOctreeContainer<T> {
  1194. blocks: OctreeBlock<T>[];
  1195. }
  1196. class Octree<T> {
  1197. public maxDepth: number;
  1198. public blocks: OctreeBlock<T>[];
  1199. public dynamicContent: T[];
  1200. private _maxBlockCapacity;
  1201. private _selectionContent;
  1202. private _creationFunc;
  1203. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1204. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1205. public addMesh(entry: T): void;
  1206. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1207. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1208. public intersectsRay(ray: Ray): SmartArray<T>;
  1209. 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;
  1210. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1211. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1212. }
  1213. }
  1214. declare module BABYLON {
  1215. class OctreeBlock<T> {
  1216. public entries: T[];
  1217. public blocks: OctreeBlock<T>[];
  1218. private _depth;
  1219. private _maxDepth;
  1220. private _capacity;
  1221. private _minPoint;
  1222. private _maxPoint;
  1223. private _boundingVectors;
  1224. private _creationFunc;
  1225. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1226. public capacity : number;
  1227. public minPoint : Vector3;
  1228. public maxPoint : Vector3;
  1229. public addEntry(entry: T): void;
  1230. public addEntries(entries: T[]): void;
  1231. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1232. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1233. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1234. public createInnerBlocks(): void;
  1235. }
  1236. }
  1237. declare module BABYLON {
  1238. class Layer {
  1239. public name: string;
  1240. public texture: Texture;
  1241. public isBackground: boolean;
  1242. public color: Color4;
  1243. public onDispose: () => void;
  1244. private _scene;
  1245. private _vertexDeclaration;
  1246. private _vertexStrideSize;
  1247. private _vertexBuffer;
  1248. private _indexBuffer;
  1249. private _effect;
  1250. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1251. public render(): void;
  1252. public dispose(): void;
  1253. }
  1254. }
  1255. declare module BABYLON {
  1256. class LensFlare {
  1257. public size: number;
  1258. public position: number;
  1259. public color: Color3;
  1260. public texture: Texture;
  1261. private _system;
  1262. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1263. public dispose: () => void;
  1264. }
  1265. }
  1266. declare module BABYLON {
  1267. class LensFlareSystem {
  1268. public name: string;
  1269. public lensFlares: LensFlare[];
  1270. public borderLimit: number;
  1271. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1272. private _scene;
  1273. private _emitter;
  1274. private _vertexDeclaration;
  1275. private _vertexStrideSize;
  1276. private _vertexBuffer;
  1277. private _indexBuffer;
  1278. private _effect;
  1279. private _positionX;
  1280. private _positionY;
  1281. private _isEnabled;
  1282. constructor(name: string, emitter: any, scene: Scene);
  1283. public isEnabled : boolean;
  1284. public getScene(): Scene;
  1285. public getEmitter(): any;
  1286. public getEmitterPosition(): Vector3;
  1287. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1288. public _isVisible(): boolean;
  1289. public render(): boolean;
  1290. public dispose(): void;
  1291. }
  1292. }
  1293. declare module BABYLON {
  1294. class DirectionalLight extends Light {
  1295. public direction: Vector3;
  1296. public position: Vector3;
  1297. private _transformedDirection;
  1298. public _transformedPosition: Vector3;
  1299. private _worldMatrix;
  1300. constructor(name: string, direction: Vector3, scene: Scene);
  1301. public setDirectionToTarget(target: Vector3): Vector3;
  1302. public _computeTransformedPosition(): boolean;
  1303. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1304. public _getWorldMatrix(): Matrix;
  1305. }
  1306. }
  1307. declare module BABYLON {
  1308. class HemisphericLight extends Light {
  1309. public direction: Vector3;
  1310. public groundColor: Color3;
  1311. private _worldMatrix;
  1312. constructor(name: string, direction: Vector3, scene: Scene);
  1313. public setDirectionToTarget(target: Vector3): Vector3;
  1314. public getShadowGenerator(): ShadowGenerator;
  1315. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1316. public _getWorldMatrix(): Matrix;
  1317. }
  1318. }
  1319. declare module BABYLON {
  1320. class Light extends Node {
  1321. public diffuse: Color3;
  1322. public specular: Color3;
  1323. public intensity: number;
  1324. public range: number;
  1325. public includedOnlyMeshes: AbstractMesh[];
  1326. public excludedMeshes: AbstractMesh[];
  1327. public _shadowGenerator: ShadowGenerator;
  1328. private _parentedWorldMatrix;
  1329. public _excludedMeshesIds: string[];
  1330. public _includedOnlyMeshesIds: string[];
  1331. constructor(name: string, scene: Scene);
  1332. public getShadowGenerator(): ShadowGenerator;
  1333. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1334. public _getWorldMatrix(): Matrix;
  1335. public canAffectMesh(mesh: AbstractMesh): boolean;
  1336. public getWorldMatrix(): Matrix;
  1337. public dispose(): void;
  1338. }
  1339. }
  1340. declare module BABYLON {
  1341. class PointLight extends Light {
  1342. public position: Vector3;
  1343. private _worldMatrix;
  1344. private _transformedPosition;
  1345. constructor(name: string, position: Vector3, scene: Scene);
  1346. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1347. public getShadowGenerator(): ShadowGenerator;
  1348. public _getWorldMatrix(): Matrix;
  1349. }
  1350. }
  1351. declare module BABYLON {
  1352. class SpotLight extends Light {
  1353. public position: Vector3;
  1354. public direction: Vector3;
  1355. public angle: number;
  1356. public exponent: number;
  1357. private _transformedDirection;
  1358. private _transformedPosition;
  1359. private _worldMatrix;
  1360. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1361. public setDirectionToTarget(target: Vector3): Vector3;
  1362. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1363. public _getWorldMatrix(): Matrix;
  1364. }
  1365. }
  1366. declare module BABYLON {
  1367. class ShadowGenerator {
  1368. private static _FILTER_NONE;
  1369. private static _FILTER_VARIANCESHADOWMAP;
  1370. private static _FILTER_POISSONSAMPLING;
  1371. static FILTER_NONE : number;
  1372. static FILTER_VARIANCESHADOWMAP : number;
  1373. static FILTER_POISSONSAMPLING : number;
  1374. public filter: number;
  1375. public useVarianceShadowMap : boolean;
  1376. public usePoissonSampling : boolean;
  1377. private _light;
  1378. private _scene;
  1379. private _shadowMap;
  1380. private _darkness;
  1381. private _transparencyShadow;
  1382. private _effect;
  1383. private _viewMatrix;
  1384. private _projectionMatrix;
  1385. private _transformMatrix;
  1386. private _worldViewProjection;
  1387. private _cachedPosition;
  1388. private _cachedDirection;
  1389. private _cachedDefines;
  1390. constructor(mapSize: number, light: DirectionalLight);
  1391. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1392. public getShadowMap(): RenderTargetTexture;
  1393. public getLight(): DirectionalLight;
  1394. public getTransformMatrix(): Matrix;
  1395. public getDarkness(): number;
  1396. public setDarkness(darkness: number): void;
  1397. public setTransparencyShadow(hasShadow: boolean): void;
  1398. public dispose(): void;
  1399. }
  1400. }
  1401. declare module BABYLON {
  1402. interface ISceneLoaderPlugin {
  1403. extensions: string;
  1404. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1405. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1406. }
  1407. class SceneLoader {
  1408. private static _ForceFullSceneLoadingForIncremental;
  1409. private static _ShowLoadingScreen;
  1410. static ForceFullSceneLoadingForIncremental : boolean;
  1411. static ShowLoadingScreen : boolean;
  1412. private static _registeredPlugins;
  1413. private static _getPluginForFilename(sceneFilename);
  1414. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1415. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene) => void): void;
  1416. /**
  1417. * Load a scene
  1418. * @param rootUrl a string that defines the root url for scene and resources
  1419. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1420. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1421. */
  1422. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1423. /**
  1424. * Append a scene
  1425. * @param rootUrl a string that defines the root url for scene and resources
  1426. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1427. * @param scene is the instance of BABYLON.Scene to append to
  1428. */
  1429. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1430. }
  1431. }
  1432. declare module BABYLON.Internals {
  1433. }
  1434. declare module BABYLON {
  1435. class EffectFallbacks {
  1436. private _defines;
  1437. private _currentRank;
  1438. private _maxRank;
  1439. public addFallback(rank: number, define: string): void;
  1440. public isMoreFallbacks : boolean;
  1441. public reduce(currentDefines: string): string;
  1442. }
  1443. class Effect {
  1444. public name: any;
  1445. public defines: string;
  1446. public onCompiled: (effect: Effect) => void;
  1447. public onError: (effect: Effect, errors: string) => void;
  1448. private _engine;
  1449. private _uniformsNames;
  1450. private _samplers;
  1451. private _isReady;
  1452. private _compilationError;
  1453. private _attributesNames;
  1454. private _attributes;
  1455. private _uniforms;
  1456. public _key: string;
  1457. private _program;
  1458. private _valueCache;
  1459. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1460. public isReady(): boolean;
  1461. public getProgram(): WebGLProgram;
  1462. public getAttributesNames(): string[];
  1463. public getAttributeLocation(index: number): number;
  1464. public getAttributeLocationByName(name: string): number;
  1465. public getAttributesCount(): number;
  1466. public getUniformIndex(uniformName: string): number;
  1467. public getUniform(uniformName: string): WebGLUniformLocation;
  1468. public getSamplers(): string[];
  1469. public getCompilationError(): string;
  1470. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1471. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1472. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1473. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1474. public setTexture(channel: string, texture: BaseTexture): void;
  1475. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1476. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1477. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1478. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1479. public setArray(uniformName: string, array: number[]): Effect;
  1480. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1481. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1482. public setFloat(uniformName: string, value: number): Effect;
  1483. public setBool(uniformName: string, bool: boolean): Effect;
  1484. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1485. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1486. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1487. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1488. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1489. public setColor3(uniformName: string, color3: Color3): Effect;
  1490. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1491. static ShadersStore: {};
  1492. }
  1493. }
  1494. declare module BABYLON {
  1495. class Material {
  1496. public name: string;
  1497. public id: string;
  1498. public checkReadyOnEveryCall: boolean;
  1499. public checkReadyOnlyOnce: boolean;
  1500. public state: string;
  1501. public alpha: number;
  1502. public wireframe: boolean;
  1503. public backFaceCulling: boolean;
  1504. public onCompiled: (effect: Effect) => void;
  1505. public onError: (effect: Effect, errors: string) => void;
  1506. public onDispose: () => void;
  1507. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1508. public _effect: Effect;
  1509. public _wasPreviouslyReady: boolean;
  1510. private _scene;
  1511. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1512. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1513. public getEffect(): Effect;
  1514. public getScene(): Scene;
  1515. public needAlphaBlending(): boolean;
  1516. public needAlphaTesting(): boolean;
  1517. public getAlphaTestTexture(): BaseTexture;
  1518. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1519. public _preBind(): void;
  1520. public bind(world: Matrix, mesh: Mesh): void;
  1521. public bindOnlyWorldMatrix(world: Matrix): void;
  1522. public unbind(): void;
  1523. public dispose(forceDisposeEffect?: boolean): void;
  1524. }
  1525. }
  1526. declare module BABYLON {
  1527. class MultiMaterial extends Material {
  1528. public subMaterials: Material[];
  1529. constructor(name: string, scene: Scene);
  1530. public getSubMaterial(index: any): Material;
  1531. public isReady(mesh?: AbstractMesh): boolean;
  1532. }
  1533. }
  1534. declare module BABYLON {
  1535. class ShaderMaterial extends Material {
  1536. private _shaderPath;
  1537. private _options;
  1538. private _textures;
  1539. private _floats;
  1540. private _floatsArrays;
  1541. private _colors3;
  1542. private _colors4;
  1543. private _vectors2;
  1544. private _vectors3;
  1545. private _matrices;
  1546. private _cachedWorldViewMatrix;
  1547. constructor(name: string, scene: Scene, shaderPath: string, options: any);
  1548. public needAlphaBlending(): boolean;
  1549. public needAlphaTesting(): boolean;
  1550. private _checkUniform(uniformName);
  1551. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1552. public setFloat(name: string, value: number): ShaderMaterial;
  1553. public setFloats(name: string, value: number[]): ShaderMaterial;
  1554. public setColor3(name: string, value: Color3): ShaderMaterial;
  1555. public setColor4(name: string, value: Color4): ShaderMaterial;
  1556. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1557. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1558. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1559. public isReady(): boolean;
  1560. public bind(world: Matrix): void;
  1561. public dispose(forceDisposeEffect?: boolean): void;
  1562. }
  1563. }
  1564. declare module BABYLON {
  1565. class FresnelParameters {
  1566. public isEnabled: boolean;
  1567. public leftColor: Color3;
  1568. public rightColor: Color3;
  1569. public bias: number;
  1570. public power: number;
  1571. }
  1572. class StandardMaterial extends Material {
  1573. public diffuseTexture: BaseTexture;
  1574. public ambientTexture: BaseTexture;
  1575. public opacityTexture: BaseTexture;
  1576. public reflectionTexture: BaseTexture;
  1577. public emissiveTexture: BaseTexture;
  1578. public specularTexture: BaseTexture;
  1579. public bumpTexture: BaseTexture;
  1580. public ambientColor: Color3;
  1581. public diffuseColor: Color3;
  1582. public specularColor: Color3;
  1583. public specularPower: number;
  1584. public emissiveColor: Color3;
  1585. public useAlphaFromDiffuseTexture: boolean;
  1586. public useSpecularOverAlpha: boolean;
  1587. public diffuseFresnelParameters: FresnelParameters;
  1588. public opacityFresnelParameters: FresnelParameters;
  1589. public reflectionFresnelParameters: FresnelParameters;
  1590. public emissiveFresnelParameters: FresnelParameters;
  1591. private _cachedDefines;
  1592. private _renderTargets;
  1593. private _worldViewProjectionMatrix;
  1594. private _globalAmbientColor;
  1595. private _scaledDiffuse;
  1596. private _scaledSpecular;
  1597. private _renderId;
  1598. constructor(name: string, scene: Scene);
  1599. public needAlphaBlending(): boolean;
  1600. public needAlphaTesting(): boolean;
  1601. private _shouldUseAlphaFromDiffuseTexture();
  1602. public getAlphaTestTexture(): BaseTexture;
  1603. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1604. public unbind(): void;
  1605. public bindOnlyWorldMatrix(world: Matrix): void;
  1606. public bind(world: Matrix, mesh: Mesh): void;
  1607. public getAnimatables(): IAnimatable[];
  1608. public dispose(forceDisposeEffect?: boolean): void;
  1609. public clone(name: string): StandardMaterial;
  1610. static DiffuseTextureEnabled: boolean;
  1611. static AmbientTextureEnabled: boolean;
  1612. static OpacityTextureEnabled: boolean;
  1613. static ReflectionTextureEnabled: boolean;
  1614. static EmissiveTextureEnabled: boolean;
  1615. static SpecularTextureEnabled: boolean;
  1616. static BumpTextureEnabled: boolean;
  1617. }
  1618. }
  1619. declare module BABYLON {
  1620. class BaseTexture {
  1621. public name: string;
  1622. public delayLoadState: number;
  1623. public hasAlpha: boolean;
  1624. public getAlphaFromRGB: boolean;
  1625. public level: number;
  1626. public isCube: boolean;
  1627. public isRenderTarget: boolean;
  1628. public animations: Animation[];
  1629. public onDispose: () => void;
  1630. public coordinatesIndex: number;
  1631. public coordinatesMode: number;
  1632. public wrapU: number;
  1633. public wrapV: number;
  1634. public anisotropicFilteringLevel: number;
  1635. public _cachedAnisotropicFilteringLevel: number;
  1636. private _scene;
  1637. public _texture: WebGLTexture;
  1638. constructor(scene: Scene);
  1639. public getScene(): Scene;
  1640. public getTextureMatrix(): Matrix;
  1641. public getReflectionTextureMatrix(): Matrix;
  1642. public getInternalTexture(): WebGLTexture;
  1643. public isReady(): boolean;
  1644. public getSize(): ISize;
  1645. public getBaseSize(): ISize;
  1646. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1647. public delayLoad(): void;
  1648. public releaseInternalTexture(): void;
  1649. public clone(): BaseTexture;
  1650. public dispose(): void;
  1651. }
  1652. }
  1653. declare module BABYLON {
  1654. class CubeTexture extends BaseTexture {
  1655. public url: string;
  1656. public coordinatesMode: number;
  1657. private _noMipmap;
  1658. private _extensions;
  1659. private _textureMatrix;
  1660. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1661. public clone(): CubeTexture;
  1662. public delayLoad(): void;
  1663. public getReflectionTextureMatrix(): Matrix;
  1664. }
  1665. }
  1666. declare module BABYLON {
  1667. class DynamicTexture extends Texture {
  1668. private _generateMipMaps;
  1669. private _canvas;
  1670. private _context;
  1671. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  1672. public getContext(): CanvasRenderingContext2D;
  1673. public update(invertY?: boolean): void;
  1674. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  1675. public clone(): DynamicTexture;
  1676. }
  1677. }
  1678. declare module BABYLON {
  1679. class MirrorTexture extends RenderTargetTexture {
  1680. public mirrorPlane: Plane;
  1681. private _transformMatrix;
  1682. private _mirrorMatrix;
  1683. private _savedViewMatrix;
  1684. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  1685. public clone(): MirrorTexture;
  1686. }
  1687. }
  1688. declare module BABYLON {
  1689. class RenderTargetTexture extends Texture {
  1690. public renderList: AbstractMesh[];
  1691. public renderParticles: boolean;
  1692. public renderSprites: boolean;
  1693. public coordinatesMode: number;
  1694. public onBeforeRender: () => void;
  1695. public onAfterRender: () => void;
  1696. public activeCamera: Camera;
  1697. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  1698. private _size;
  1699. public _generateMipMaps: boolean;
  1700. private _renderingManager;
  1701. public _waitingRenderList: string[];
  1702. private _doNotChangeAspectRatio;
  1703. private _currentRefreshId;
  1704. private _refreshRate;
  1705. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  1706. public resetRefreshCounter(): void;
  1707. public refreshRate : number;
  1708. public _shouldRender(): boolean;
  1709. public getRenderSize(): number;
  1710. public resize(size: any, generateMipMaps: any): void;
  1711. public render(useCameraPostProcess?: boolean): void;
  1712. public clone(): RenderTargetTexture;
  1713. }
  1714. }
  1715. declare module BABYLON {
  1716. class Texture extends BaseTexture {
  1717. static NEAREST_SAMPLINGMODE: number;
  1718. static BILINEAR_SAMPLINGMODE: number;
  1719. static TRILINEAR_SAMPLINGMODE: number;
  1720. static EXPLICIT_MODE: number;
  1721. static SPHERICAL_MODE: number;
  1722. static PLANAR_MODE: number;
  1723. static CUBIC_MODE: number;
  1724. static PROJECTION_MODE: number;
  1725. static SKYBOX_MODE: number;
  1726. static CLAMP_ADDRESSMODE: number;
  1727. static WRAP_ADDRESSMODE: number;
  1728. static MIRROR_ADDRESSMODE: number;
  1729. public url: string;
  1730. public uOffset: number;
  1731. public vOffset: number;
  1732. public uScale: number;
  1733. public vScale: number;
  1734. public uAng: number;
  1735. public vAng: number;
  1736. public wAng: number;
  1737. private _noMipmap;
  1738. public _invertY: boolean;
  1739. private _rowGenerationMatrix;
  1740. private _cachedTextureMatrix;
  1741. private _projectionModeMatrix;
  1742. private _t0;
  1743. private _t1;
  1744. private _t2;
  1745. private _cachedUOffset;
  1746. private _cachedVOffset;
  1747. private _cachedUScale;
  1748. private _cachedVScale;
  1749. private _cachedUAng;
  1750. private _cachedVAng;
  1751. private _cachedWAng;
  1752. private _cachedCoordinatesMode;
  1753. private _samplingMode;
  1754. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  1755. public delayLoad(): void;
  1756. private _prepareRowForTextureGeneration(x, y, z, t);
  1757. public getTextureMatrix(): Matrix;
  1758. public getReflectionTextureMatrix(): Matrix;
  1759. public clone(): Texture;
  1760. }
  1761. }
  1762. declare module BABYLON {
  1763. class VideoTexture extends Texture {
  1764. public video: HTMLVideoElement;
  1765. private _autoLaunch;
  1766. private _lastUpdate;
  1767. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  1768. public update(): boolean;
  1769. }
  1770. }
  1771. declare module BABYLON {
  1772. class Color3 {
  1773. public r: number;
  1774. public g: number;
  1775. public b: number;
  1776. constructor(r?: number, g?: number, b?: number);
  1777. public toString(): string;
  1778. public toArray(array: number[], index?: number): void;
  1779. public toColor4(alpha?: number): Color4;
  1780. public asArray(): number[];
  1781. public toLuminance(): number;
  1782. public multiply(otherColor: Color3): Color3;
  1783. public multiplyToRef(otherColor: Color3, result: Color3): void;
  1784. public equals(otherColor: Color3): boolean;
  1785. public scale(scale: number): Color3;
  1786. public scaleToRef(scale: number, result: Color3): void;
  1787. public add(otherColor: Color3): Color3;
  1788. public addToRef(otherColor: Color3, result: Color3): void;
  1789. public subtract(otherColor: Color3): Color3;
  1790. public subtractToRef(otherColor: Color3, result: Color3): void;
  1791. public clone(): Color3;
  1792. public copyFrom(source: Color3): void;
  1793. public copyFromFloats(r: number, g: number, b: number): void;
  1794. static FromArray(array: number[]): Color3;
  1795. static FromInts(r: number, g: number, b: number): Color3;
  1796. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  1797. static Red(): Color3;
  1798. static Green(): Color3;
  1799. static Blue(): Color3;
  1800. static Black(): Color3;
  1801. static White(): Color3;
  1802. static Purple(): Color3;
  1803. static Magenta(): Color3;
  1804. static Yellow(): Color3;
  1805. static Gray(): Color3;
  1806. }
  1807. class Color4 {
  1808. public r: number;
  1809. public g: number;
  1810. public b: number;
  1811. public a: number;
  1812. constructor(r: number, g: number, b: number, a: number);
  1813. public addInPlace(right: any): void;
  1814. public asArray(): number[];
  1815. public toArray(array: number[], index?: number): void;
  1816. public add(right: Color4): Color4;
  1817. public subtract(right: Color4): Color4;
  1818. public subtractToRef(right: Color4, result: Color4): void;
  1819. public scale(scale: number): Color4;
  1820. public scaleToRef(scale: number, result: Color4): void;
  1821. public toString(): string;
  1822. public clone(): Color4;
  1823. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  1824. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  1825. static FromArray(array: number[], offset?: number): Color4;
  1826. static FromInts(r: number, g: number, b: number, a: number): Color4;
  1827. }
  1828. class Vector2 {
  1829. public x: number;
  1830. public y: number;
  1831. constructor(x: number, y: number);
  1832. public toString(): string;
  1833. public toArray(array: number[], index?: number): void;
  1834. public asArray(): number[];
  1835. public copyFrom(source: Vector2): void;
  1836. public copyFromFloats(x: number, y: number): void;
  1837. public add(otherVector: Vector2): Vector2;
  1838. public addVector3(otherVector: Vector3): Vector2;
  1839. public subtract(otherVector: Vector2): Vector2;
  1840. public multiplyInPlace(otherVector: Vector2): void;
  1841. public multiply(otherVector: Vector2): Vector2;
  1842. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  1843. public multiplyByFloats(x: number, y: number): Vector2;
  1844. public divide(otherVector: Vector2): Vector2;
  1845. public divideToRef(otherVector: Vector2, result: Vector2): void;
  1846. public negate(): Vector2;
  1847. public scaleInPlace(scale: number): void;
  1848. public scale(scale: number): Vector2;
  1849. public equals(otherVector: Vector2): boolean;
  1850. public length(): number;
  1851. public lengthSquared(): number;
  1852. public normalize(): void;
  1853. public clone(): Vector2;
  1854. static Zero(): Vector2;
  1855. static FromArray(array: number[], offset?: number): Vector2;
  1856. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  1857. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  1858. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  1859. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  1860. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  1861. static Dot(left: Vector2, right: Vector2): number;
  1862. static Normalize(vector: Vector2): Vector2;
  1863. static Minimize(left: Vector2, right: Vector2): Vector2;
  1864. static Maximize(left: Vector2, right: Vector2): Vector2;
  1865. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  1866. static Distance(value1: Vector2, value2: Vector2): number;
  1867. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  1868. }
  1869. class Vector3 {
  1870. public x: number;
  1871. public y: number;
  1872. public z: number;
  1873. constructor(x: number, y: number, z: number);
  1874. public toString(): string;
  1875. public asArray(): number[];
  1876. public toArray(array: number[], index?: number): void;
  1877. public addInPlace(otherVector: Vector3): void;
  1878. public add(otherVector: Vector3): Vector3;
  1879. public addToRef(otherVector: Vector3, result: Vector3): void;
  1880. public subtractInPlace(otherVector: Vector3): void;
  1881. public subtract(otherVector: Vector3): Vector3;
  1882. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  1883. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  1884. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  1885. public negate(): Vector3;
  1886. public scaleInPlace(scale: number): void;
  1887. public scale(scale: number): Vector3;
  1888. public scaleToRef(scale: number, result: Vector3): void;
  1889. public equals(otherVector: Vector3): boolean;
  1890. public equalsWithEpsilon(otherVector: Vector3): boolean;
  1891. public equalsToFloats(x: number, y: number, z: number): boolean;
  1892. public multiplyInPlace(otherVector: Vector3): void;
  1893. public multiply(otherVector: Vector3): Vector3;
  1894. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  1895. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  1896. public divide(otherVector: Vector3): Vector3;
  1897. public divideToRef(otherVector: Vector3, result: Vector3): void;
  1898. public MinimizeInPlace(other: Vector3): void;
  1899. public MaximizeInPlace(other: Vector3): void;
  1900. public length(): number;
  1901. public lengthSquared(): number;
  1902. public normalize(): void;
  1903. public clone(): Vector3;
  1904. public copyFrom(source: Vector3): void;
  1905. public copyFromFloats(x: number, y: number, z: number): void;
  1906. static FromArray(array: number[], offset?: number): Vector3;
  1907. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  1908. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  1909. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  1910. static Zero(): Vector3;
  1911. static Up(): Vector3;
  1912. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  1913. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  1914. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  1915. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  1916. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  1917. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  1918. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  1919. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  1920. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  1921. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  1922. static Dot(left: Vector3, right: Vector3): number;
  1923. static Cross(left: Vector3, right: Vector3): Vector3;
  1924. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  1925. static Normalize(vector: Vector3): Vector3;
  1926. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  1927. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  1928. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  1929. static Minimize(left: Vector3, right: Vector3): Vector3;
  1930. static Maximize(left: Vector3, right: Vector3): Vector3;
  1931. static Distance(value1: Vector3, value2: Vector3): number;
  1932. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  1933. static Center(value1: Vector3, value2: Vector3): Vector3;
  1934. }
  1935. class Quaternion {
  1936. public x: number;
  1937. public y: number;
  1938. public z: number;
  1939. public w: number;
  1940. constructor(x?: number, y?: number, z?: number, w?: number);
  1941. public toString(): string;
  1942. public asArray(): number[];
  1943. public equals(otherQuaternion: Quaternion): boolean;
  1944. public clone(): Quaternion;
  1945. public copyFrom(other: Quaternion): void;
  1946. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  1947. public add(other: Quaternion): Quaternion;
  1948. public subtract(other: Quaternion): Quaternion;
  1949. public scale(value: number): Quaternion;
  1950. public multiply(q1: Quaternion): Quaternion;
  1951. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  1952. public length(): number;
  1953. public normalize(): void;
  1954. public toEulerAngles(): Vector3;
  1955. public toEulerAnglesToRef(result: Vector3): void;
  1956. public toRotationMatrix(result: Matrix): void;
  1957. public fromRotationMatrix(matrix: Matrix): void;
  1958. static Inverse(q: Quaternion): Quaternion;
  1959. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  1960. static FromArray(array: number[], offset?: number): Quaternion;
  1961. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  1962. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  1963. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  1964. }
  1965. class Matrix {
  1966. private static _tempQuaternion;
  1967. private static _xAxis;
  1968. private static _yAxis;
  1969. private static _zAxis;
  1970. public m: Float32Array;
  1971. public isIdentity(): boolean;
  1972. public determinant(): number;
  1973. public toArray(): Float32Array;
  1974. public asArray(): Float32Array;
  1975. public invert(): void;
  1976. public invertToRef(other: Matrix): void;
  1977. public setTranslation(vector3: Vector3): void;
  1978. public multiply(other: Matrix): Matrix;
  1979. public copyFrom(other: Matrix): void;
  1980. public copyToArray(array: Float32Array, offset?: number): void;
  1981. public multiplyToRef(other: Matrix, result: Matrix): void;
  1982. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  1983. public equals(value: Matrix): boolean;
  1984. public clone(): Matrix;
  1985. static FromArray(array: number[], offset?: number): Matrix;
  1986. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  1987. 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;
  1988. 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;
  1989. static Identity(): Matrix;
  1990. static IdentityToRef(result: Matrix): void;
  1991. static Zero(): Matrix;
  1992. static RotationX(angle: number): Matrix;
  1993. static RotationXToRef(angle: number, result: Matrix): void;
  1994. static RotationY(angle: number): Matrix;
  1995. static RotationYToRef(angle: number, result: Matrix): void;
  1996. static RotationZ(angle: number): Matrix;
  1997. static RotationZToRef(angle: number, result: Matrix): void;
  1998. static RotationAxis(axis: Vector3, angle: number): Matrix;
  1999. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2000. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2001. static Scaling(x: number, y: number, z: number): Matrix;
  2002. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2003. static Translation(x: number, y: number, z: number): Matrix;
  2004. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2005. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2006. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2007. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2008. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2009. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2010. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2011. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2012. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2013. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2014. static Transpose(matrix: Matrix): Matrix;
  2015. static Reflection(plane: Plane): Matrix;
  2016. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2017. }
  2018. class Plane {
  2019. public normal: Vector3;
  2020. public d: number;
  2021. constructor(a: number, b: number, c: number, d: number);
  2022. public asArray(): number[];
  2023. public clone(): Plane;
  2024. public normalize(): void;
  2025. public transform(transformation: Matrix): Plane;
  2026. public dotCoordinate(point: any): number;
  2027. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2028. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2029. public signedDistanceTo(point: Vector3): number;
  2030. static FromArray(array: number[]): Plane;
  2031. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2032. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2033. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2034. }
  2035. class Viewport {
  2036. public x: number;
  2037. public y: number;
  2038. public width: number;
  2039. public height: number;
  2040. constructor(x: number, y: number, width: number, height: number);
  2041. public toGlobal(engine: any): Viewport;
  2042. }
  2043. class Frustum {
  2044. static GetPlanes(transform: Matrix): Plane[];
  2045. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2046. }
  2047. class Ray {
  2048. public origin: Vector3;
  2049. public direction: Vector3;
  2050. private _edge1;
  2051. private _edge2;
  2052. private _pvec;
  2053. private _tvec;
  2054. private _qvec;
  2055. constructor(origin: Vector3, direction: Vector3);
  2056. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2057. public intersectsBox(box: BoundingBox): boolean;
  2058. public intersectsSphere(sphere: any): boolean;
  2059. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2060. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2061. static Transform(ray: Ray, matrix: Matrix): Ray;
  2062. }
  2063. enum Space {
  2064. LOCAL = 0,
  2065. WORLD = 1,
  2066. }
  2067. class Axis {
  2068. static X: Vector3;
  2069. static Y: Vector3;
  2070. static Z: Vector3;
  2071. }
  2072. }
  2073. declare module BABYLON {
  2074. class AbstractMesh extends Node implements IDisposable {
  2075. private static _BILLBOARDMODE_NONE;
  2076. private static _BILLBOARDMODE_X;
  2077. private static _BILLBOARDMODE_Y;
  2078. private static _BILLBOARDMODE_Z;
  2079. private static _BILLBOARDMODE_ALL;
  2080. static BILLBOARDMODE_NONE : number;
  2081. static BILLBOARDMODE_X : number;
  2082. static BILLBOARDMODE_Y : number;
  2083. static BILLBOARDMODE_Z : number;
  2084. static BILLBOARDMODE_ALL : number;
  2085. public position: Vector3;
  2086. public rotation: Vector3;
  2087. public rotationQuaternion: Quaternion;
  2088. public scaling: Vector3;
  2089. public billboardMode: number;
  2090. public visibility: number;
  2091. public infiniteDistance: boolean;
  2092. public isVisible: boolean;
  2093. public isPickable: boolean;
  2094. public showBoundingBox: boolean;
  2095. public showSubMeshesBoundingBox: boolean;
  2096. public onDispose: any;
  2097. public checkCollisions: boolean;
  2098. public isBlocker: boolean;
  2099. public skeleton: Skeleton;
  2100. public renderingGroupId: number;
  2101. public material: Material;
  2102. public receiveShadows: boolean;
  2103. public actionManager: ActionManager;
  2104. public renderOutline: boolean;
  2105. public outlineColor: Color3;
  2106. public outlineWidth: number;
  2107. public useOctreeForRenderingSelection: boolean;
  2108. public useOctreeForPicking: boolean;
  2109. public useOctreeForCollisions: boolean;
  2110. public layerMask: number;
  2111. public _physicImpostor: number;
  2112. public _physicsMass: number;
  2113. public _physicsFriction: number;
  2114. public _physicRestitution: number;
  2115. public ellipsoid: Vector3;
  2116. public ellipsoidOffset: Vector3;
  2117. private _collider;
  2118. private _oldPositionForCollisions;
  2119. private _diffPositionForCollisions;
  2120. private _newPositionForCollisions;
  2121. private _localScaling;
  2122. private _localRotation;
  2123. private _localTranslation;
  2124. private _localBillboard;
  2125. private _localPivotScaling;
  2126. private _localPivotScalingRotation;
  2127. private _localWorld;
  2128. private _worldMatrix;
  2129. private _rotateYByPI;
  2130. private _absolutePosition;
  2131. private _collisionsTransformMatrix;
  2132. private _collisionsScalingMatrix;
  2133. public _positions: Vector3[];
  2134. private _isDirty;
  2135. public _boundingInfo: BoundingInfo;
  2136. private _pivotMatrix;
  2137. public _isDisposed: boolean;
  2138. public _renderId: number;
  2139. public subMeshes: SubMesh[];
  2140. public _submeshesOctree: Octree<SubMesh>;
  2141. public _intersectionsInProgress: AbstractMesh[];
  2142. constructor(name: string, scene: Scene);
  2143. public getTotalVertices(): number;
  2144. public getIndices(): number[];
  2145. public getVerticesData(kind: string): number[];
  2146. public isVerticesDataPresent(kind: string): boolean;
  2147. public getBoundingInfo(): BoundingInfo;
  2148. public _preActivate(): void;
  2149. public _activate(renderId: number): void;
  2150. public getWorldMatrix(): Matrix;
  2151. public worldMatrixFromCache : Matrix;
  2152. public absolutePosition : Vector3;
  2153. public rotate(axis: Vector3, amount: number, space: Space): void;
  2154. public translate(axis: Vector3, distance: number, space: Space): void;
  2155. public getAbsolutePosition(): Vector3;
  2156. public setAbsolutePosition(absolutePosition: Vector3): void;
  2157. public setPivotMatrix(matrix: Matrix): void;
  2158. public getPivotMatrix(): Matrix;
  2159. public _isSynchronized(): boolean;
  2160. public _initCache(): void;
  2161. public markAsDirty(property: string): void;
  2162. public _updateBoundingInfo(): void;
  2163. public computeWorldMatrix(force?: boolean): Matrix;
  2164. public setPositionWithLocalVector(vector3: Vector3): void;
  2165. public getPositionExpressedInLocalSpace(): Vector3;
  2166. public locallyTranslate(vector3: Vector3): void;
  2167. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2168. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2169. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2170. public intersectsPoint(point: Vector3): boolean;
  2171. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void;
  2172. public getPhysicsImpostor(): number;
  2173. public getPhysicsMass(): number;
  2174. public getPhysicsFriction(): number;
  2175. public getPhysicsRestitution(): number;
  2176. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2177. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2178. public updatePhysicsBodyPosition(): void;
  2179. public moveWithCollisions(velocity: Vector3): void;
  2180. /**
  2181. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2182. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2183. */
  2184. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2185. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2186. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2187. public _checkCollision(collider: Collider): void;
  2188. public _generatePointsArray(): boolean;
  2189. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2190. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2191. public releaseSubMeshes(): void;
  2192. public dispose(doNotRecurse?: boolean): void;
  2193. }
  2194. }
  2195. declare module BABYLON {
  2196. class CSG {
  2197. private polygons;
  2198. public matrix: Matrix;
  2199. public position: Vector3;
  2200. public rotation: Vector3;
  2201. public scaling: Vector3;
  2202. static FromMesh(mesh: Mesh): CSG;
  2203. private static FromPolygons(polygons);
  2204. public clone(): CSG;
  2205. private toPolygons();
  2206. public union(csg: CSG): CSG;
  2207. public unionInPlace(csg: CSG): void;
  2208. public subtract(csg: CSG): CSG;
  2209. public subtractInPlace(csg: CSG): void;
  2210. public intersect(csg: CSG): CSG;
  2211. public intersectInPlace(csg: CSG): void;
  2212. public inverse(): CSG;
  2213. public inverseInPlace(): void;
  2214. public copyTransformAttributes(csg: CSG): CSG;
  2215. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2216. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2217. }
  2218. }
  2219. declare module BABYLON {
  2220. class Geometry implements IGetSetVerticesData {
  2221. public id: string;
  2222. public delayLoadState: number;
  2223. public delayLoadingFile: string;
  2224. private _scene;
  2225. private _engine;
  2226. private _meshes;
  2227. private _totalVertices;
  2228. private _indices;
  2229. private _vertexBuffers;
  2230. public _delayInfo: any;
  2231. private _indexBuffer;
  2232. public _boundingInfo: BoundingInfo;
  2233. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2234. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2235. public getScene(): Scene;
  2236. public getEngine(): Engine;
  2237. public isReady(): boolean;
  2238. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2239. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2240. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2241. public getTotalVertices(): number;
  2242. public getVerticesData(kind: string): number[];
  2243. public getVertexBuffer(kind: string): VertexBuffer;
  2244. public getVertexBuffers(): VertexBuffer[];
  2245. public isVerticesDataPresent(kind: string): boolean;
  2246. public getVerticesDataKinds(): string[];
  2247. public setIndices(indices: number[]): void;
  2248. public getTotalIndices(): number;
  2249. public getIndices(): number[];
  2250. public getIndexBuffer(): any;
  2251. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2252. public applyToMesh(mesh: Mesh): void;
  2253. private _applyToMesh(mesh);
  2254. public load(scene: Scene, onLoaded?: () => void): void;
  2255. public dispose(): void;
  2256. public copy(id: string): Geometry;
  2257. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2258. static RandomId(): string;
  2259. }
  2260. module Geometry.Primitives {
  2261. class _Primitive extends Geometry {
  2262. private _beingRegenerated;
  2263. private _canBeRegenerated;
  2264. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2265. public canBeRegenerated(): boolean;
  2266. public regenerate(): void;
  2267. public asNewGeometry(id: string): Geometry;
  2268. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2269. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2270. public _regenerateVertexData(): VertexData;
  2271. public copy(id: string): Geometry;
  2272. }
  2273. class Box extends _Primitive {
  2274. public size: number;
  2275. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2276. public _regenerateVertexData(): VertexData;
  2277. public copy(id: string): Geometry;
  2278. }
  2279. class Sphere extends _Primitive {
  2280. public segments: number;
  2281. public diameter: number;
  2282. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2283. public _regenerateVertexData(): VertexData;
  2284. public copy(id: string): Geometry;
  2285. }
  2286. class Cylinder extends _Primitive {
  2287. public height: number;
  2288. public diameterTop: number;
  2289. public diameterBottom: number;
  2290. public tessellation: number;
  2291. public subdivisions: number;
  2292. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2293. public _regenerateVertexData(): VertexData;
  2294. public copy(id: string): Geometry;
  2295. }
  2296. class Torus extends _Primitive {
  2297. public diameter: number;
  2298. public thickness: number;
  2299. public tessellation: number;
  2300. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2301. public _regenerateVertexData(): VertexData;
  2302. public copy(id: string): Geometry;
  2303. }
  2304. class Ground extends _Primitive {
  2305. public width: number;
  2306. public height: number;
  2307. public subdivisions: number;
  2308. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2309. public _regenerateVertexData(): VertexData;
  2310. public copy(id: string): Geometry;
  2311. }
  2312. class TiledGround extends _Primitive {
  2313. public xmin: number;
  2314. public zmin: number;
  2315. public xmax: number;
  2316. public zmax: number;
  2317. public subdivisions: {
  2318. w: number;
  2319. h: number;
  2320. };
  2321. public precision: {
  2322. w: number;
  2323. h: number;
  2324. };
  2325. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2326. w: number;
  2327. h: number;
  2328. }, precision: {
  2329. w: number;
  2330. h: number;
  2331. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2332. public _regenerateVertexData(): VertexData;
  2333. public copy(id: string): Geometry;
  2334. }
  2335. class Plane extends _Primitive {
  2336. public size: number;
  2337. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2338. public _regenerateVertexData(): VertexData;
  2339. public copy(id: string): Geometry;
  2340. }
  2341. class TorusKnot extends _Primitive {
  2342. public radius: number;
  2343. public tube: number;
  2344. public radialSegments: number;
  2345. public tubularSegments: number;
  2346. public p: number;
  2347. public q: number;
  2348. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2349. public _regenerateVertexData(): VertexData;
  2350. public copy(id: string): Geometry;
  2351. }
  2352. }
  2353. }
  2354. declare module BABYLON {
  2355. class GroundMesh extends Mesh {
  2356. public generateOctree: boolean;
  2357. private _worldInverse;
  2358. public _subdivisions: number;
  2359. constructor(name: string, scene: Scene);
  2360. public subdivisions : number;
  2361. public optimize(chunksCount: number): void;
  2362. public getHeightAtCoordinates(x: number, z: number): number;
  2363. }
  2364. }
  2365. declare module BABYLON {
  2366. class InstancedMesh extends AbstractMesh {
  2367. private _sourceMesh;
  2368. constructor(name: string, source: Mesh);
  2369. public receiveShadows : boolean;
  2370. public material : Material;
  2371. public visibility : number;
  2372. public skeleton : Skeleton;
  2373. public getTotalVertices(): number;
  2374. public sourceMesh : Mesh;
  2375. public getVerticesData(kind: string): number[];
  2376. public isVerticesDataPresent(kind: string): boolean;
  2377. public getIndices(): number[];
  2378. public _positions : Vector3[];
  2379. public refreshBoundingInfo(): void;
  2380. public _preActivate(): void;
  2381. public _activate(renderId: number): void;
  2382. public _syncSubMeshes(): void;
  2383. public _generatePointsArray(): boolean;
  2384. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2385. public dispose(doNotRecurse?: boolean): void;
  2386. }
  2387. }
  2388. declare module BABYLON {
  2389. class LinesMesh extends Mesh {
  2390. public color: Color3;
  2391. public alpha: number;
  2392. private _colorShader;
  2393. private _ib;
  2394. private _indicesLength;
  2395. private _indices;
  2396. constructor(name: string, scene: Scene, updatable?: boolean);
  2397. public material : Material;
  2398. public isPickable : boolean;
  2399. public checkCollisions : boolean;
  2400. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2401. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2402. public intersects(ray: Ray, fastCheck?: boolean): any;
  2403. public dispose(doNotRecurse?: boolean): void;
  2404. }
  2405. }
  2406. declare module BABYLON {
  2407. class _InstancesBatch {
  2408. public mustReturn: boolean;
  2409. public visibleInstances: InstancedMesh[][];
  2410. public renderSelf: boolean[];
  2411. }
  2412. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  2413. public delayLoadState: number;
  2414. public instances: InstancedMesh[];
  2415. public delayLoadingFile: string;
  2416. public _binaryInfo: any;
  2417. public _geometry: Geometry;
  2418. private _onBeforeRenderCallbacks;
  2419. private _onAfterRenderCallbacks;
  2420. public _delayInfo: any;
  2421. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  2422. public _visibleInstances: any;
  2423. private _renderIdForInstances;
  2424. private _batchCache;
  2425. private _worldMatricesInstancesBuffer;
  2426. private _worldMatricesInstancesArray;
  2427. private _instancesBufferSize;
  2428. public _shouldGenerateFlatShading: boolean;
  2429. private _preActivateId;
  2430. constructor(name: string, scene: Scene);
  2431. public getTotalVertices(): number;
  2432. public getVerticesData(kind: string): number[];
  2433. public getVertexBuffer(kind: any): VertexBuffer;
  2434. public isVerticesDataPresent(kind: string): boolean;
  2435. public getVerticesDataKinds(): string[];
  2436. public getTotalIndices(): number;
  2437. public getIndices(): number[];
  2438. public isReady(): boolean;
  2439. public isDisposed(): boolean;
  2440. public _preActivate(): void;
  2441. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  2442. public refreshBoundingInfo(): void;
  2443. public _createGlobalSubMesh(): SubMesh;
  2444. public subdivide(count: number): void;
  2445. public setVerticesData(kind: any, data: any, updatable?: boolean): void;
  2446. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2447. public makeGeometryUnique(): void;
  2448. public setIndices(indices: number[]): void;
  2449. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2450. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2451. public _fullDraw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2452. public registerBeforeRender(func: () => void): void;
  2453. public unregisterBeforeRender(func: () => void): void;
  2454. public registerAfterRender(func: () => void): void;
  2455. public unregisterAfterRender(func: () => void): void;
  2456. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  2457. public _renderWithInstances(subMesh: SubMesh, wireFrame: boolean, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  2458. public render(subMesh: SubMesh): void;
  2459. public getEmittedParticleSystems(): ParticleSystem[];
  2460. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  2461. public getChildren(): Node[];
  2462. public _checkDelayState(): void;
  2463. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2464. public setMaterialByID(id: string): void;
  2465. public getAnimatables(): IAnimatable[];
  2466. public bakeTransformIntoVertices(transform: Matrix): void;
  2467. public _resetPointsArrayCache(): void;
  2468. public _generatePointsArray(): boolean;
  2469. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  2470. public dispose(doNotRecurse?: boolean): void;
  2471. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  2472. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  2473. public convertToFlatShadedMesh(): void;
  2474. public createInstance(name: string): InstancedMesh;
  2475. public synchronizeInstances(): void;
  2476. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2477. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  2478. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  2479. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  2480. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  2481. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  2482. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2483. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  2484. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2485. w: number;
  2486. h: number;
  2487. }, precision: {
  2488. w: number;
  2489. h: number;
  2490. }, scene: Scene, updatable?: boolean): Mesh;
  2491. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  2492. static MinMax(meshes: AbstractMesh[]): {
  2493. min: Vector3;
  2494. max: Vector3;
  2495. };
  2496. static Center(meshesOrMinMaxVector: any): Vector3;
  2497. }
  2498. }
  2499. declare module BABYLON {
  2500. interface IGetSetVerticesData {
  2501. isVerticesDataPresent(kind: string): boolean;
  2502. getVerticesData(kind: string): number[];
  2503. getIndices(): number[];
  2504. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2505. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2506. setIndices(indices: number[]): void;
  2507. }
  2508. class VertexData {
  2509. public positions: number[];
  2510. public normals: number[];
  2511. public uvs: number[];
  2512. public uv2s: number[];
  2513. public colors: number[];
  2514. public matricesIndices: number[];
  2515. public matricesWeights: number[];
  2516. public indices: number[];
  2517. public set(data: number[], kind: string): void;
  2518. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  2519. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  2520. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  2521. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  2522. private _applyTo(meshOrGeometry, updatable?);
  2523. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  2524. public transform(matrix: Matrix): void;
  2525. public merge(other: VertexData): void;
  2526. static ExtractFromMesh(mesh: Mesh): VertexData;
  2527. static ExtractFromGeometry(geometry: Geometry): VertexData;
  2528. private static _ExtractFrom(meshOrGeometry);
  2529. static CreateBox(size: number): VertexData;
  2530. static CreateSphere(segments: number, diameter: number): VertexData;
  2531. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  2532. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  2533. static CreateLines(points: Vector3[]): VertexData;
  2534. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  2535. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  2536. w: number;
  2537. h: number;
  2538. }, precision?: {
  2539. w: number;
  2540. h: number;
  2541. }): VertexData;
  2542. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  2543. static CreatePlane(size: number): VertexData;
  2544. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  2545. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  2546. }
  2547. }
  2548. declare module BABYLON {
  2549. class SubMesh {
  2550. public materialIndex: number;
  2551. public verticesStart: number;
  2552. public verticesCount: number;
  2553. public indexStart: any;
  2554. public indexCount: number;
  2555. public linesIndexCount: number;
  2556. private _mesh;
  2557. private _renderingMesh;
  2558. private _boundingInfo;
  2559. private _linesIndexBuffer;
  2560. public _lastColliderWorldVertices: Vector3[];
  2561. public _trianglePlanes: Plane[];
  2562. public _lastColliderTransformMatrix: Matrix;
  2563. public _renderId: number;
  2564. public _distanceToCamera: number;
  2565. public _id: number;
  2566. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  2567. public getBoundingInfo(): BoundingInfo;
  2568. public getMesh(): AbstractMesh;
  2569. public getRenderingMesh(): Mesh;
  2570. public getMaterial(): Material;
  2571. public refreshBoundingInfo(): void;
  2572. public _checkCollision(collider: Collider): boolean;
  2573. public updateBoundingInfo(world: Matrix): void;
  2574. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2575. public render(): void;
  2576. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  2577. public canIntersects(ray: Ray): boolean;
  2578. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  2579. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  2580. public dispose(): void;
  2581. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  2582. }
  2583. }
  2584. declare module BABYLON {
  2585. class VertexBuffer {
  2586. private _mesh;
  2587. private _engine;
  2588. private _buffer;
  2589. private _data;
  2590. private _updatable;
  2591. private _kind;
  2592. private _strideSize;
  2593. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean);
  2594. public isUpdatable(): boolean;
  2595. public getData(): number[];
  2596. public getBuffer(): WebGLBuffer;
  2597. public getStrideSize(): number;
  2598. public create(data?: number[]): void;
  2599. public update(data: number[]): void;
  2600. public dispose(): void;
  2601. private static _PositionKind;
  2602. private static _NormalKind;
  2603. private static _UVKind;
  2604. private static _UV2Kind;
  2605. private static _ColorKind;
  2606. private static _MatricesIndicesKind;
  2607. private static _MatricesWeightsKind;
  2608. static PositionKind : string;
  2609. static NormalKind : string;
  2610. static UVKind : string;
  2611. static UV2Kind : string;
  2612. static ColorKind : string;
  2613. static MatricesIndicesKind : string;
  2614. static MatricesWeightsKind : string;
  2615. }
  2616. }
  2617. declare module BABYLON {
  2618. class Particle {
  2619. public position: Vector3;
  2620. public direction: Vector3;
  2621. public color: Color4;
  2622. public colorStep: Color4;
  2623. public lifeTime: number;
  2624. public age: number;
  2625. public size: number;
  2626. public angle: number;
  2627. public angularSpeed: number;
  2628. }
  2629. }
  2630. declare module BABYLON {
  2631. class ParticleSystem implements IDisposable {
  2632. public name: string;
  2633. static BLENDMODE_ONEONE: number;
  2634. static BLENDMODE_STANDARD: number;
  2635. public id: string;
  2636. public renderingGroupId: number;
  2637. public emitter: any;
  2638. public emitRate: number;
  2639. public manualEmitCount: number;
  2640. public updateSpeed: number;
  2641. public targetStopDuration: number;
  2642. public disposeOnStop: boolean;
  2643. public minEmitPower: number;
  2644. public maxEmitPower: number;
  2645. public minLifeTime: number;
  2646. public maxLifeTime: number;
  2647. public minSize: number;
  2648. public maxSize: number;
  2649. public minAngularSpeed: number;
  2650. public maxAngularSpeed: number;
  2651. public particleTexture: Texture;
  2652. public onDispose: () => void;
  2653. public blendMode: number;
  2654. public forceDepthWrite: boolean;
  2655. public gravity: Vector3;
  2656. public direction1: Vector3;
  2657. public direction2: Vector3;
  2658. public minEmitBox: Vector3;
  2659. public maxEmitBox: Vector3;
  2660. public color1: Color4;
  2661. public color2: Color4;
  2662. public colorDead: Color4;
  2663. public textureMask: Color4;
  2664. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  2665. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  2666. private particles;
  2667. private _capacity;
  2668. private _scene;
  2669. private _vertexDeclaration;
  2670. private _vertexStrideSize;
  2671. private _stockParticles;
  2672. private _newPartsExcess;
  2673. private _vertexBuffer;
  2674. private _indexBuffer;
  2675. private _vertices;
  2676. private _effect;
  2677. private _customEffect;
  2678. private _cachedDefines;
  2679. private _scaledColorStep;
  2680. private _colorDiff;
  2681. private _scaledDirection;
  2682. private _scaledGravity;
  2683. private _currentRenderId;
  2684. private _alive;
  2685. private _started;
  2686. private _stopped;
  2687. private _actualFrame;
  2688. private _scaledUpdateSpeed;
  2689. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  2690. public getCapacity(): number;
  2691. public isAlive(): boolean;
  2692. public isStarted(): boolean;
  2693. public start(): void;
  2694. public stop(): void;
  2695. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  2696. private _update(newParticles);
  2697. private _getEffect();
  2698. public animate(): void;
  2699. public render(): number;
  2700. public dispose(): void;
  2701. public clone(name: string, newEmitter: any): ParticleSystem;
  2702. }
  2703. }
  2704. declare module BABYLON {
  2705. interface IPhysicsEnginePlugin {
  2706. initialize(iterations?: number): any;
  2707. setGravity(gravity: Vector3): void;
  2708. runOneStep(delta: number): void;
  2709. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2710. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2711. unregisterMesh(mesh: AbstractMesh): any;
  2712. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2713. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2714. dispose(): void;
  2715. isSupported(): boolean;
  2716. updateBodyPosition(mesh: AbstractMesh): void;
  2717. }
  2718. interface PhysicsBodyCreationOptions {
  2719. mass: number;
  2720. friction: number;
  2721. restitution: number;
  2722. }
  2723. interface PhysicsCompoundBodyPart {
  2724. mesh: Mesh;
  2725. impostor: number;
  2726. }
  2727. class PhysicsEngine {
  2728. public gravity: Vector3;
  2729. private _currentPlugin;
  2730. constructor(plugin?: IPhysicsEnginePlugin);
  2731. public _initialize(gravity?: Vector3): void;
  2732. public _runOneStep(delta: number): void;
  2733. public _setGravity(gravity: Vector3): void;
  2734. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2735. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2736. public _unregisterMesh(mesh: AbstractMesh): void;
  2737. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2738. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2739. public _updateBodyPosition(mesh: AbstractMesh): void;
  2740. public dispose(): void;
  2741. public isSupported(): boolean;
  2742. static NoImpostor: number;
  2743. static SphereImpostor: number;
  2744. static BoxImpostor: number;
  2745. static PlaneImpostor: number;
  2746. static CompoundImpostor: number;
  2747. static MeshImpostor: number;
  2748. static CapsuleImpostor: number;
  2749. static ConeImpostor: number;
  2750. static CylinderImpostor: number;
  2751. static ConvexHullImpostor: number;
  2752. static Epsilon: number;
  2753. }
  2754. }
  2755. declare module BABYLON {
  2756. class CannonJSPlugin implements IPhysicsEnginePlugin {
  2757. public checkWithEpsilon: (value: number) => number;
  2758. private _world;
  2759. private _registeredMeshes;
  2760. private _physicsMaterials;
  2761. public initialize(iterations?: number): void;
  2762. private _checkWithEpsilon(value);
  2763. public runOneStep(delta: number): void;
  2764. public setGravity(gravity: Vector3): void;
  2765. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  2766. private _createSphere(radius, mesh, options?);
  2767. private _createBox(x, y, z, mesh, options?);
  2768. private _createPlane(mesh, options?);
  2769. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  2770. private _addMaterial(friction, restitution);
  2771. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  2772. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2773. private _unbindBody(body);
  2774. public unregisterMesh(mesh: AbstractMesh): void;
  2775. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2776. public updateBodyPosition: (mesh: AbstractMesh) => void;
  2777. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  2778. public dispose(): void;
  2779. public isSupported(): boolean;
  2780. }
  2781. }
  2782. declare module BABYLON {
  2783. class OimoJSPlugin implements IPhysicsEnginePlugin {
  2784. private _world;
  2785. private _registeredMeshes;
  2786. private _checkWithEpsilon(value);
  2787. public initialize(iterations?: number): void;
  2788. public setGravity(gravity: Vector3): void;
  2789. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2790. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2791. private _createBodyAsCompound(part, options, initialMesh);
  2792. public unregisterMesh(mesh: AbstractMesh): void;
  2793. private _unbindBody(body);
  2794. /**
  2795. * Update the body position according to the mesh position
  2796. * @param mesh
  2797. */
  2798. public updateBodyPosition: (mesh: AbstractMesh) => void;
  2799. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2800. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2801. public dispose(): void;
  2802. public isSupported(): boolean;
  2803. private _getLastShape(body);
  2804. public runOneStep(time: number): void;
  2805. }
  2806. }
  2807. declare module BABYLON {
  2808. class AnaglyphPostProcess extends PostProcess {
  2809. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2810. }
  2811. }
  2812. declare module BABYLON {
  2813. class BlackAndWhitePostProcess extends PostProcess {
  2814. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2815. }
  2816. }
  2817. declare module BABYLON {
  2818. class BlurPostProcess extends PostProcess {
  2819. public direction: Vector2;
  2820. public blurWidth: number;
  2821. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2822. }
  2823. }
  2824. declare module BABYLON {
  2825. class ConvolutionPostProcess extends PostProcess {
  2826. public kernel: number[];
  2827. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2828. static EdgeDetect0Kernel: number[];
  2829. static EdgeDetect1Kernel: number[];
  2830. static EdgeDetect2Kernel: number[];
  2831. static SharpenKernel: number[];
  2832. static EmbossKernel: number[];
  2833. static GaussianKernel: number[];
  2834. }
  2835. }
  2836. declare module BABYLON {
  2837. class DisplayPassPostProcess extends PostProcess {
  2838. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2839. }
  2840. }
  2841. declare module BABYLON {
  2842. class FilterPostProcess extends PostProcess {
  2843. public kernelMatrix: Matrix;
  2844. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2845. }
  2846. }
  2847. declare module BABYLON {
  2848. class FxaaPostProcess extends PostProcess {
  2849. public texelWidth: number;
  2850. public texelHeight: number;
  2851. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2852. }
  2853. }
  2854. declare module BABYLON {
  2855. class OculusDistortionCorrectionPostProcess extends PostProcess {
  2856. public aspectRatio: number;
  2857. private _isRightEye;
  2858. private _distortionFactors;
  2859. private _postProcessScaleFactor;
  2860. private _lensCenterOffset;
  2861. private _scaleIn;
  2862. private _scaleFactor;
  2863. private _lensCenter;
  2864. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  2865. }
  2866. }
  2867. declare module BABYLON {
  2868. class PassPostProcess extends PostProcess {
  2869. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2870. }
  2871. }
  2872. declare module BABYLON {
  2873. class PostProcess {
  2874. public name: string;
  2875. public onApply: (Effect: any) => void;
  2876. public onSizeChanged: () => void;
  2877. public onActivate: (Camera: any) => void;
  2878. public width: number;
  2879. public height: number;
  2880. public renderTargetSamplingMode: number;
  2881. private _camera;
  2882. private _scene;
  2883. private _engine;
  2884. private _renderRatio;
  2885. private _reusable;
  2886. public _textures: SmartArray<WebGLTexture>;
  2887. public _currentRenderTextureInd: number;
  2888. private _effect;
  2889. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  2890. public isReusable(): boolean;
  2891. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  2892. public apply(): Effect;
  2893. public dispose(camera: Camera): void;
  2894. }
  2895. }
  2896. declare module BABYLON {
  2897. class PostProcessManager {
  2898. private _scene;
  2899. private _indexBuffer;
  2900. private _vertexDeclaration;
  2901. private _vertexStrideSize;
  2902. private _vertexBuffer;
  2903. constructor(scene: Scene);
  2904. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  2905. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  2906. public dispose(): void;
  2907. }
  2908. }
  2909. declare module BABYLON {
  2910. class RefractionPostProcess extends PostProcess {
  2911. public color: Color3;
  2912. public depth: number;
  2913. public colorLevel: number;
  2914. private _refRexture;
  2915. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  2916. public dispose(camera: Camera): void;
  2917. }
  2918. }
  2919. declare module BABYLON {
  2920. class PostProcessRenderEffect {
  2921. private _engine;
  2922. private _postProcesses;
  2923. private _postProcessType;
  2924. private _ratio;
  2925. private _samplingMode;
  2926. private _singleInstance;
  2927. private _cameras;
  2928. private _indicesForCamera;
  2929. private _renderPasses;
  2930. private _renderEffectAsPasses;
  2931. public _name: string;
  2932. public parameters: (effect: Effect) => void;
  2933. constructor(engine: Engine, name: string, postProcessType: any, ratio?: number, samplingMode?: number, singleInstance?: boolean);
  2934. private static _GetInstance(engine, postProcessType, ratio, samplingMode);
  2935. private static _GetParametersNames(func);
  2936. public _update(): void;
  2937. public addPass(renderPass: PostProcessRenderPass): void;
  2938. public removePass(renderPass: PostProcessRenderPass): void;
  2939. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  2940. public getPass(passName: string): void;
  2941. public emptyPasses(): void;
  2942. public _attachCameras(cameras: Camera): any;
  2943. public _attachCameras(cameras: Camera[]): any;
  2944. public _detachCameras(cameras: Camera): any;
  2945. public _detachCameras(cameras: Camera[]): any;
  2946. public _enable(cameras: Camera): any;
  2947. public _enable(cameras: Camera[]): any;
  2948. public _disable(cameras: Camera): any;
  2949. public _disable(cameras: Camera[]): any;
  2950. public getPostProcess(camera?: Camera): PostProcess;
  2951. private _linkParameters();
  2952. private _linkTextures(effect);
  2953. }
  2954. }
  2955. declare module BABYLON {
  2956. class PostProcessRenderPass {
  2957. private _enabled;
  2958. private _renderList;
  2959. private _renderTexture;
  2960. private _scene;
  2961. private _refCount;
  2962. public _name: string;
  2963. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  2964. public _incRefCount(): number;
  2965. public _decRefCount(): number;
  2966. public _update(): void;
  2967. public setRenderList(renderList: Mesh[]): void;
  2968. public getRenderTexture(): RenderTargetTexture;
  2969. }
  2970. }
  2971. declare module BABYLON {
  2972. class PostProcessRenderPipeline {
  2973. private _engine;
  2974. private _renderEffects;
  2975. private _renderEffectsForIsolatedPass;
  2976. private _cameras;
  2977. public _name: string;
  2978. private static PASS_EFFECT_NAME;
  2979. private static PASS_SAMPLER_NAME;
  2980. constructor(engine: Engine, name: string);
  2981. public addEffect(renderEffect: PostProcessRenderEffect): void;
  2982. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  2983. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  2984. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  2985. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  2986. public _attachCameras(cameras: Camera, unique: boolean): any;
  2987. public _attachCameras(cameras: Camera[], unique: boolean): any;
  2988. public _detachCameras(cameras: Camera): any;
  2989. public _detachCameras(cameras: Camera[]): any;
  2990. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  2991. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  2992. public _disableDisplayOnlyPass(cameras: Camera): any;
  2993. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  2994. public _update(): void;
  2995. }
  2996. }
  2997. declare module BABYLON {
  2998. class PostProcessRenderPipelineManager {
  2999. private _renderPipelines;
  3000. constructor();
  3001. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3002. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3003. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3004. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3005. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3006. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3007. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3008. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3009. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3010. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3011. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3012. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3013. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3014. public update(): void;
  3015. }
  3016. }
  3017. declare module BABYLON {
  3018. class BoundingBoxRenderer {
  3019. public frontColor: Color3;
  3020. public backColor: Color3;
  3021. public showBackLines: boolean;
  3022. public renderList: SmartArray<BoundingBox>;
  3023. private _scene;
  3024. private _colorShader;
  3025. private _vb;
  3026. private _ib;
  3027. constructor(scene: Scene);
  3028. public reset(): void;
  3029. public render(): void;
  3030. public dispose(): void;
  3031. }
  3032. }
  3033. declare module BABYLON {
  3034. class OutlineRenderer {
  3035. private _scene;
  3036. private _effect;
  3037. private _cachedDefines;
  3038. constructor(scene: Scene);
  3039. public render(subMesh: SubMesh, batch: _InstancesBatch): void;
  3040. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3041. }
  3042. }
  3043. declare module BABYLON {
  3044. class RenderingGroup {
  3045. public index: number;
  3046. private _scene;
  3047. private _opaqueSubMeshes;
  3048. private _transparentSubMeshes;
  3049. private _alphaTestSubMeshes;
  3050. private _activeVertices;
  3051. constructor(index: number, scene: Scene);
  3052. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, beforeTransparents: any): boolean;
  3053. public prepare(): void;
  3054. public dispatch(subMesh: SubMesh): void;
  3055. }
  3056. }
  3057. declare module BABYLON {
  3058. class RenderingManager {
  3059. static MAX_RENDERINGGROUPS: number;
  3060. private _scene;
  3061. private _renderingGroups;
  3062. private _depthBufferAlreadyCleaned;
  3063. constructor(scene: Scene);
  3064. private _renderParticles(index, activeMeshes);
  3065. private _renderSprites(index);
  3066. private _clearDepthBuffer();
  3067. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3068. public reset(): void;
  3069. public dispatch(subMesh: SubMesh): void;
  3070. }
  3071. }
  3072. declare module BABYLON {
  3073. class Sprite {
  3074. public name: string;
  3075. public position: Vector3;
  3076. public color: Color4;
  3077. public size: number;
  3078. public angle: number;
  3079. public cellIndex: number;
  3080. public invertU: number;
  3081. public invertV: number;
  3082. public disposeWhenFinishedAnimating: boolean;
  3083. public animations: Animation[];
  3084. private _animationStarted;
  3085. private _loopAnimation;
  3086. private _fromIndex;
  3087. private _toIndex;
  3088. private _delay;
  3089. private _direction;
  3090. private _frameCount;
  3091. private _manager;
  3092. private _time;
  3093. constructor(name: string, manager: SpriteManager);
  3094. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3095. public stopAnimation(): void;
  3096. public _animate(deltaTime: number): void;
  3097. public dispose(): void;
  3098. }
  3099. }
  3100. declare module BABYLON {
  3101. class SpriteManager {
  3102. public name: string;
  3103. public cellSize: number;
  3104. public sprites: Sprite[];
  3105. public renderingGroupId: number;
  3106. public onDispose: () => void;
  3107. private _capacity;
  3108. private _spriteTexture;
  3109. private _epsilon;
  3110. private _scene;
  3111. private _vertexDeclaration;
  3112. private _vertexStrideSize;
  3113. private _vertexBuffer;
  3114. private _indexBuffer;
  3115. private _vertices;
  3116. private _effectBase;
  3117. private _effectFog;
  3118. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3119. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3120. public render(): void;
  3121. public dispose(): void;
  3122. }
  3123. }
  3124. declare module BABYLON.Internals {
  3125. class AndOrNotEvaluator {
  3126. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3127. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3128. private static _SimplifyNegation(booleanString);
  3129. }
  3130. }
  3131. declare module BABYLON {
  3132. interface IAssetTask {
  3133. onSuccess: (task: IAssetTask) => void;
  3134. onError: (task: IAssetTask) => void;
  3135. isCompleted: boolean;
  3136. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3137. }
  3138. class MeshAssetTask implements IAssetTask {
  3139. public name: string;
  3140. public meshesNames: any;
  3141. public rootUrl: string;
  3142. public sceneFilename: string;
  3143. public loadedMeshes: AbstractMesh[];
  3144. public loadedParticleSystems: ParticleSystem[];
  3145. public loadedSkeletons: Skeleton[];
  3146. public onSuccess: (task: IAssetTask) => void;
  3147. public onError: (task: IAssetTask) => void;
  3148. public isCompleted: boolean;
  3149. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3150. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3151. }
  3152. class TextFileAssetTask implements IAssetTask {
  3153. public name: string;
  3154. public url: string;
  3155. public onSuccess: (task: IAssetTask) => void;
  3156. public onError: (task: IAssetTask) => void;
  3157. public isCompleted: boolean;
  3158. public text: string;
  3159. constructor(name: string, url: string);
  3160. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3161. }
  3162. class BinaryFileAssetTask implements IAssetTask {
  3163. public name: string;
  3164. public url: string;
  3165. public onSuccess: (task: IAssetTask) => void;
  3166. public onError: (task: IAssetTask) => void;
  3167. public isCompleted: boolean;
  3168. public data: ArrayBuffer;
  3169. constructor(name: string, url: string);
  3170. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3171. }
  3172. class ImageAssetTask implements IAssetTask {
  3173. public name: string;
  3174. public url: string;
  3175. public onSuccess: (task: IAssetTask) => void;
  3176. public onError: (task: IAssetTask) => void;
  3177. public isCompleted: boolean;
  3178. public image: HTMLImageElement;
  3179. constructor(name: string, url: string);
  3180. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3181. }
  3182. class AssetsManager {
  3183. private _tasks;
  3184. private _scene;
  3185. private _waitingTasksCount;
  3186. public onFinish: (tasks: IAssetTask[]) => void;
  3187. public onTaskSuccess: (task: IAssetTask) => void;
  3188. public onTaskError: (task: IAssetTask) => void;
  3189. public useDefaultLoadingScreen: boolean;
  3190. constructor(scene: Scene);
  3191. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3192. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3193. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3194. public addImageTask(taskName: string, url: string): IAssetTask;
  3195. private _decreaseWaitingTasksCount();
  3196. private _runTask(task);
  3197. public reset(): AssetsManager;
  3198. public load(): AssetsManager;
  3199. }
  3200. }
  3201. declare module BABYLON {
  3202. class Database {
  3203. private callbackManifestChecked;
  3204. private currentSceneUrl;
  3205. private db;
  3206. private enableSceneOffline;
  3207. private enableTexturesOffline;
  3208. private manifestVersionFound;
  3209. private mustUpdateRessources;
  3210. private hasReachedQuota;
  3211. private isSupported;
  3212. private idbFactory;
  3213. static isUASupportingBlobStorage: boolean;
  3214. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3215. static parseURL: (url: string) => string;
  3216. static ReturnFullUrlLocation: (url: string) => string;
  3217. public checkManifestFile(): void;
  3218. public openAsync(successCallback: any, errorCallback: any): void;
  3219. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3220. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3221. private _saveImageIntoDBAsync(url, image);
  3222. private _checkVersionFromDB(url, versionLoaded);
  3223. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3224. private _saveVersionIntoDBAsync(url, callback);
  3225. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3226. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3227. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3228. }
  3229. }
  3230. declare module BABYLON {
  3231. class FilesInput {
  3232. private engine;
  3233. private currentScene;
  3234. private canvas;
  3235. private sceneLoadedCallback;
  3236. private progressCallback;
  3237. private additionnalRenderLoopLogicCallback;
  3238. private textureLoadingCallback;
  3239. private startingProcessingFilesCallback;
  3240. private elementToMonitor;
  3241. static FilesTextures: any[];
  3242. static FilesToLoad: any[];
  3243. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3244. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3245. private renderFunction();
  3246. private drag(e);
  3247. private drop(eventDrop);
  3248. private loadFiles(event);
  3249. }
  3250. }
  3251. declare module BABYLON {
  3252. class Gamepads {
  3253. private babylonGamepads;
  3254. private oneGamepadConnected;
  3255. private isMonitoring;
  3256. private gamepadEventSupported;
  3257. private gamepadSupportAvailable;
  3258. private _callbackGamepadConnected;
  3259. private buttonADataURL;
  3260. private static gamepadDOMInfo;
  3261. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3262. private _insertGamepadDOMInstructions();
  3263. private _insertGamepadDOMNotSupported();
  3264. public dispose(): void;
  3265. private _onGamepadConnected(evt);
  3266. private _addNewGamepad(gamepad);
  3267. private _onGamepadDisconnected(evt);
  3268. private _startMonitoringGamepads();
  3269. private _stopMonitoringGamepads();
  3270. private _checkGamepadsStatus();
  3271. private _updateGamepadObjects();
  3272. }
  3273. class StickValues {
  3274. public x: any;
  3275. public y: any;
  3276. constructor(x: any, y: any);
  3277. }
  3278. class Gamepad {
  3279. public id: string;
  3280. public index: number;
  3281. public browserGamepad: any;
  3282. private _leftStick;
  3283. private _rightStick;
  3284. private _onleftstickchanged;
  3285. private _onrightstickchanged;
  3286. constructor(id: string, index: number, browserGamepad: any);
  3287. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3288. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3289. public leftStick : StickValues;
  3290. public rightStick : StickValues;
  3291. public update(): void;
  3292. }
  3293. class GenericPad extends Gamepad {
  3294. public id: string;
  3295. public index: number;
  3296. public gamepad: any;
  3297. private _buttons;
  3298. private _onbuttondown;
  3299. private _onbuttonup;
  3300. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3301. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3302. constructor(id: string, index: number, gamepad: any);
  3303. private _setButtonValue(newValue, currentValue, buttonIndex);
  3304. public update(): void;
  3305. }
  3306. enum Xbox360Button {
  3307. A = 0,
  3308. B = 1,
  3309. X = 2,
  3310. Y = 3,
  3311. Start = 4,
  3312. Back = 5,
  3313. LB = 6,
  3314. RB = 7,
  3315. LeftStick = 8,
  3316. RightStick = 9,
  3317. }
  3318. enum Xbox360Dpad {
  3319. Up = 0,
  3320. Down = 1,
  3321. Left = 2,
  3322. Right = 3,
  3323. }
  3324. class Xbox360Pad extends Gamepad {
  3325. private _leftTrigger;
  3326. private _rightTrigger;
  3327. private _onlefttriggerchanged;
  3328. private _onrighttriggerchanged;
  3329. private _onbuttondown;
  3330. private _onbuttonup;
  3331. private _ondpaddown;
  3332. private _ondpadup;
  3333. private _buttonA;
  3334. private _buttonB;
  3335. private _buttonX;
  3336. private _buttonY;
  3337. private _buttonBack;
  3338. private _buttonStart;
  3339. private _buttonLB;
  3340. private _buttonRB;
  3341. private _buttonLeftStick;
  3342. private _buttonRightStick;
  3343. private _dPadUp;
  3344. private _dPadDown;
  3345. private _dPadLeft;
  3346. private _dPadRight;
  3347. public onlefttriggerchanged(callback: (value: number) => void): void;
  3348. public onrighttriggerchanged(callback: (value: number) => void): void;
  3349. public leftTrigger : number;
  3350. public rightTrigger : number;
  3351. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3352. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3353. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3354. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3355. private _setButtonValue(newValue, currentValue, buttonType);
  3356. private _setDPadValue(newValue, currentValue, buttonType);
  3357. public buttonA : number;
  3358. public buttonB : number;
  3359. public buttonX : number;
  3360. public buttonY : number;
  3361. public buttonStart : number;
  3362. public buttonBack : number;
  3363. public buttonLB : number;
  3364. public buttonRB : number;
  3365. public buttonLeftStick : number;
  3366. public buttonRightStick : number;
  3367. public dPadUp : number;
  3368. public dPadDown : number;
  3369. public dPadLeft : number;
  3370. public dPadRight : number;
  3371. public update(): void;
  3372. }
  3373. }
  3374. interface Navigator {
  3375. getGamepads(func?: any): any;
  3376. webkitGetGamepads(func?: any): any;
  3377. msGetGamepads(func?: any): any;
  3378. webkitGamepads(func?: any): any;
  3379. }
  3380. declare module BABYLON {
  3381. class SceneSerializer {
  3382. static Serialize(scene: Scene): any;
  3383. }
  3384. }
  3385. declare module BABYLON {
  3386. class SmartArray<T> {
  3387. public data: T[];
  3388. public length: number;
  3389. private _id;
  3390. private _duplicateId;
  3391. constructor(capacity: number);
  3392. public push(value: any): void;
  3393. public pushNoDuplicate(value: any): void;
  3394. public sort(compareFn: any): void;
  3395. public reset(): void;
  3396. public concat(array: any): void;
  3397. public concatWithNoDuplicate(array: any): void;
  3398. public indexOf(value: any): number;
  3399. private static _GlobalId;
  3400. }
  3401. }
  3402. declare module BABYLON {
  3403. class Tags {
  3404. static EnableFor(obj: any): void;
  3405. static DisableFor(obj: any): void;
  3406. static HasTags(obj: any): boolean;
  3407. static GetTags(obj: any): any;
  3408. static AddTagsTo(obj: any, tagsString: string): void;
  3409. static _AddTagTo(obj: any, tag: string): void;
  3410. static RemoveTagsFrom(obj: any, tagsString: string): void;
  3411. static _RemoveTagFrom(obj: any, tag: string): void;
  3412. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  3413. }
  3414. }
  3415. declare module BABYLON {
  3416. interface IAnimatable {
  3417. animations: Animation[];
  3418. }
  3419. interface ISize {
  3420. width: number;
  3421. height: number;
  3422. }
  3423. class Tools {
  3424. static BaseUrl: string;
  3425. static GetFilename(path: string): string;
  3426. static GetDOMTextContent(element: HTMLElement): string;
  3427. static ToDegrees(angle: number): number;
  3428. static ToRadians(angle: number): number;
  3429. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  3430. minimum: Vector3;
  3431. maximum: Vector3;
  3432. };
  3433. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  3434. minimum: Vector3;
  3435. maximum: Vector3;
  3436. };
  3437. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  3438. static GetPointerPrefix(): string;
  3439. static QueueNewFrame(func: any): void;
  3440. static RequestFullscreen(element: any): void;
  3441. static ExitFullscreen(): void;
  3442. static CleanUrl(url: string): string;
  3443. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  3444. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  3445. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  3446. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  3447. static WithinEpsilon(a: number, b: number): boolean;
  3448. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  3449. static IsEmpty(obj: any): boolean;
  3450. static RegisterTopRootEvents(events: {
  3451. name: string;
  3452. handler: EventListener;
  3453. }[]): void;
  3454. static UnregisterTopRootEvents(events: {
  3455. name: string;
  3456. handler: EventListener;
  3457. }[]): void;
  3458. static GetFps(): number;
  3459. static GetDeltaTime(): number;
  3460. static _MeasureFps(): void;
  3461. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  3462. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  3463. private static _NoneLogLevel;
  3464. private static _MessageLogLevel;
  3465. private static _WarningLogLevel;
  3466. private static _ErrorLogLevel;
  3467. static NoneLogLevel : number;
  3468. static MessageLogLevel : number;
  3469. static WarningLogLevel : number;
  3470. static ErrorLogLevel : number;
  3471. static AllLogLevel : number;
  3472. private static _FormatMessage(message);
  3473. static Log: (message: string) => void;
  3474. private static _LogDisabled(message);
  3475. private static _LogEnabled(message);
  3476. static Warn: (message: string) => void;
  3477. private static _WarnDisabled(message);
  3478. private static _WarnEnabled(message);
  3479. static Error: (message: string) => void;
  3480. private static _ErrorDisabled(message);
  3481. private static _ErrorEnabled(message);
  3482. static LogLevels : number;
  3483. }
  3484. }
  3485. declare module BABYLON.Internals {
  3486. interface DDSInfo {
  3487. width: number;
  3488. height: number;
  3489. mipmapCount: number;
  3490. isFourCC: boolean;
  3491. isRGB: boolean;
  3492. isLuminance: boolean;
  3493. isCube: boolean;
  3494. }
  3495. class DDSTools {
  3496. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  3497. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3498. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3499. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3500. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  3501. }
  3502. }
  3503. /**
  3504. * Based on jsTGALoader - Javascript loader for TGA file
  3505. * By Vincent Thibault
  3506. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  3507. */
  3508. declare module BABYLON.Internals {
  3509. class TGATools {
  3510. private static _TYPE_NO_DATA;
  3511. private static _TYPE_INDEXED;
  3512. private static _TYPE_RGB;
  3513. private static _TYPE_GREY;
  3514. private static _TYPE_RLE_INDEXED;
  3515. private static _TYPE_RLE_RGB;
  3516. private static _TYPE_RLE_GREY;
  3517. private static _ORIGIN_MASK;
  3518. private static _ORIGIN_SHIFT;
  3519. private static _ORIGIN_BL;
  3520. private static _ORIGIN_BR;
  3521. private static _ORIGIN_UL;
  3522. private static _ORIGIN_UR;
  3523. static GetTGAHeader(data: Uint8Array): any;
  3524. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  3525. 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;
  3526. 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;
  3527. 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;
  3528. 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;
  3529. 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;
  3530. 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;
  3531. }
  3532. }
  3533. declare module BABYLON {
  3534. enum JoystickAxis {
  3535. X = 0,
  3536. Y = 1,
  3537. Z = 2,
  3538. }
  3539. class VirtualJoystick {
  3540. public reverseLeftRight: boolean;
  3541. public reverseUpDown: boolean;
  3542. public deltaPosition: Vector3;
  3543. public pressed: boolean;
  3544. private static _globalJoystickIndex;
  3545. private static vjCanvas;
  3546. private static vjCanvasContext;
  3547. private static vjCanvasWidth;
  3548. private static vjCanvasHeight;
  3549. private static halfWidth;
  3550. private static halfHeight;
  3551. private _action;
  3552. private _axisTargetedByLeftAndRight;
  3553. private _axisTargetedByUpAndDown;
  3554. private _joystickSensibility;
  3555. private _inversedSensibility;
  3556. private _rotationSpeed;
  3557. private _inverseRotationSpeed;
  3558. private _rotateOnAxisRelativeToMesh;
  3559. private _joystickPointerID;
  3560. private _joystickColor;
  3561. private _joystickPointerPos;
  3562. private _joystickPointerStartPos;
  3563. private _deltaJoystickVector;
  3564. private _leftJoystick;
  3565. private _joystickIndex;
  3566. private _touches;
  3567. constructor(leftJoystick?: boolean);
  3568. public setJoystickSensibility(newJoystickSensibility: number): void;
  3569. private _onPointerDown(e);
  3570. private _onPointerMove(e);
  3571. private _onPointerUp(e);
  3572. /**
  3573. * Change the color of the virtual joystick
  3574. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  3575. */
  3576. public setJoystickColor(newColor: string): void;
  3577. public setActionOnTouch(action: () => any): void;
  3578. public setAxisForLeftRight(axis: JoystickAxis): void;
  3579. public setAxisForUpDown(axis: JoystickAxis): void;
  3580. private _clearCanvas();
  3581. private _drawVirtualJoystick();
  3582. public releaseCanvas(): void;
  3583. }
  3584. }
  3585. declare module BABYLON.VirtualJoystick {
  3586. class Collection<T> {
  3587. private _count;
  3588. private _collection;
  3589. constructor();
  3590. public Count(): number;
  3591. public add<T>(key: string, item: T): number;
  3592. public remove(key: string): number;
  3593. public item(key: string): any;
  3594. public forEach<T>(block: (item: T) => void): void;
  3595. }
  3596. }