babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  686. static readonly GEQUAL: number;
  687. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = nearest */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Stores a left-handed perspective projection into a given matrix with depth reversed
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar not used as infinity is used as far clip
  4496. * @param result defines the target matrix
  4497. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4498. */
  4499. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4500. /**
  4501. * Creates a right-handed perspective projection matrix
  4502. * @param fov defines the horizontal field of view
  4503. * @param aspect defines the aspect ratio
  4504. * @param znear defines the near clip plane
  4505. * @param zfar defines the far clip plane
  4506. * @returns a new matrix as a right-handed perspective projection matrix
  4507. */
  4508. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4509. /**
  4510. * Stores a right-handed perspective projection into a given matrix
  4511. * @param fov defines the horizontal field of view
  4512. * @param aspect defines the aspect ratio
  4513. * @param znear defines the near clip plane
  4514. * @param zfar defines the far clip plane
  4515. * @param result defines the target matrix
  4516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4517. */
  4518. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4519. /**
  4520. * Stores a right-handed perspective projection into a given matrix
  4521. * @param fov defines the horizontal field of view
  4522. * @param aspect defines the aspect ratio
  4523. * @param znear defines the near clip plane
  4524. * @param zfar not used as infinity is used as far clip
  4525. * @param result defines the target matrix
  4526. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4527. */
  4528. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4529. /**
  4530. * Stores a perspective projection for WebVR info a given matrix
  4531. * @param fov defines the field of view
  4532. * @param znear defines the near clip plane
  4533. * @param zfar defines the far clip plane
  4534. * @param result defines the target matrix
  4535. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4536. */
  4537. static PerspectiveFovWebVRToRef(fov: {
  4538. upDegrees: number;
  4539. downDegrees: number;
  4540. leftDegrees: number;
  4541. rightDegrees: number;
  4542. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4543. /**
  4544. * Computes a complete transformation matrix
  4545. * @param viewport defines the viewport to use
  4546. * @param world defines the world matrix
  4547. * @param view defines the view matrix
  4548. * @param projection defines the projection matrix
  4549. * @param zmin defines the near clip plane
  4550. * @param zmax defines the far clip plane
  4551. * @returns the transformation matrix
  4552. */
  4553. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4554. /**
  4555. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4556. * @param matrix defines the matrix to use
  4557. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4558. */
  4559. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4560. /**
  4561. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4562. * @param matrix defines the matrix to use
  4563. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4564. */
  4565. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4566. /**
  4567. * Compute the transpose of a given matrix
  4568. * @param matrix defines the matrix to transpose
  4569. * @returns the new matrix
  4570. */
  4571. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4572. /**
  4573. * Compute the transpose of a matrix and store it in a target matrix
  4574. * @param matrix defines the matrix to transpose
  4575. * @param result defines the target matrix
  4576. */
  4577. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4578. /**
  4579. * Computes a reflection matrix from a plane
  4580. * @param plane defines the reflection plane
  4581. * @returns a new matrix
  4582. */
  4583. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4584. /**
  4585. * Computes a reflection matrix from a plane
  4586. * @param plane defines the reflection plane
  4587. * @param result defines the target matrix
  4588. */
  4589. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4590. /**
  4591. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4592. * @param xaxis defines the value of the 1st axis
  4593. * @param yaxis defines the value of the 2nd axis
  4594. * @param zaxis defines the value of the 3rd axis
  4595. * @param result defines the target matrix
  4596. */
  4597. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4598. /**
  4599. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4600. * @param quat defines the quaternion to use
  4601. * @param result defines the target matrix
  4602. */
  4603. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4604. }
  4605. /**
  4606. * @hidden
  4607. */
  4608. export class TmpVectors {
  4609. static Vector2: Vector2[];
  4610. static Vector3: Vector3[];
  4611. static Vector4: Vector4[];
  4612. static Quaternion: Quaternion[];
  4613. static Matrix: Matrix[];
  4614. }
  4615. }
  4616. declare module "babylonjs/Maths/math.path" {
  4617. import { DeepImmutable, Nullable } from "babylonjs/types";
  4618. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4619. /**
  4620. * Defines potential orientation for back face culling
  4621. */
  4622. export enum Orientation {
  4623. /**
  4624. * Clockwise
  4625. */
  4626. CW = 0,
  4627. /** Counter clockwise */
  4628. CCW = 1
  4629. }
  4630. /** Class used to represent a Bezier curve */
  4631. export class BezierCurve {
  4632. /**
  4633. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4634. * @param t defines the time
  4635. * @param x1 defines the left coordinate on X axis
  4636. * @param y1 defines the left coordinate on Y axis
  4637. * @param x2 defines the right coordinate on X axis
  4638. * @param y2 defines the right coordinate on Y axis
  4639. * @returns the interpolated value
  4640. */
  4641. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4642. }
  4643. /**
  4644. * Defines angle representation
  4645. */
  4646. export class Angle {
  4647. private _radians;
  4648. /**
  4649. * Creates an Angle object of "radians" radians (float).
  4650. * @param radians the angle in radians
  4651. */
  4652. constructor(radians: number);
  4653. /**
  4654. * Get value in degrees
  4655. * @returns the Angle value in degrees (float)
  4656. */
  4657. degrees(): number;
  4658. /**
  4659. * Get value in radians
  4660. * @returns the Angle value in radians (float)
  4661. */
  4662. radians(): number;
  4663. /**
  4664. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4665. * @param a defines first vector
  4666. * @param b defines second vector
  4667. * @returns a new Angle
  4668. */
  4669. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4670. /**
  4671. * Gets a new Angle object from the given float in radians
  4672. * @param radians defines the angle value in radians
  4673. * @returns a new Angle
  4674. */
  4675. static FromRadians(radians: number): Angle;
  4676. /**
  4677. * Gets a new Angle object from the given float in degrees
  4678. * @param degrees defines the angle value in degrees
  4679. * @returns a new Angle
  4680. */
  4681. static FromDegrees(degrees: number): Angle;
  4682. }
  4683. /**
  4684. * This represents an arc in a 2d space.
  4685. */
  4686. export class Arc2 {
  4687. /** Defines the start point of the arc */
  4688. startPoint: Vector2;
  4689. /** Defines the mid point of the arc */
  4690. midPoint: Vector2;
  4691. /** Defines the end point of the arc */
  4692. endPoint: Vector2;
  4693. /**
  4694. * Defines the center point of the arc.
  4695. */
  4696. centerPoint: Vector2;
  4697. /**
  4698. * Defines the radius of the arc.
  4699. */
  4700. radius: number;
  4701. /**
  4702. * Defines the angle of the arc (from mid point to end point).
  4703. */
  4704. angle: Angle;
  4705. /**
  4706. * Defines the start angle of the arc (from start point to middle point).
  4707. */
  4708. startAngle: Angle;
  4709. /**
  4710. * Defines the orientation of the arc (clock wise/counter clock wise).
  4711. */
  4712. orientation: Orientation;
  4713. /**
  4714. * Creates an Arc object from the three given points : start, middle and end.
  4715. * @param startPoint Defines the start point of the arc
  4716. * @param midPoint Defines the midlle point of the arc
  4717. * @param endPoint Defines the end point of the arc
  4718. */
  4719. constructor(
  4720. /** Defines the start point of the arc */
  4721. startPoint: Vector2,
  4722. /** Defines the mid point of the arc */
  4723. midPoint: Vector2,
  4724. /** Defines the end point of the arc */
  4725. endPoint: Vector2);
  4726. }
  4727. /**
  4728. * Represents a 2D path made up of multiple 2D points
  4729. */
  4730. export class Path2 {
  4731. private _points;
  4732. private _length;
  4733. /**
  4734. * If the path start and end point are the same
  4735. */
  4736. closed: boolean;
  4737. /**
  4738. * Creates a Path2 object from the starting 2D coordinates x and y.
  4739. * @param x the starting points x value
  4740. * @param y the starting points y value
  4741. */
  4742. constructor(x: number, y: number);
  4743. /**
  4744. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4745. * @param x the added points x value
  4746. * @param y the added points y value
  4747. * @returns the updated Path2.
  4748. */
  4749. addLineTo(x: number, y: number): Path2;
  4750. /**
  4751. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4752. * @param midX middle point x value
  4753. * @param midY middle point y value
  4754. * @param endX end point x value
  4755. * @param endY end point y value
  4756. * @param numberOfSegments (default: 36)
  4757. * @returns the updated Path2.
  4758. */
  4759. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4760. /**
  4761. * Closes the Path2.
  4762. * @returns the Path2.
  4763. */
  4764. close(): Path2;
  4765. /**
  4766. * Gets the sum of the distance between each sequential point in the path
  4767. * @returns the Path2 total length (float).
  4768. */
  4769. length(): number;
  4770. /**
  4771. * Gets the points which construct the path
  4772. * @returns the Path2 internal array of points.
  4773. */
  4774. getPoints(): Vector2[];
  4775. /**
  4776. * Retreives the point at the distance aways from the starting point
  4777. * @param normalizedLengthPosition the length along the path to retreive the point from
  4778. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4779. */
  4780. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4781. /**
  4782. * Creates a new path starting from an x and y position
  4783. * @param x starting x value
  4784. * @param y starting y value
  4785. * @returns a new Path2 starting at the coordinates (x, y).
  4786. */
  4787. static StartingAt(x: number, y: number): Path2;
  4788. }
  4789. /**
  4790. * Represents a 3D path made up of multiple 3D points
  4791. */
  4792. export class Path3D {
  4793. /**
  4794. * an array of Vector3, the curve axis of the Path3D
  4795. */
  4796. path: Vector3[];
  4797. private _curve;
  4798. private _distances;
  4799. private _tangents;
  4800. private _normals;
  4801. private _binormals;
  4802. private _raw;
  4803. private _alignTangentsWithPath;
  4804. private readonly _pointAtData;
  4805. /**
  4806. * new Path3D(path, normal, raw)
  4807. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4808. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4809. * @param path an array of Vector3, the curve axis of the Path3D
  4810. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4811. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4812. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4813. */
  4814. constructor(
  4815. /**
  4816. * an array of Vector3, the curve axis of the Path3D
  4817. */
  4818. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4819. /**
  4820. * Returns the Path3D array of successive Vector3 designing its curve.
  4821. * @returns the Path3D array of successive Vector3 designing its curve.
  4822. */
  4823. getCurve(): Vector3[];
  4824. /**
  4825. * Returns the Path3D array of successive Vector3 designing its curve.
  4826. * @returns the Path3D array of successive Vector3 designing its curve.
  4827. */
  4828. getPoints(): Vector3[];
  4829. /**
  4830. * @returns the computed length (float) of the path.
  4831. */
  4832. length(): number;
  4833. /**
  4834. * Returns an array populated with tangent vectors on each Path3D curve point.
  4835. * @returns an array populated with tangent vectors on each Path3D curve point.
  4836. */
  4837. getTangents(): Vector3[];
  4838. /**
  4839. * Returns an array populated with normal vectors on each Path3D curve point.
  4840. * @returns an array populated with normal vectors on each Path3D curve point.
  4841. */
  4842. getNormals(): Vector3[];
  4843. /**
  4844. * Returns an array populated with binormal vectors on each Path3D curve point.
  4845. * @returns an array populated with binormal vectors on each Path3D curve point.
  4846. */
  4847. getBinormals(): Vector3[];
  4848. /**
  4849. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4850. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4851. */
  4852. getDistances(): number[];
  4853. /**
  4854. * Returns an interpolated point along this path
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @returns a new Vector3 as the point
  4857. */
  4858. getPointAt(position: number): Vector3;
  4859. /**
  4860. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4861. * @param position the position of the point along this path, from 0.0 to 1.0
  4862. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4863. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4864. */
  4865. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4866. /**
  4867. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4868. * @param position the position of the point along this path, from 0.0 to 1.0
  4869. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4870. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4871. */
  4872. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4873. /**
  4874. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4875. * @param position the position of the point along this path, from 0.0 to 1.0
  4876. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4877. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4878. */
  4879. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4880. /**
  4881. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4882. * @param position the position of the point along this path, from 0.0 to 1.0
  4883. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4884. */
  4885. getDistanceAt(position: number): number;
  4886. /**
  4887. * Returns the array index of the previous point of an interpolated point along this path
  4888. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4889. * @returns the array index
  4890. */
  4891. getPreviousPointIndexAt(position: number): number;
  4892. /**
  4893. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4894. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4895. * @returns the sub position
  4896. */
  4897. getSubPositionAt(position: number): number;
  4898. /**
  4899. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4900. * @param target the vector of which to get the closest position to
  4901. * @returns the position of the closest virtual point on this path to the target vector
  4902. */
  4903. getClosestPositionTo(target: Vector3): number;
  4904. /**
  4905. * Returns a sub path (slice) of this path
  4906. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4907. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4908. * @returns a sub path (slice) of this path
  4909. */
  4910. slice(start?: number, end?: number): Path3D;
  4911. /**
  4912. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4913. * @param path path which all values are copied into the curves points
  4914. * @param firstNormal which should be projected onto the curve
  4915. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4916. * @returns the same object updated.
  4917. */
  4918. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4919. private _compute;
  4920. private _getFirstNonNullVector;
  4921. private _getLastNonNullVector;
  4922. private _normalVector;
  4923. /**
  4924. * Updates the point at data for an interpolated point along this curve
  4925. * @param position the position of the point along this curve, from 0.0 to 1.0
  4926. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4927. * @returns the (updated) point at data
  4928. */
  4929. private _updatePointAtData;
  4930. /**
  4931. * Updates the point at data from the specified parameters
  4932. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4933. * @param point the interpolated point
  4934. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4935. */
  4936. private _setPointAtData;
  4937. /**
  4938. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4939. */
  4940. private _updateInterpolationMatrix;
  4941. }
  4942. /**
  4943. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4944. * A Curve3 is designed from a series of successive Vector3.
  4945. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4946. */
  4947. export class Curve3 {
  4948. private _points;
  4949. private _length;
  4950. /**
  4951. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4952. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4953. * @param v1 (Vector3) the control point
  4954. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4961. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4962. * @param v1 (Vector3) the first control point
  4963. * @param v2 (Vector3) the second control point
  4964. * @param v3 (Vector3) the end point of the Cubic Bezier
  4965. * @param nbPoints (integer) the wanted number of points in the curve
  4966. * @returns the created Curve3
  4967. */
  4968. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4969. /**
  4970. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4971. * @param p1 (Vector3) the origin point of the Hermite Spline
  4972. * @param t1 (Vector3) the tangent vector at the origin point
  4973. * @param p2 (Vector3) the end point of the Hermite Spline
  4974. * @param t2 (Vector3) the tangent vector at the end point
  4975. * @param nbPoints (integer) the wanted number of points in the curve
  4976. * @returns the created Curve3
  4977. */
  4978. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4979. /**
  4980. * Returns a Curve3 object along a CatmullRom Spline curve :
  4981. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4982. * @param nbPoints (integer) the wanted number of points between each curve control points
  4983. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4984. * @returns the created Curve3
  4985. */
  4986. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4987. /**
  4988. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4989. * A Curve3 is designed from a series of successive Vector3.
  4990. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4991. * @param points points which make up the curve
  4992. */
  4993. constructor(points: Vector3[]);
  4994. /**
  4995. * @returns the Curve3 stored array of successive Vector3
  4996. */
  4997. getPoints(): Vector3[];
  4998. /**
  4999. * @returns the computed length (float) of the curve.
  5000. */
  5001. length(): number;
  5002. /**
  5003. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5004. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5005. * curveA and curveB keep unchanged.
  5006. * @param curve the curve to continue from this curve
  5007. * @returns the newly constructed curve
  5008. */
  5009. continue(curve: DeepImmutable<Curve3>): Curve3;
  5010. private _computeLength;
  5011. }
  5012. }
  5013. declare module "babylonjs/Animations/easing" {
  5014. /**
  5015. * This represents the main contract an easing function should follow.
  5016. * Easing functions are used throughout the animation system.
  5017. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5018. */
  5019. export interface IEasingFunction {
  5020. /**
  5021. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5022. * of the easing function.
  5023. * The link below provides some of the most common examples of easing functions.
  5024. * @see https://easings.net/
  5025. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5026. * @returns the corresponding value on the curve defined by the easing function
  5027. */
  5028. ease(gradient: number): number;
  5029. }
  5030. /**
  5031. * Base class used for every default easing function.
  5032. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5033. */
  5034. export class EasingFunction implements IEasingFunction {
  5035. /**
  5036. * Interpolation follows the mathematical formula associated with the easing function.
  5037. */
  5038. static readonly EASINGMODE_EASEIN: number;
  5039. /**
  5040. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5041. */
  5042. static readonly EASINGMODE_EASEOUT: number;
  5043. /**
  5044. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5045. */
  5046. static readonly EASINGMODE_EASEINOUT: number;
  5047. private _easingMode;
  5048. /**
  5049. * Sets the easing mode of the current function.
  5050. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5051. */
  5052. setEasingMode(easingMode: number): void;
  5053. /**
  5054. * Gets the current easing mode.
  5055. * @returns the easing mode
  5056. */
  5057. getEasingMode(): number;
  5058. /**
  5059. * @hidden
  5060. */
  5061. easeInCore(gradient: number): number;
  5062. /**
  5063. * Given an input gradient between 0 and 1, this returns the corresponding value
  5064. * of the easing function.
  5065. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5066. * @returns the corresponding value on the curve defined by the easing function
  5067. */
  5068. ease(gradient: number): number;
  5069. }
  5070. /**
  5071. * Easing function with a circle shape (see link below).
  5072. * @see https://easings.net/#easeInCirc
  5073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5074. */
  5075. export class CircleEase extends EasingFunction implements IEasingFunction {
  5076. /** @hidden */
  5077. easeInCore(gradient: number): number;
  5078. }
  5079. /**
  5080. * Easing function with a ease back shape (see link below).
  5081. * @see https://easings.net/#easeInBack
  5082. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5083. */
  5084. export class BackEase extends EasingFunction implements IEasingFunction {
  5085. /** Defines the amplitude of the function */
  5086. amplitude: number;
  5087. /**
  5088. * Instantiates a back ease easing
  5089. * @see https://easings.net/#easeInBack
  5090. * @param amplitude Defines the amplitude of the function
  5091. */
  5092. constructor(
  5093. /** Defines the amplitude of the function */
  5094. amplitude?: number);
  5095. /** @hidden */
  5096. easeInCore(gradient: number): number;
  5097. }
  5098. /**
  5099. * Easing function with a bouncing shape (see link below).
  5100. * @see https://easings.net/#easeInBounce
  5101. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5102. */
  5103. export class BounceEase extends EasingFunction implements IEasingFunction {
  5104. /** Defines the number of bounces */
  5105. bounces: number;
  5106. /** Defines the amplitude of the bounce */
  5107. bounciness: number;
  5108. /**
  5109. * Instantiates a bounce easing
  5110. * @see https://easings.net/#easeInBounce
  5111. * @param bounces Defines the number of bounces
  5112. * @param bounciness Defines the amplitude of the bounce
  5113. */
  5114. constructor(
  5115. /** Defines the number of bounces */
  5116. bounces?: number,
  5117. /** Defines the amplitude of the bounce */
  5118. bounciness?: number);
  5119. /** @hidden */
  5120. easeInCore(gradient: number): number;
  5121. }
  5122. /**
  5123. * Easing function with a power of 3 shape (see link below).
  5124. * @see https://easings.net/#easeInCubic
  5125. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5126. */
  5127. export class CubicEase extends EasingFunction implements IEasingFunction {
  5128. /** @hidden */
  5129. easeInCore(gradient: number): number;
  5130. }
  5131. /**
  5132. * Easing function with an elastic shape (see link below).
  5133. * @see https://easings.net/#easeInElastic
  5134. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5135. */
  5136. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5137. /** Defines the number of oscillations*/
  5138. oscillations: number;
  5139. /** Defines the amplitude of the oscillations*/
  5140. springiness: number;
  5141. /**
  5142. * Instantiates an elastic easing function
  5143. * @see https://easings.net/#easeInElastic
  5144. * @param oscillations Defines the number of oscillations
  5145. * @param springiness Defines the amplitude of the oscillations
  5146. */
  5147. constructor(
  5148. /** Defines the number of oscillations*/
  5149. oscillations?: number,
  5150. /** Defines the amplitude of the oscillations*/
  5151. springiness?: number);
  5152. /** @hidden */
  5153. easeInCore(gradient: number): number;
  5154. }
  5155. /**
  5156. * Easing function with an exponential shape (see link below).
  5157. * @see https://easings.net/#easeInExpo
  5158. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5159. */
  5160. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5161. /** Defines the exponent of the function */
  5162. exponent: number;
  5163. /**
  5164. * Instantiates an exponential easing function
  5165. * @see https://easings.net/#easeInExpo
  5166. * @param exponent Defines the exponent of the function
  5167. */
  5168. constructor(
  5169. /** Defines the exponent of the function */
  5170. exponent?: number);
  5171. /** @hidden */
  5172. easeInCore(gradient: number): number;
  5173. }
  5174. /**
  5175. * Easing function with a power shape (see link below).
  5176. * @see https://easings.net/#easeInQuad
  5177. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5178. */
  5179. export class PowerEase extends EasingFunction implements IEasingFunction {
  5180. /** Defines the power of the function */
  5181. power: number;
  5182. /**
  5183. * Instantiates an power base easing function
  5184. * @see https://easings.net/#easeInQuad
  5185. * @param power Defines the power of the function
  5186. */
  5187. constructor(
  5188. /** Defines the power of the function */
  5189. power?: number);
  5190. /** @hidden */
  5191. easeInCore(gradient: number): number;
  5192. }
  5193. /**
  5194. * Easing function with a power of 2 shape (see link below).
  5195. * @see https://easings.net/#easeInQuad
  5196. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5197. */
  5198. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5199. /** @hidden */
  5200. easeInCore(gradient: number): number;
  5201. }
  5202. /**
  5203. * Easing function with a power of 4 shape (see link below).
  5204. * @see https://easings.net/#easeInQuart
  5205. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5206. */
  5207. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5208. /** @hidden */
  5209. easeInCore(gradient: number): number;
  5210. }
  5211. /**
  5212. * Easing function with a power of 5 shape (see link below).
  5213. * @see https://easings.net/#easeInQuint
  5214. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5215. */
  5216. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5217. /** @hidden */
  5218. easeInCore(gradient: number): number;
  5219. }
  5220. /**
  5221. * Easing function with a sin shape (see link below).
  5222. * @see https://easings.net/#easeInSine
  5223. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5224. */
  5225. export class SineEase extends EasingFunction implements IEasingFunction {
  5226. /** @hidden */
  5227. easeInCore(gradient: number): number;
  5228. }
  5229. /**
  5230. * Easing function with a bezier shape (see link below).
  5231. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5233. */
  5234. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5235. /** Defines the x component of the start tangent in the bezier curve */
  5236. x1: number;
  5237. /** Defines the y component of the start tangent in the bezier curve */
  5238. y1: number;
  5239. /** Defines the x component of the end tangent in the bezier curve */
  5240. x2: number;
  5241. /** Defines the y component of the end tangent in the bezier curve */
  5242. y2: number;
  5243. /**
  5244. * Instantiates a bezier function
  5245. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5246. * @param x1 Defines the x component of the start tangent in the bezier curve
  5247. * @param y1 Defines the y component of the start tangent in the bezier curve
  5248. * @param x2 Defines the x component of the end tangent in the bezier curve
  5249. * @param y2 Defines the y component of the end tangent in the bezier curve
  5250. */
  5251. constructor(
  5252. /** Defines the x component of the start tangent in the bezier curve */
  5253. x1?: number,
  5254. /** Defines the y component of the start tangent in the bezier curve */
  5255. y1?: number,
  5256. /** Defines the x component of the end tangent in the bezier curve */
  5257. x2?: number,
  5258. /** Defines the y component of the end tangent in the bezier curve */
  5259. y2?: number);
  5260. /** @hidden */
  5261. easeInCore(gradient: number): number;
  5262. }
  5263. }
  5264. declare module "babylonjs/Maths/math.color" {
  5265. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5266. /**
  5267. * Class used to hold a RBG color
  5268. */
  5269. export class Color3 {
  5270. /**
  5271. * Defines the red component (between 0 and 1, default is 0)
  5272. */
  5273. r: number;
  5274. /**
  5275. * Defines the green component (between 0 and 1, default is 0)
  5276. */
  5277. g: number;
  5278. /**
  5279. * Defines the blue component (between 0 and 1, default is 0)
  5280. */
  5281. b: number;
  5282. /**
  5283. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5284. * @param r defines the red component (between 0 and 1, default is 0)
  5285. * @param g defines the green component (between 0 and 1, default is 0)
  5286. * @param b defines the blue component (between 0 and 1, default is 0)
  5287. */
  5288. constructor(
  5289. /**
  5290. * Defines the red component (between 0 and 1, default is 0)
  5291. */
  5292. r?: number,
  5293. /**
  5294. * Defines the green component (between 0 and 1, default is 0)
  5295. */
  5296. g?: number,
  5297. /**
  5298. * Defines the blue component (between 0 and 1, default is 0)
  5299. */
  5300. b?: number);
  5301. /**
  5302. * Creates a string with the Color3 current values
  5303. * @returns the string representation of the Color3 object
  5304. */
  5305. toString(): string;
  5306. /**
  5307. * Returns the string "Color3"
  5308. * @returns "Color3"
  5309. */
  5310. getClassName(): string;
  5311. /**
  5312. * Compute the Color3 hash code
  5313. * @returns an unique number that can be used to hash Color3 objects
  5314. */
  5315. getHashCode(): number;
  5316. /**
  5317. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5318. * @param array defines the array where to store the r,g,b components
  5319. * @param index defines an optional index in the target array to define where to start storing values
  5320. * @returns the current Color3 object
  5321. */
  5322. toArray(array: FloatArray, index?: number): Color3;
  5323. /**
  5324. * Returns a new Color4 object from the current Color3 and the given alpha
  5325. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5326. * @returns a new Color4 object
  5327. */
  5328. toColor4(alpha?: number): Color4;
  5329. /**
  5330. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5331. * @returns the new array
  5332. */
  5333. asArray(): number[];
  5334. /**
  5335. * Returns the luminance value
  5336. * @returns a float value
  5337. */
  5338. toLuminance(): number;
  5339. /**
  5340. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5341. * @param otherColor defines the second operand
  5342. * @returns the new Color3 object
  5343. */
  5344. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5345. /**
  5346. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5347. * @param otherColor defines the second operand
  5348. * @param result defines the Color3 object where to store the result
  5349. * @returns the current Color3
  5350. */
  5351. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5352. /**
  5353. * Determines equality between Color3 objects
  5354. * @param otherColor defines the second operand
  5355. * @returns true if the rgb values are equal to the given ones
  5356. */
  5357. equals(otherColor: DeepImmutable<Color3>): boolean;
  5358. /**
  5359. * Determines equality between the current Color3 object and a set of r,b,g values
  5360. * @param r defines the red component to check
  5361. * @param g defines the green component to check
  5362. * @param b defines the blue component to check
  5363. * @returns true if the rgb values are equal to the given ones
  5364. */
  5365. equalsFloats(r: number, g: number, b: number): boolean;
  5366. /**
  5367. * Multiplies in place each rgb value by scale
  5368. * @param scale defines the scaling factor
  5369. * @returns the updated Color3
  5370. */
  5371. scale(scale: number): Color3;
  5372. /**
  5373. * Multiplies the rgb values by scale and stores the result into "result"
  5374. * @param scale defines the scaling factor
  5375. * @param result defines the Color3 object where to store the result
  5376. * @returns the unmodified current Color3
  5377. */
  5378. scaleToRef(scale: number, result: Color3): Color3;
  5379. /**
  5380. * Scale the current Color3 values by a factor and add the result to a given Color3
  5381. * @param scale defines the scale factor
  5382. * @param result defines color to store the result into
  5383. * @returns the unmodified current Color3
  5384. */
  5385. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5386. /**
  5387. * Clamps the rgb values by the min and max values and stores the result into "result"
  5388. * @param min defines minimum clamping value (default is 0)
  5389. * @param max defines maximum clamping value (default is 1)
  5390. * @param result defines color to store the result into
  5391. * @returns the original Color3
  5392. */
  5393. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5394. /**
  5395. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5396. * @param otherColor defines the second operand
  5397. * @returns the new Color3
  5398. */
  5399. add(otherColor: DeepImmutable<Color3>): Color3;
  5400. /**
  5401. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5402. * @param otherColor defines the second operand
  5403. * @param result defines Color3 object to store the result into
  5404. * @returns the unmodified current Color3
  5405. */
  5406. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5407. /**
  5408. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5409. * @param otherColor defines the second operand
  5410. * @returns the new Color3
  5411. */
  5412. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5413. /**
  5414. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5415. * @param otherColor defines the second operand
  5416. * @param result defines Color3 object to store the result into
  5417. * @returns the unmodified current Color3
  5418. */
  5419. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5420. /**
  5421. * Copy the current object
  5422. * @returns a new Color3 copied the current one
  5423. */
  5424. clone(): Color3;
  5425. /**
  5426. * Copies the rgb values from the source in the current Color3
  5427. * @param source defines the source Color3 object
  5428. * @returns the updated Color3 object
  5429. */
  5430. copyFrom(source: DeepImmutable<Color3>): Color3;
  5431. /**
  5432. * Updates the Color3 rgb values from the given floats
  5433. * @param r defines the red component to read from
  5434. * @param g defines the green component to read from
  5435. * @param b defines the blue component to read from
  5436. * @returns the current Color3 object
  5437. */
  5438. copyFromFloats(r: number, g: number, b: number): Color3;
  5439. /**
  5440. * Updates the Color3 rgb values from the given floats
  5441. * @param r defines the red component to read from
  5442. * @param g defines the green component to read from
  5443. * @param b defines the blue component to read from
  5444. * @returns the current Color3 object
  5445. */
  5446. set(r: number, g: number, b: number): Color3;
  5447. /**
  5448. * Compute the Color3 hexadecimal code as a string
  5449. * @returns a string containing the hexadecimal representation of the Color3 object
  5450. */
  5451. toHexString(): string;
  5452. /**
  5453. * Computes a new Color3 converted from the current one to linear space
  5454. * @returns a new Color3 object
  5455. */
  5456. toLinearSpace(): Color3;
  5457. /**
  5458. * Converts current color in rgb space to HSV values
  5459. * @returns a new color3 representing the HSV values
  5460. */
  5461. toHSV(): Color3;
  5462. /**
  5463. * Converts current color in rgb space to HSV values
  5464. * @param result defines the Color3 where to store the HSV values
  5465. */
  5466. toHSVToRef(result: Color3): void;
  5467. /**
  5468. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5469. * @param convertedColor defines the Color3 object where to store the linear space version
  5470. * @returns the unmodified Color3
  5471. */
  5472. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5473. /**
  5474. * Computes a new Color3 converted from the current one to gamma space
  5475. * @returns a new Color3 object
  5476. */
  5477. toGammaSpace(): Color3;
  5478. /**
  5479. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5480. * @param convertedColor defines the Color3 object where to store the gamma space version
  5481. * @returns the unmodified Color3
  5482. */
  5483. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5484. private static _BlackReadOnly;
  5485. /**
  5486. * Convert Hue, saturation and value to a Color3 (RGB)
  5487. * @param hue defines the hue
  5488. * @param saturation defines the saturation
  5489. * @param value defines the value
  5490. * @param result defines the Color3 where to store the RGB values
  5491. */
  5492. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5493. /**
  5494. * Creates a new Color3 from the string containing valid hexadecimal values
  5495. * @param hex defines a string containing valid hexadecimal values
  5496. * @returns a new Color3 object
  5497. */
  5498. static FromHexString(hex: string): Color3;
  5499. /**
  5500. * Creates a new Color3 from the starting index of the given array
  5501. * @param array defines the source array
  5502. * @param offset defines an offset in the source array
  5503. * @returns a new Color3 object
  5504. */
  5505. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5506. /**
  5507. * Creates a new Color3 from integer values (< 256)
  5508. * @param r defines the red component to read from (value between 0 and 255)
  5509. * @param g defines the green component to read from (value between 0 and 255)
  5510. * @param b defines the blue component to read from (value between 0 and 255)
  5511. * @returns a new Color3 object
  5512. */
  5513. static FromInts(r: number, g: number, b: number): Color3;
  5514. /**
  5515. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5516. * @param start defines the start Color3 value
  5517. * @param end defines the end Color3 value
  5518. * @param amount defines the gradient value between start and end
  5519. * @returns a new Color3 object
  5520. */
  5521. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5522. /**
  5523. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5524. * @param left defines the start value
  5525. * @param right defines the end value
  5526. * @param amount defines the gradient factor
  5527. * @param result defines the Color3 object where to store the result
  5528. */
  5529. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5530. /**
  5531. * Returns a Color3 value containing a red color
  5532. * @returns a new Color3 object
  5533. */
  5534. static Red(): Color3;
  5535. /**
  5536. * Returns a Color3 value containing a green color
  5537. * @returns a new Color3 object
  5538. */
  5539. static Green(): Color3;
  5540. /**
  5541. * Returns a Color3 value containing a blue color
  5542. * @returns a new Color3 object
  5543. */
  5544. static Blue(): Color3;
  5545. /**
  5546. * Returns a Color3 value containing a black color
  5547. * @returns a new Color3 object
  5548. */
  5549. static Black(): Color3;
  5550. /**
  5551. * Gets a Color3 value containing a black color that must not be updated
  5552. */
  5553. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5554. /**
  5555. * Returns a Color3 value containing a white color
  5556. * @returns a new Color3 object
  5557. */
  5558. static White(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a purple color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Purple(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a magenta color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Magenta(): Color3;
  5569. /**
  5570. * Returns a Color3 value containing a yellow color
  5571. * @returns a new Color3 object
  5572. */
  5573. static Yellow(): Color3;
  5574. /**
  5575. * Returns a Color3 value containing a gray color
  5576. * @returns a new Color3 object
  5577. */
  5578. static Gray(): Color3;
  5579. /**
  5580. * Returns a Color3 value containing a teal color
  5581. * @returns a new Color3 object
  5582. */
  5583. static Teal(): Color3;
  5584. /**
  5585. * Returns a Color3 value containing a random color
  5586. * @returns a new Color3 object
  5587. */
  5588. static Random(): Color3;
  5589. }
  5590. /**
  5591. * Class used to hold a RBGA color
  5592. */
  5593. export class Color4 {
  5594. /**
  5595. * Defines the red component (between 0 and 1, default is 0)
  5596. */
  5597. r: number;
  5598. /**
  5599. * Defines the green component (between 0 and 1, default is 0)
  5600. */
  5601. g: number;
  5602. /**
  5603. * Defines the blue component (between 0 and 1, default is 0)
  5604. */
  5605. b: number;
  5606. /**
  5607. * Defines the alpha component (between 0 and 1, default is 1)
  5608. */
  5609. a: number;
  5610. /**
  5611. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5612. * @param r defines the red component (between 0 and 1, default is 0)
  5613. * @param g defines the green component (between 0 and 1, default is 0)
  5614. * @param b defines the blue component (between 0 and 1, default is 0)
  5615. * @param a defines the alpha component (between 0 and 1, default is 1)
  5616. */
  5617. constructor(
  5618. /**
  5619. * Defines the red component (between 0 and 1, default is 0)
  5620. */
  5621. r?: number,
  5622. /**
  5623. * Defines the green component (between 0 and 1, default is 0)
  5624. */
  5625. g?: number,
  5626. /**
  5627. * Defines the blue component (between 0 and 1, default is 0)
  5628. */
  5629. b?: number,
  5630. /**
  5631. * Defines the alpha component (between 0 and 1, default is 1)
  5632. */
  5633. a?: number);
  5634. /**
  5635. * Adds in place the given Color4 values to the current Color4 object
  5636. * @param right defines the second operand
  5637. * @returns the current updated Color4 object
  5638. */
  5639. addInPlace(right: DeepImmutable<Color4>): Color4;
  5640. /**
  5641. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5642. * @returns the new array
  5643. */
  5644. asArray(): number[];
  5645. /**
  5646. * Stores from the starting index in the given array the Color4 successive values
  5647. * @param array defines the array where to store the r,g,b components
  5648. * @param index defines an optional index in the target array to define where to start storing values
  5649. * @returns the current Color4 object
  5650. */
  5651. toArray(array: number[], index?: number): Color4;
  5652. /**
  5653. * Determines equality between Color4 objects
  5654. * @param otherColor defines the second operand
  5655. * @returns true if the rgba values are equal to the given ones
  5656. */
  5657. equals(otherColor: DeepImmutable<Color4>): boolean;
  5658. /**
  5659. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5660. * @param right defines the second operand
  5661. * @returns a new Color4 object
  5662. */
  5663. add(right: DeepImmutable<Color4>): Color4;
  5664. /**
  5665. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5666. * @param right defines the second operand
  5667. * @returns a new Color4 object
  5668. */
  5669. subtract(right: DeepImmutable<Color4>): Color4;
  5670. /**
  5671. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5672. * @param right defines the second operand
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the current Color4 object
  5675. */
  5676. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5677. /**
  5678. * Creates a new Color4 with the current Color4 values multiplied by scale
  5679. * @param scale defines the scaling factor to apply
  5680. * @returns a new Color4 object
  5681. */
  5682. scale(scale: number): Color4;
  5683. /**
  5684. * Multiplies the current Color4 values by scale and stores the result in "result"
  5685. * @param scale defines the scaling factor to apply
  5686. * @param result defines the Color4 object where to store the result
  5687. * @returns the current unmodified Color4
  5688. */
  5689. scaleToRef(scale: number, result: Color4): Color4;
  5690. /**
  5691. * Scale the current Color4 values by a factor and add the result to a given Color4
  5692. * @param scale defines the scale factor
  5693. * @param result defines the Color4 object where to store the result
  5694. * @returns the unmodified current Color4
  5695. */
  5696. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5697. /**
  5698. * Clamps the rgb values by the min and max values and stores the result into "result"
  5699. * @param min defines minimum clamping value (default is 0)
  5700. * @param max defines maximum clamping value (default is 1)
  5701. * @param result defines color to store the result into.
  5702. * @returns the cuurent Color4
  5703. */
  5704. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5705. /**
  5706. * Multipy an Color4 value by another and return a new Color4 object
  5707. * @param color defines the Color4 value to multiply by
  5708. * @returns a new Color4 object
  5709. */
  5710. multiply(color: Color4): Color4;
  5711. /**
  5712. * Multipy a Color4 value by another and push the result in a reference value
  5713. * @param color defines the Color4 value to multiply by
  5714. * @param result defines the Color4 to fill the result in
  5715. * @returns the result Color4
  5716. */
  5717. multiplyToRef(color: Color4, result: Color4): Color4;
  5718. /**
  5719. * Creates a string with the Color4 current values
  5720. * @returns the string representation of the Color4 object
  5721. */
  5722. toString(): string;
  5723. /**
  5724. * Returns the string "Color4"
  5725. * @returns "Color4"
  5726. */
  5727. getClassName(): string;
  5728. /**
  5729. * Compute the Color4 hash code
  5730. * @returns an unique number that can be used to hash Color4 objects
  5731. */
  5732. getHashCode(): number;
  5733. /**
  5734. * Creates a new Color4 copied from the current one
  5735. * @returns a new Color4 object
  5736. */
  5737. clone(): Color4;
  5738. /**
  5739. * Copies the given Color4 values into the current one
  5740. * @param source defines the source Color4 object
  5741. * @returns the current updated Color4 object
  5742. */
  5743. copyFrom(source: Color4): Color4;
  5744. /**
  5745. * Copies the given float values into the current one
  5746. * @param r defines the red component to read from
  5747. * @param g defines the green component to read from
  5748. * @param b defines the blue component to read from
  5749. * @param a defines the alpha component to read from
  5750. * @returns the current updated Color4 object
  5751. */
  5752. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5753. /**
  5754. * Copies the given float values into the current one
  5755. * @param r defines the red component to read from
  5756. * @param g defines the green component to read from
  5757. * @param b defines the blue component to read from
  5758. * @param a defines the alpha component to read from
  5759. * @returns the current updated Color4 object
  5760. */
  5761. set(r: number, g: number, b: number, a: number): Color4;
  5762. /**
  5763. * Compute the Color4 hexadecimal code as a string
  5764. * @returns a string containing the hexadecimal representation of the Color4 object
  5765. */
  5766. toHexString(): string;
  5767. /**
  5768. * Computes a new Color4 converted from the current one to linear space
  5769. * @returns a new Color4 object
  5770. */
  5771. toLinearSpace(): Color4;
  5772. /**
  5773. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5774. * @param convertedColor defines the Color4 object where to store the linear space version
  5775. * @returns the unmodified Color4
  5776. */
  5777. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5778. /**
  5779. * Computes a new Color4 converted from the current one to gamma space
  5780. * @returns a new Color4 object
  5781. */
  5782. toGammaSpace(): Color4;
  5783. /**
  5784. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5785. * @param convertedColor defines the Color4 object where to store the gamma space version
  5786. * @returns the unmodified Color4
  5787. */
  5788. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5789. /**
  5790. * Creates a new Color4 from the string containing valid hexadecimal values
  5791. * @param hex defines a string containing valid hexadecimal values
  5792. * @returns a new Color4 object
  5793. */
  5794. static FromHexString(hex: string): Color4;
  5795. /**
  5796. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5797. * @param left defines the start value
  5798. * @param right defines the end value
  5799. * @param amount defines the gradient factor
  5800. * @returns a new Color4 object
  5801. */
  5802. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5803. /**
  5804. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5805. * @param left defines the start value
  5806. * @param right defines the end value
  5807. * @param amount defines the gradient factor
  5808. * @param result defines the Color4 object where to store data
  5809. */
  5810. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5811. /**
  5812. * Creates a new Color4 from a Color3 and an alpha value
  5813. * @param color3 defines the source Color3 to read from
  5814. * @param alpha defines the alpha component (1.0 by default)
  5815. * @returns a new Color4 object
  5816. */
  5817. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5818. /**
  5819. * Creates a new Color4 from the starting index element of the given array
  5820. * @param array defines the source array to read from
  5821. * @param offset defines the offset in the source array
  5822. * @returns a new Color4 object
  5823. */
  5824. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5825. /**
  5826. * Creates a new Color3 from integer values (< 256)
  5827. * @param r defines the red component to read from (value between 0 and 255)
  5828. * @param g defines the green component to read from (value between 0 and 255)
  5829. * @param b defines the blue component to read from (value between 0 and 255)
  5830. * @param a defines the alpha component to read from (value between 0 and 255)
  5831. * @returns a new Color3 object
  5832. */
  5833. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5834. /**
  5835. * Check the content of a given array and convert it to an array containing RGBA data
  5836. * If the original array was already containing count * 4 values then it is returned directly
  5837. * @param colors defines the array to check
  5838. * @param count defines the number of RGBA data to expect
  5839. * @returns an array containing count * 4 values (RGBA)
  5840. */
  5841. static CheckColors4(colors: number[], count: number): number[];
  5842. }
  5843. /**
  5844. * @hidden
  5845. */
  5846. export class TmpColors {
  5847. static Color3: Color3[];
  5848. static Color4: Color4[];
  5849. }
  5850. }
  5851. declare module "babylonjs/Animations/animationKey" {
  5852. /**
  5853. * Defines an interface which represents an animation key frame
  5854. */
  5855. export interface IAnimationKey {
  5856. /**
  5857. * Frame of the key frame
  5858. */
  5859. frame: number;
  5860. /**
  5861. * Value at the specifies key frame
  5862. */
  5863. value: any;
  5864. /**
  5865. * The input tangent for the cubic hermite spline
  5866. */
  5867. inTangent?: any;
  5868. /**
  5869. * The output tangent for the cubic hermite spline
  5870. */
  5871. outTangent?: any;
  5872. /**
  5873. * The animation interpolation type
  5874. */
  5875. interpolation?: AnimationKeyInterpolation;
  5876. }
  5877. /**
  5878. * Enum for the animation key frame interpolation type
  5879. */
  5880. export enum AnimationKeyInterpolation {
  5881. /**
  5882. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5883. */
  5884. STEP = 1
  5885. }
  5886. }
  5887. declare module "babylonjs/Animations/animationRange" {
  5888. /**
  5889. * Represents the range of an animation
  5890. */
  5891. export class AnimationRange {
  5892. /**The name of the animation range**/
  5893. name: string;
  5894. /**The starting frame of the animation */
  5895. from: number;
  5896. /**The ending frame of the animation*/
  5897. to: number;
  5898. /**
  5899. * Initializes the range of an animation
  5900. * @param name The name of the animation range
  5901. * @param from The starting frame of the animation
  5902. * @param to The ending frame of the animation
  5903. */
  5904. constructor(
  5905. /**The name of the animation range**/
  5906. name: string,
  5907. /**The starting frame of the animation */
  5908. from: number,
  5909. /**The ending frame of the animation*/
  5910. to: number);
  5911. /**
  5912. * Makes a copy of the animation range
  5913. * @returns A copy of the animation range
  5914. */
  5915. clone(): AnimationRange;
  5916. }
  5917. }
  5918. declare module "babylonjs/Animations/animationEvent" {
  5919. /**
  5920. * Composed of a frame, and an action function
  5921. */
  5922. export class AnimationEvent {
  5923. /** The frame for which the event is triggered **/
  5924. frame: number;
  5925. /** The event to perform when triggered **/
  5926. action: (currentFrame: number) => void;
  5927. /** Specifies if the event should be triggered only once**/
  5928. onlyOnce?: boolean | undefined;
  5929. /**
  5930. * Specifies if the animation event is done
  5931. */
  5932. isDone: boolean;
  5933. /**
  5934. * Initializes the animation event
  5935. * @param frame The frame for which the event is triggered
  5936. * @param action The event to perform when triggered
  5937. * @param onlyOnce Specifies if the event should be triggered only once
  5938. */
  5939. constructor(
  5940. /** The frame for which the event is triggered **/
  5941. frame: number,
  5942. /** The event to perform when triggered **/
  5943. action: (currentFrame: number) => void,
  5944. /** Specifies if the event should be triggered only once**/
  5945. onlyOnce?: boolean | undefined);
  5946. /** @hidden */
  5947. _clone(): AnimationEvent;
  5948. }
  5949. }
  5950. declare module "babylonjs/Behaviors/behavior" {
  5951. import { Nullable } from "babylonjs/types";
  5952. /**
  5953. * Interface used to define a behavior
  5954. */
  5955. export interface Behavior<T> {
  5956. /** gets or sets behavior's name */
  5957. name: string;
  5958. /**
  5959. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5960. */
  5961. init(): void;
  5962. /**
  5963. * Called when the behavior is attached to a target
  5964. * @param target defines the target where the behavior is attached to
  5965. */
  5966. attach(target: T): void;
  5967. /**
  5968. * Called when the behavior is detached from its target
  5969. */
  5970. detach(): void;
  5971. }
  5972. /**
  5973. * Interface implemented by classes supporting behaviors
  5974. */
  5975. export interface IBehaviorAware<T> {
  5976. /**
  5977. * Attach a behavior
  5978. * @param behavior defines the behavior to attach
  5979. * @returns the current host
  5980. */
  5981. addBehavior(behavior: Behavior<T>): T;
  5982. /**
  5983. * Remove a behavior from the current object
  5984. * @param behavior defines the behavior to detach
  5985. * @returns the current host
  5986. */
  5987. removeBehavior(behavior: Behavior<T>): T;
  5988. /**
  5989. * Gets a behavior using its name to search
  5990. * @param name defines the name to search
  5991. * @returns the behavior or null if not found
  5992. */
  5993. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5994. }
  5995. }
  5996. declare module "babylonjs/Misc/smartArray" {
  5997. /**
  5998. * Defines an array and its length.
  5999. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6000. */
  6001. export interface ISmartArrayLike<T> {
  6002. /**
  6003. * The data of the array.
  6004. */
  6005. data: Array<T>;
  6006. /**
  6007. * The active length of the array.
  6008. */
  6009. length: number;
  6010. }
  6011. /**
  6012. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6013. */
  6014. export class SmartArray<T> implements ISmartArrayLike<T> {
  6015. /**
  6016. * The full set of data from the array.
  6017. */
  6018. data: Array<T>;
  6019. /**
  6020. * The active length of the array.
  6021. */
  6022. length: number;
  6023. protected _id: number;
  6024. /**
  6025. * Instantiates a Smart Array.
  6026. * @param capacity defines the default capacity of the array.
  6027. */
  6028. constructor(capacity: number);
  6029. /**
  6030. * Pushes a value at the end of the active data.
  6031. * @param value defines the object to push in the array.
  6032. */
  6033. push(value: T): void;
  6034. /**
  6035. * Iterates over the active data and apply the lambda to them.
  6036. * @param func defines the action to apply on each value.
  6037. */
  6038. forEach(func: (content: T) => void): void;
  6039. /**
  6040. * Sorts the full sets of data.
  6041. * @param compareFn defines the comparison function to apply.
  6042. */
  6043. sort(compareFn: (a: T, b: T) => number): void;
  6044. /**
  6045. * Resets the active data to an empty array.
  6046. */
  6047. reset(): void;
  6048. /**
  6049. * Releases all the data from the array as well as the array.
  6050. */
  6051. dispose(): void;
  6052. /**
  6053. * Concats the active data with a given array.
  6054. * @param array defines the data to concatenate with.
  6055. */
  6056. concat(array: any): void;
  6057. /**
  6058. * Returns the position of a value in the active data.
  6059. * @param value defines the value to find the index for
  6060. * @returns the index if found in the active data otherwise -1
  6061. */
  6062. indexOf(value: T): number;
  6063. /**
  6064. * Returns whether an element is part of the active data.
  6065. * @param value defines the value to look for
  6066. * @returns true if found in the active data otherwise false
  6067. */
  6068. contains(value: T): boolean;
  6069. private static _GlobalId;
  6070. }
  6071. /**
  6072. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6073. * The data in this array can only be present once
  6074. */
  6075. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6076. private _duplicateId;
  6077. /**
  6078. * Pushes a value at the end of the active data.
  6079. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6080. * @param value defines the object to push in the array.
  6081. */
  6082. push(value: T): void;
  6083. /**
  6084. * Pushes a value at the end of the active data.
  6085. * If the data is already present, it won t be added again
  6086. * @param value defines the object to push in the array.
  6087. * @returns true if added false if it was already present
  6088. */
  6089. pushNoDuplicate(value: T): boolean;
  6090. /**
  6091. * Resets the active data to an empty array.
  6092. */
  6093. reset(): void;
  6094. /**
  6095. * Concats the active data with a given array.
  6096. * This ensures no dupplicate will be present in the result.
  6097. * @param array defines the data to concatenate with.
  6098. */
  6099. concatWithNoDuplicate(array: any): void;
  6100. }
  6101. }
  6102. declare module "babylonjs/Cameras/cameraInputsManager" {
  6103. import { Nullable } from "babylonjs/types";
  6104. import { Camera } from "babylonjs/Cameras/camera";
  6105. /**
  6106. * @ignore
  6107. * This is a list of all the different input types that are available in the application.
  6108. * Fo instance: ArcRotateCameraGamepadInput...
  6109. */
  6110. export var CameraInputTypes: {};
  6111. /**
  6112. * This is the contract to implement in order to create a new input class.
  6113. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6114. */
  6115. export interface ICameraInput<TCamera extends Camera> {
  6116. /**
  6117. * Defines the camera the input is attached to.
  6118. */
  6119. camera: Nullable<TCamera>;
  6120. /**
  6121. * Gets the class name of the current intput.
  6122. * @returns the class name
  6123. */
  6124. getClassName(): string;
  6125. /**
  6126. * Get the friendly name associated with the input class.
  6127. * @returns the input friendly name
  6128. */
  6129. getSimpleName(): string;
  6130. /**
  6131. * Attach the input controls to a specific dom element to get the input from.
  6132. * @param element Defines the element the controls should be listened from
  6133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6134. */
  6135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6136. /**
  6137. * Detach the current controls from the specified dom element.
  6138. * @param element Defines the element to stop listening the inputs from
  6139. */
  6140. detachControl(element: Nullable<HTMLElement>): void;
  6141. /**
  6142. * Update the current camera state depending on the inputs that have been used this frame.
  6143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6144. */
  6145. checkInputs?: () => void;
  6146. }
  6147. /**
  6148. * Represents a map of input types to input instance or input index to input instance.
  6149. */
  6150. export interface CameraInputsMap<TCamera extends Camera> {
  6151. /**
  6152. * Accessor to the input by input type.
  6153. */
  6154. [name: string]: ICameraInput<TCamera>;
  6155. /**
  6156. * Accessor to the input by input index.
  6157. */
  6158. [idx: number]: ICameraInput<TCamera>;
  6159. }
  6160. /**
  6161. * This represents the input manager used within a camera.
  6162. * It helps dealing with all the different kind of input attached to a camera.
  6163. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6164. */
  6165. export class CameraInputsManager<TCamera extends Camera> {
  6166. /**
  6167. * Defines the list of inputs attahed to the camera.
  6168. */
  6169. attached: CameraInputsMap<TCamera>;
  6170. /**
  6171. * Defines the dom element the camera is collecting inputs from.
  6172. * This is null if the controls have not been attached.
  6173. */
  6174. attachedElement: Nullable<HTMLElement>;
  6175. /**
  6176. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6177. */
  6178. noPreventDefault: boolean;
  6179. /**
  6180. * Defined the camera the input manager belongs to.
  6181. */
  6182. camera: TCamera;
  6183. /**
  6184. * Update the current camera state depending on the inputs that have been used this frame.
  6185. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6186. */
  6187. checkInputs: () => void;
  6188. /**
  6189. * Instantiate a new Camera Input Manager.
  6190. * @param camera Defines the camera the input manager blongs to
  6191. */
  6192. constructor(camera: TCamera);
  6193. /**
  6194. * Add an input method to a camera
  6195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6196. * @param input camera input method
  6197. */
  6198. add(input: ICameraInput<TCamera>): void;
  6199. /**
  6200. * Remove a specific input method from a camera
  6201. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6202. * @param inputToRemove camera input method
  6203. */
  6204. remove(inputToRemove: ICameraInput<TCamera>): void;
  6205. /**
  6206. * Remove a specific input type from a camera
  6207. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6208. * @param inputType the type of the input to remove
  6209. */
  6210. removeByType(inputType: string): void;
  6211. private _addCheckInputs;
  6212. /**
  6213. * Attach the input controls to the currently attached dom element to listen the events from.
  6214. * @param input Defines the input to attach
  6215. */
  6216. attachInput(input: ICameraInput<TCamera>): void;
  6217. /**
  6218. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6219. * @param element Defines the dom element to collect the events from
  6220. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6221. */
  6222. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6223. /**
  6224. * Detach the current manager inputs controls from a specific dom element.
  6225. * @param element Defines the dom element to collect the events from
  6226. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6227. */
  6228. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6229. /**
  6230. * Rebuild the dynamic inputCheck function from the current list of
  6231. * defined inputs in the manager.
  6232. */
  6233. rebuildInputCheck(): void;
  6234. /**
  6235. * Remove all attached input methods from a camera
  6236. */
  6237. clear(): void;
  6238. /**
  6239. * Serialize the current input manager attached to a camera.
  6240. * This ensures than once parsed,
  6241. * the input associated to the camera will be identical to the current ones
  6242. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6243. */
  6244. serialize(serializedCamera: any): void;
  6245. /**
  6246. * Parses an input manager serialized JSON to restore the previous list of inputs
  6247. * and states associated to a camera.
  6248. * @param parsedCamera Defines the JSON to parse
  6249. */
  6250. parse(parsedCamera: any): void;
  6251. }
  6252. }
  6253. declare module "babylonjs/Meshes/buffer" {
  6254. import { Nullable, DataArray } from "babylonjs/types";
  6255. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6256. /**
  6257. * Class used to store data that will be store in GPU memory
  6258. */
  6259. export class Buffer {
  6260. private _engine;
  6261. private _buffer;
  6262. /** @hidden */
  6263. _data: Nullable<DataArray>;
  6264. private _updatable;
  6265. private _instanced;
  6266. private _divisor;
  6267. /**
  6268. * Gets the byte stride.
  6269. */
  6270. readonly byteStride: number;
  6271. /**
  6272. * Constructor
  6273. * @param engine the engine
  6274. * @param data the data to use for this buffer
  6275. * @param updatable whether the data is updatable
  6276. * @param stride the stride (optional)
  6277. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6278. * @param instanced whether the buffer is instanced (optional)
  6279. * @param useBytes set to true if the stride in in bytes (optional)
  6280. * @param divisor sets an optional divisor for instances (1 by default)
  6281. */
  6282. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6283. /**
  6284. * Create a new VertexBuffer based on the current buffer
  6285. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6286. * @param offset defines offset in the buffer (0 by default)
  6287. * @param size defines the size in floats of attributes (position is 3 for instance)
  6288. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6289. * @param instanced defines if the vertex buffer contains indexed data
  6290. * @param useBytes defines if the offset and stride are in bytes *
  6291. * @param divisor sets an optional divisor for instances (1 by default)
  6292. * @returns the new vertex buffer
  6293. */
  6294. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6295. /**
  6296. * Gets a boolean indicating if the Buffer is updatable?
  6297. * @returns true if the buffer is updatable
  6298. */
  6299. isUpdatable(): boolean;
  6300. /**
  6301. * Gets current buffer's data
  6302. * @returns a DataArray or null
  6303. */
  6304. getData(): Nullable<DataArray>;
  6305. /**
  6306. * Gets underlying native buffer
  6307. * @returns underlying native buffer
  6308. */
  6309. getBuffer(): Nullable<DataBuffer>;
  6310. /**
  6311. * Gets the stride in float32 units (i.e. byte stride / 4).
  6312. * May not be an integer if the byte stride is not divisible by 4.
  6313. * DEPRECATED. Use byteStride instead.
  6314. * @returns the stride in float32 units
  6315. */
  6316. getStrideSize(): number;
  6317. /**
  6318. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6319. * @param data defines the data to store
  6320. */
  6321. create(data?: Nullable<DataArray>): void;
  6322. /** @hidden */
  6323. _rebuild(): void;
  6324. /**
  6325. * Update current buffer data
  6326. * @param data defines the data to store
  6327. */
  6328. update(data: DataArray): void;
  6329. /**
  6330. * Updates the data directly.
  6331. * @param data the new data
  6332. * @param offset the new offset
  6333. * @param vertexCount the vertex count (optional)
  6334. * @param useBytes set to true if the offset is in bytes
  6335. */
  6336. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6337. /**
  6338. * Release all resources
  6339. */
  6340. dispose(): void;
  6341. }
  6342. /**
  6343. * Specialized buffer used to store vertex data
  6344. */
  6345. export class VertexBuffer {
  6346. /** @hidden */
  6347. _buffer: Buffer;
  6348. private _kind;
  6349. private _size;
  6350. private _ownsBuffer;
  6351. private _instanced;
  6352. private _instanceDivisor;
  6353. /**
  6354. * The byte type.
  6355. */
  6356. static readonly BYTE: number;
  6357. /**
  6358. * The unsigned byte type.
  6359. */
  6360. static readonly UNSIGNED_BYTE: number;
  6361. /**
  6362. * The short type.
  6363. */
  6364. static readonly SHORT: number;
  6365. /**
  6366. * The unsigned short type.
  6367. */
  6368. static readonly UNSIGNED_SHORT: number;
  6369. /**
  6370. * The integer type.
  6371. */
  6372. static readonly INT: number;
  6373. /**
  6374. * The unsigned integer type.
  6375. */
  6376. static readonly UNSIGNED_INT: number;
  6377. /**
  6378. * The float type.
  6379. */
  6380. static readonly FLOAT: number;
  6381. /**
  6382. * Gets or sets the instance divisor when in instanced mode
  6383. */
  6384. instanceDivisor: number;
  6385. /**
  6386. * Gets the byte stride.
  6387. */
  6388. readonly byteStride: number;
  6389. /**
  6390. * Gets the byte offset.
  6391. */
  6392. readonly byteOffset: number;
  6393. /**
  6394. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6395. */
  6396. readonly normalized: boolean;
  6397. /**
  6398. * Gets the data type of each component in the array.
  6399. */
  6400. readonly type: number;
  6401. /**
  6402. * Constructor
  6403. * @param engine the engine
  6404. * @param data the data to use for this vertex buffer
  6405. * @param kind the vertex buffer kind
  6406. * @param updatable whether the data is updatable
  6407. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6408. * @param stride the stride (optional)
  6409. * @param instanced whether the buffer is instanced (optional)
  6410. * @param offset the offset of the data (optional)
  6411. * @param size the number of components (optional)
  6412. * @param type the type of the component (optional)
  6413. * @param normalized whether the data contains normalized data (optional)
  6414. * @param useBytes set to true if stride and offset are in bytes (optional)
  6415. * @param divisor defines the instance divisor to use (1 by default)
  6416. */
  6417. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6418. /** @hidden */
  6419. _rebuild(): void;
  6420. /**
  6421. * Returns the kind of the VertexBuffer (string)
  6422. * @returns a string
  6423. */
  6424. getKind(): string;
  6425. /**
  6426. * Gets a boolean indicating if the VertexBuffer is updatable?
  6427. * @returns true if the buffer is updatable
  6428. */
  6429. isUpdatable(): boolean;
  6430. /**
  6431. * Gets current buffer's data
  6432. * @returns a DataArray or null
  6433. */
  6434. getData(): Nullable<DataArray>;
  6435. /**
  6436. * Gets underlying native buffer
  6437. * @returns underlying native buffer
  6438. */
  6439. getBuffer(): Nullable<DataBuffer>;
  6440. /**
  6441. * Gets the stride in float32 units (i.e. byte stride / 4).
  6442. * May not be an integer if the byte stride is not divisible by 4.
  6443. * DEPRECATED. Use byteStride instead.
  6444. * @returns the stride in float32 units
  6445. */
  6446. getStrideSize(): number;
  6447. /**
  6448. * Returns the offset as a multiple of the type byte length.
  6449. * DEPRECATED. Use byteOffset instead.
  6450. * @returns the offset in bytes
  6451. */
  6452. getOffset(): number;
  6453. /**
  6454. * Returns the number of components per vertex attribute (integer)
  6455. * @returns the size in float
  6456. */
  6457. getSize(): number;
  6458. /**
  6459. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6460. * @returns true if this buffer is instanced
  6461. */
  6462. getIsInstanced(): boolean;
  6463. /**
  6464. * Returns the instancing divisor, zero for non-instanced (integer).
  6465. * @returns a number
  6466. */
  6467. getInstanceDivisor(): number;
  6468. /**
  6469. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6470. * @param data defines the data to store
  6471. */
  6472. create(data?: DataArray): void;
  6473. /**
  6474. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6475. * This function will create a new buffer if the current one is not updatable
  6476. * @param data defines the data to store
  6477. */
  6478. update(data: DataArray): void;
  6479. /**
  6480. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6481. * Returns the directly updated WebGLBuffer.
  6482. * @param data the new data
  6483. * @param offset the new offset
  6484. * @param useBytes set to true if the offset is in bytes
  6485. */
  6486. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6487. /**
  6488. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6489. */
  6490. dispose(): void;
  6491. /**
  6492. * Enumerates each value of this vertex buffer as numbers.
  6493. * @param count the number of values to enumerate
  6494. * @param callback the callback function called for each value
  6495. */
  6496. forEach(count: number, callback: (value: number, index: number) => void): void;
  6497. /**
  6498. * Positions
  6499. */
  6500. static readonly PositionKind: string;
  6501. /**
  6502. * Normals
  6503. */
  6504. static readonly NormalKind: string;
  6505. /**
  6506. * Tangents
  6507. */
  6508. static readonly TangentKind: string;
  6509. /**
  6510. * Texture coordinates
  6511. */
  6512. static readonly UVKind: string;
  6513. /**
  6514. * Texture coordinates 2
  6515. */
  6516. static readonly UV2Kind: string;
  6517. /**
  6518. * Texture coordinates 3
  6519. */
  6520. static readonly UV3Kind: string;
  6521. /**
  6522. * Texture coordinates 4
  6523. */
  6524. static readonly UV4Kind: string;
  6525. /**
  6526. * Texture coordinates 5
  6527. */
  6528. static readonly UV5Kind: string;
  6529. /**
  6530. * Texture coordinates 6
  6531. */
  6532. static readonly UV6Kind: string;
  6533. /**
  6534. * Colors
  6535. */
  6536. static readonly ColorKind: string;
  6537. /**
  6538. * Matrix indices (for bones)
  6539. */
  6540. static readonly MatricesIndicesKind: string;
  6541. /**
  6542. * Matrix weights (for bones)
  6543. */
  6544. static readonly MatricesWeightsKind: string;
  6545. /**
  6546. * Additional matrix indices (for bones)
  6547. */
  6548. static readonly MatricesIndicesExtraKind: string;
  6549. /**
  6550. * Additional matrix weights (for bones)
  6551. */
  6552. static readonly MatricesWeightsExtraKind: string;
  6553. /**
  6554. * Deduces the stride given a kind.
  6555. * @param kind The kind string to deduce
  6556. * @returns The deduced stride
  6557. */
  6558. static DeduceStride(kind: string): number;
  6559. /**
  6560. * Gets the byte length of the given type.
  6561. * @param type the type
  6562. * @returns the number of bytes
  6563. */
  6564. static GetTypeByteLength(type: number): number;
  6565. /**
  6566. * Enumerates each value of the given parameters as numbers.
  6567. * @param data the data to enumerate
  6568. * @param byteOffset the byte offset of the data
  6569. * @param byteStride the byte stride of the data
  6570. * @param componentCount the number of components per element
  6571. * @param componentType the type of the component
  6572. * @param count the number of values to enumerate
  6573. * @param normalized whether the data is normalized
  6574. * @param callback the callback function called for each value
  6575. */
  6576. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6577. private static _GetFloatValue;
  6578. }
  6579. }
  6580. declare module "babylonjs/Collisions/intersectionInfo" {
  6581. import { Nullable } from "babylonjs/types";
  6582. /**
  6583. * @hidden
  6584. */
  6585. export class IntersectionInfo {
  6586. bu: Nullable<number>;
  6587. bv: Nullable<number>;
  6588. distance: number;
  6589. faceId: number;
  6590. subMeshId: number;
  6591. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6592. }
  6593. }
  6594. declare module "babylonjs/Maths/math.plane" {
  6595. import { DeepImmutable } from "babylonjs/types";
  6596. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6597. /**
  6598. * Represens a plane by the equation ax + by + cz + d = 0
  6599. */
  6600. export class Plane {
  6601. private static _TmpMatrix;
  6602. /**
  6603. * Normal of the plane (a,b,c)
  6604. */
  6605. normal: Vector3;
  6606. /**
  6607. * d component of the plane
  6608. */
  6609. d: number;
  6610. /**
  6611. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6612. * @param a a component of the plane
  6613. * @param b b component of the plane
  6614. * @param c c component of the plane
  6615. * @param d d component of the plane
  6616. */
  6617. constructor(a: number, b: number, c: number, d: number);
  6618. /**
  6619. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6620. */
  6621. asArray(): number[];
  6622. /**
  6623. * @returns a new plane copied from the current Plane.
  6624. */
  6625. clone(): Plane;
  6626. /**
  6627. * @returns the string "Plane".
  6628. */
  6629. getClassName(): string;
  6630. /**
  6631. * @returns the Plane hash code.
  6632. */
  6633. getHashCode(): number;
  6634. /**
  6635. * Normalize the current Plane in place.
  6636. * @returns the updated Plane.
  6637. */
  6638. normalize(): Plane;
  6639. /**
  6640. * Applies a transformation the plane and returns the result
  6641. * @param transformation the transformation matrix to be applied to the plane
  6642. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6643. */
  6644. transform(transformation: DeepImmutable<Matrix>): Plane;
  6645. /**
  6646. * Calcualtte the dot product between the point and the plane normal
  6647. * @param point point to calculate the dot product with
  6648. * @returns the dot product (float) of the point coordinates and the plane normal.
  6649. */
  6650. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6651. /**
  6652. * Updates the current Plane from the plane defined by the three given points.
  6653. * @param point1 one of the points used to contruct the plane
  6654. * @param point2 one of the points used to contruct the plane
  6655. * @param point3 one of the points used to contruct the plane
  6656. * @returns the updated Plane.
  6657. */
  6658. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6659. /**
  6660. * Checks if the plane is facing a given direction
  6661. * @param direction the direction to check if the plane is facing
  6662. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6663. * @returns True is the vector "direction" is the same side than the plane normal.
  6664. */
  6665. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6666. /**
  6667. * Calculates the distance to a point
  6668. * @param point point to calculate distance to
  6669. * @returns the signed distance (float) from the given point to the Plane.
  6670. */
  6671. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6672. /**
  6673. * Creates a plane from an array
  6674. * @param array the array to create a plane from
  6675. * @returns a new Plane from the given array.
  6676. */
  6677. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6678. /**
  6679. * Creates a plane from three points
  6680. * @param point1 point used to create the plane
  6681. * @param point2 point used to create the plane
  6682. * @param point3 point used to create the plane
  6683. * @returns a new Plane defined by the three given points.
  6684. */
  6685. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6686. /**
  6687. * Creates a plane from an origin point and a normal
  6688. * @param origin origin of the plane to be constructed
  6689. * @param normal normal of the plane to be constructed
  6690. * @returns a new Plane the normal vector to this plane at the given origin point.
  6691. * Note : the vector "normal" is updated because normalized.
  6692. */
  6693. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6694. /**
  6695. * Calculates the distance from a plane and a point
  6696. * @param origin origin of the plane to be constructed
  6697. * @param normal normal of the plane to be constructed
  6698. * @param point point to calculate distance to
  6699. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6700. */
  6701. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6702. }
  6703. }
  6704. declare module "babylonjs/Culling/boundingSphere" {
  6705. import { DeepImmutable } from "babylonjs/types";
  6706. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6707. import { Plane } from "babylonjs/Maths/math.plane";
  6708. /**
  6709. * Class used to store bounding sphere information
  6710. */
  6711. export class BoundingSphere {
  6712. /**
  6713. * Gets the center of the bounding sphere in local space
  6714. */
  6715. readonly center: Vector3;
  6716. /**
  6717. * Radius of the bounding sphere in local space
  6718. */
  6719. radius: number;
  6720. /**
  6721. * Gets the center of the bounding sphere in world space
  6722. */
  6723. readonly centerWorld: Vector3;
  6724. /**
  6725. * Radius of the bounding sphere in world space
  6726. */
  6727. radiusWorld: number;
  6728. /**
  6729. * Gets the minimum vector in local space
  6730. */
  6731. readonly minimum: Vector3;
  6732. /**
  6733. * Gets the maximum vector in local space
  6734. */
  6735. readonly maximum: Vector3;
  6736. private _worldMatrix;
  6737. private static readonly TmpVector3;
  6738. /**
  6739. * Creates a new bounding sphere
  6740. * @param min defines the minimum vector (in local space)
  6741. * @param max defines the maximum vector (in local space)
  6742. * @param worldMatrix defines the new world matrix
  6743. */
  6744. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6745. /**
  6746. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6747. * @param min defines the new minimum vector (in local space)
  6748. * @param max defines the new maximum vector (in local space)
  6749. * @param worldMatrix defines the new world matrix
  6750. */
  6751. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6752. /**
  6753. * Scale the current bounding sphere by applying a scale factor
  6754. * @param factor defines the scale factor to apply
  6755. * @returns the current bounding box
  6756. */
  6757. scale(factor: number): BoundingSphere;
  6758. /**
  6759. * Gets the world matrix of the bounding box
  6760. * @returns a matrix
  6761. */
  6762. getWorldMatrix(): DeepImmutable<Matrix>;
  6763. /** @hidden */
  6764. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6765. /**
  6766. * Tests if the bounding sphere is intersecting the frustum planes
  6767. * @param frustumPlanes defines the frustum planes to test
  6768. * @returns true if there is an intersection
  6769. */
  6770. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6771. /**
  6772. * Tests if the bounding sphere center is in between the frustum planes.
  6773. * Used for optimistic fast inclusion.
  6774. * @param frustumPlanes defines the frustum planes to test
  6775. * @returns true if the sphere center is in between the frustum planes
  6776. */
  6777. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6778. /**
  6779. * Tests if a point is inside the bounding sphere
  6780. * @param point defines the point to test
  6781. * @returns true if the point is inside the bounding sphere
  6782. */
  6783. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6784. /**
  6785. * Checks if two sphere intersct
  6786. * @param sphere0 sphere 0
  6787. * @param sphere1 sphere 1
  6788. * @returns true if the speres intersect
  6789. */
  6790. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6791. }
  6792. }
  6793. declare module "babylonjs/Culling/boundingBox" {
  6794. import { DeepImmutable } from "babylonjs/types";
  6795. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6796. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6797. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6798. import { Plane } from "babylonjs/Maths/math.plane";
  6799. /**
  6800. * Class used to store bounding box information
  6801. */
  6802. export class BoundingBox implements ICullable {
  6803. /**
  6804. * Gets the 8 vectors representing the bounding box in local space
  6805. */
  6806. readonly vectors: Vector3[];
  6807. /**
  6808. * Gets the center of the bounding box in local space
  6809. */
  6810. readonly center: Vector3;
  6811. /**
  6812. * Gets the center of the bounding box in world space
  6813. */
  6814. readonly centerWorld: Vector3;
  6815. /**
  6816. * Gets the extend size in local space
  6817. */
  6818. readonly extendSize: Vector3;
  6819. /**
  6820. * Gets the extend size in world space
  6821. */
  6822. readonly extendSizeWorld: Vector3;
  6823. /**
  6824. * Gets the OBB (object bounding box) directions
  6825. */
  6826. readonly directions: Vector3[];
  6827. /**
  6828. * Gets the 8 vectors representing the bounding box in world space
  6829. */
  6830. readonly vectorsWorld: Vector3[];
  6831. /**
  6832. * Gets the minimum vector in world space
  6833. */
  6834. readonly minimumWorld: Vector3;
  6835. /**
  6836. * Gets the maximum vector in world space
  6837. */
  6838. readonly maximumWorld: Vector3;
  6839. /**
  6840. * Gets the minimum vector in local space
  6841. */
  6842. readonly minimum: Vector3;
  6843. /**
  6844. * Gets the maximum vector in local space
  6845. */
  6846. readonly maximum: Vector3;
  6847. private _worldMatrix;
  6848. private static readonly TmpVector3;
  6849. /**
  6850. * @hidden
  6851. */
  6852. _tag: number;
  6853. /**
  6854. * Creates a new bounding box
  6855. * @param min defines the minimum vector (in local space)
  6856. * @param max defines the maximum vector (in local space)
  6857. * @param worldMatrix defines the new world matrix
  6858. */
  6859. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6860. /**
  6861. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6862. * @param min defines the new minimum vector (in local space)
  6863. * @param max defines the new maximum vector (in local space)
  6864. * @param worldMatrix defines the new world matrix
  6865. */
  6866. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6867. /**
  6868. * Scale the current bounding box by applying a scale factor
  6869. * @param factor defines the scale factor to apply
  6870. * @returns the current bounding box
  6871. */
  6872. scale(factor: number): BoundingBox;
  6873. /**
  6874. * Gets the world matrix of the bounding box
  6875. * @returns a matrix
  6876. */
  6877. getWorldMatrix(): DeepImmutable<Matrix>;
  6878. /** @hidden */
  6879. _update(world: DeepImmutable<Matrix>): void;
  6880. /**
  6881. * Tests if the bounding box is intersecting the frustum planes
  6882. * @param frustumPlanes defines the frustum planes to test
  6883. * @returns true if there is an intersection
  6884. */
  6885. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6886. /**
  6887. * Tests if the bounding box is entirely inside the frustum planes
  6888. * @param frustumPlanes defines the frustum planes to test
  6889. * @returns true if there is an inclusion
  6890. */
  6891. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6892. /**
  6893. * Tests if a point is inside the bounding box
  6894. * @param point defines the point to test
  6895. * @returns true if the point is inside the bounding box
  6896. */
  6897. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6898. /**
  6899. * Tests if the bounding box intersects with a bounding sphere
  6900. * @param sphere defines the sphere to test
  6901. * @returns true if there is an intersection
  6902. */
  6903. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6904. /**
  6905. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6906. * @param min defines the min vector to use
  6907. * @param max defines the max vector to use
  6908. * @returns true if there is an intersection
  6909. */
  6910. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6911. /**
  6912. * Tests if two bounding boxes are intersections
  6913. * @param box0 defines the first box to test
  6914. * @param box1 defines the second box to test
  6915. * @returns true if there is an intersection
  6916. */
  6917. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6918. /**
  6919. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6920. * @param minPoint defines the minimum vector of the bounding box
  6921. * @param maxPoint defines the maximum vector of the bounding box
  6922. * @param sphereCenter defines the sphere center
  6923. * @param sphereRadius defines the sphere radius
  6924. * @returns true if there is an intersection
  6925. */
  6926. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6927. /**
  6928. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6929. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @return true if there is an inclusion
  6932. */
  6933. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6936. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @return true if there is an intersection
  6939. */
  6940. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. }
  6942. }
  6943. declare module "babylonjs/Collisions/collider" {
  6944. import { Nullable, IndicesArray } from "babylonjs/types";
  6945. import { Vector3 } from "babylonjs/Maths/math.vector";
  6946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6947. import { Plane } from "babylonjs/Maths/math.plane";
  6948. /** @hidden */
  6949. export class Collider {
  6950. /** Define if a collision was found */
  6951. collisionFound: boolean;
  6952. /**
  6953. * Define last intersection point in local space
  6954. */
  6955. intersectionPoint: Vector3;
  6956. /**
  6957. * Define last collided mesh
  6958. */
  6959. collidedMesh: Nullable<AbstractMesh>;
  6960. private _collisionPoint;
  6961. private _planeIntersectionPoint;
  6962. private _tempVector;
  6963. private _tempVector2;
  6964. private _tempVector3;
  6965. private _tempVector4;
  6966. private _edge;
  6967. private _baseToVertex;
  6968. private _destinationPoint;
  6969. private _slidePlaneNormal;
  6970. private _displacementVector;
  6971. /** @hidden */
  6972. _radius: Vector3;
  6973. /** @hidden */
  6974. _retry: number;
  6975. private _velocity;
  6976. private _basePoint;
  6977. private _epsilon;
  6978. /** @hidden */
  6979. _velocityWorldLength: number;
  6980. /** @hidden */
  6981. _basePointWorld: Vector3;
  6982. private _velocityWorld;
  6983. private _normalizedVelocity;
  6984. /** @hidden */
  6985. _initialVelocity: Vector3;
  6986. /** @hidden */
  6987. _initialPosition: Vector3;
  6988. private _nearestDistance;
  6989. private _collisionMask;
  6990. collisionMask: number;
  6991. /**
  6992. * Gets the plane normal used to compute the sliding response (in local space)
  6993. */
  6994. readonly slidePlaneNormal: Vector3;
  6995. /** @hidden */
  6996. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6997. /** @hidden */
  6998. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6999. /** @hidden */
  7000. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7001. /** @hidden */
  7002. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7003. /** @hidden */
  7004. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7005. /** @hidden */
  7006. _getResponse(pos: Vector3, vel: Vector3): void;
  7007. }
  7008. }
  7009. declare module "babylonjs/Culling/boundingInfo" {
  7010. import { DeepImmutable } from "babylonjs/types";
  7011. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7012. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7013. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7014. import { Plane } from "babylonjs/Maths/math.plane";
  7015. import { Collider } from "babylonjs/Collisions/collider";
  7016. /**
  7017. * Interface for cullable objects
  7018. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7019. */
  7020. export interface ICullable {
  7021. /**
  7022. * Checks if the object or part of the object is in the frustum
  7023. * @param frustumPlanes Camera near/planes
  7024. * @returns true if the object is in frustum otherwise false
  7025. */
  7026. isInFrustum(frustumPlanes: Plane[]): boolean;
  7027. /**
  7028. * Checks if a cullable object (mesh...) is in the camera frustum
  7029. * Unlike isInFrustum this cheks the full bounding box
  7030. * @param frustumPlanes Camera near/planes
  7031. * @returns true if the object is in frustum otherwise false
  7032. */
  7033. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7034. }
  7035. /**
  7036. * Info for a bounding data of a mesh
  7037. */
  7038. export class BoundingInfo implements ICullable {
  7039. /**
  7040. * Bounding box for the mesh
  7041. */
  7042. readonly boundingBox: BoundingBox;
  7043. /**
  7044. * Bounding sphere for the mesh
  7045. */
  7046. readonly boundingSphere: BoundingSphere;
  7047. private _isLocked;
  7048. private static readonly TmpVector3;
  7049. /**
  7050. * Constructs bounding info
  7051. * @param minimum min vector of the bounding box/sphere
  7052. * @param maximum max vector of the bounding box/sphere
  7053. * @param worldMatrix defines the new world matrix
  7054. */
  7055. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7056. /**
  7057. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7058. * @param min defines the new minimum vector (in local space)
  7059. * @param max defines the new maximum vector (in local space)
  7060. * @param worldMatrix defines the new world matrix
  7061. */
  7062. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7063. /**
  7064. * min vector of the bounding box/sphere
  7065. */
  7066. readonly minimum: Vector3;
  7067. /**
  7068. * max vector of the bounding box/sphere
  7069. */
  7070. readonly maximum: Vector3;
  7071. /**
  7072. * If the info is locked and won't be updated to avoid perf overhead
  7073. */
  7074. isLocked: boolean;
  7075. /**
  7076. * Updates the bounding sphere and box
  7077. * @param world world matrix to be used to update
  7078. */
  7079. update(world: DeepImmutable<Matrix>): void;
  7080. /**
  7081. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7082. * @param center New center of the bounding info
  7083. * @param extend New extend of the bounding info
  7084. * @returns the current bounding info
  7085. */
  7086. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7087. /**
  7088. * Scale the current bounding info by applying a scale factor
  7089. * @param factor defines the scale factor to apply
  7090. * @returns the current bounding info
  7091. */
  7092. scale(factor: number): BoundingInfo;
  7093. /**
  7094. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7095. * @param frustumPlanes defines the frustum to test
  7096. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7097. * @returns true if the bounding info is in the frustum planes
  7098. */
  7099. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7100. /**
  7101. * Gets the world distance between the min and max points of the bounding box
  7102. */
  7103. readonly diagonalLength: number;
  7104. /**
  7105. * Checks if a cullable object (mesh...) is in the camera frustum
  7106. * Unlike isInFrustum this cheks the full bounding box
  7107. * @param frustumPlanes Camera near/planes
  7108. * @returns true if the object is in frustum otherwise false
  7109. */
  7110. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7111. /** @hidden */
  7112. _checkCollision(collider: Collider): boolean;
  7113. /**
  7114. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7115. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7116. * @param point the point to check intersection with
  7117. * @returns if the point intersects
  7118. */
  7119. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7120. /**
  7121. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7122. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7123. * @param boundingInfo the bounding info to check intersection with
  7124. * @param precise if the intersection should be done using OBB
  7125. * @returns if the bounding info intersects
  7126. */
  7127. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7128. }
  7129. }
  7130. declare module "babylonjs/Maths/math.functions" {
  7131. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7132. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7133. /**
  7134. * Extracts minimum and maximum values from a list of indexed positions
  7135. * @param positions defines the positions to use
  7136. * @param indices defines the indices to the positions
  7137. * @param indexStart defines the start index
  7138. * @param indexCount defines the end index
  7139. * @param bias defines bias value to add to the result
  7140. * @return minimum and maximum values
  7141. */
  7142. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7143. minimum: Vector3;
  7144. maximum: Vector3;
  7145. };
  7146. /**
  7147. * Extracts minimum and maximum values from a list of positions
  7148. * @param positions defines the positions to use
  7149. * @param start defines the start index in the positions array
  7150. * @param count defines the number of positions to handle
  7151. * @param bias defines bias value to add to the result
  7152. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7153. * @return minimum and maximum values
  7154. */
  7155. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7156. minimum: Vector3;
  7157. maximum: Vector3;
  7158. };
  7159. }
  7160. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7162. /** @hidden */
  7163. export class WebGLDataBuffer extends DataBuffer {
  7164. private _buffer;
  7165. constructor(resource: WebGLBuffer);
  7166. readonly underlyingResource: any;
  7167. }
  7168. }
  7169. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7170. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7171. import { Nullable } from "babylonjs/types";
  7172. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7173. /** @hidden */
  7174. export class WebGLPipelineContext implements IPipelineContext {
  7175. engine: ThinEngine;
  7176. program: Nullable<WebGLProgram>;
  7177. context?: WebGLRenderingContext;
  7178. vertexShader?: WebGLShader;
  7179. fragmentShader?: WebGLShader;
  7180. isParallelCompiled: boolean;
  7181. onCompiled?: () => void;
  7182. transformFeedback?: WebGLTransformFeedback | null;
  7183. readonly isAsync: boolean;
  7184. readonly isReady: boolean;
  7185. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7186. }
  7187. }
  7188. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7189. import { FloatArray, Nullable } from "babylonjs/types";
  7190. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7191. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7192. module "babylonjs/Engines/thinEngine" {
  7193. interface ThinEngine {
  7194. /**
  7195. * Create an uniform buffer
  7196. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7197. * @param elements defines the content of the uniform buffer
  7198. * @returns the webGL uniform buffer
  7199. */
  7200. createUniformBuffer(elements: FloatArray): DataBuffer;
  7201. /**
  7202. * Create a dynamic uniform buffer
  7203. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7204. * @param elements defines the content of the uniform buffer
  7205. * @returns the webGL uniform buffer
  7206. */
  7207. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7208. /**
  7209. * Update an existing uniform buffer
  7210. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7211. * @param uniformBuffer defines the target uniform buffer
  7212. * @param elements defines the content to update
  7213. * @param offset defines the offset in the uniform buffer where update should start
  7214. * @param count defines the size of the data to update
  7215. */
  7216. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7217. /**
  7218. * Bind an uniform buffer to the current webGL context
  7219. * @param buffer defines the buffer to bind
  7220. */
  7221. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7222. /**
  7223. * Bind a buffer to the current webGL context at a given location
  7224. * @param buffer defines the buffer to bind
  7225. * @param location defines the index where to bind the buffer
  7226. */
  7227. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7228. /**
  7229. * Bind a specific block at a given index in a specific shader program
  7230. * @param pipelineContext defines the pipeline context to use
  7231. * @param blockName defines the block name
  7232. * @param index defines the index where to bind the block
  7233. */
  7234. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7235. }
  7236. }
  7237. }
  7238. declare module "babylonjs/Materials/uniformBuffer" {
  7239. import { Nullable, FloatArray } from "babylonjs/types";
  7240. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7241. import { Engine } from "babylonjs/Engines/engine";
  7242. import { Effect } from "babylonjs/Materials/effect";
  7243. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7244. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7245. import { Color3 } from "babylonjs/Maths/math.color";
  7246. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7247. /**
  7248. * Uniform buffer objects.
  7249. *
  7250. * Handles blocks of uniform on the GPU.
  7251. *
  7252. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7253. *
  7254. * For more information, please refer to :
  7255. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7256. */
  7257. export class UniformBuffer {
  7258. private _engine;
  7259. private _buffer;
  7260. private _data;
  7261. private _bufferData;
  7262. private _dynamic?;
  7263. private _uniformLocations;
  7264. private _uniformSizes;
  7265. private _uniformLocationPointer;
  7266. private _needSync;
  7267. private _noUBO;
  7268. private _currentEffect;
  7269. /** @hidden */
  7270. _alreadyBound: boolean;
  7271. private static _MAX_UNIFORM_SIZE;
  7272. private static _tempBuffer;
  7273. /**
  7274. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7275. * This is dynamic to allow compat with webgl 1 and 2.
  7276. * You will need to pass the name of the uniform as well as the value.
  7277. */
  7278. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7279. /**
  7280. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7281. * This is dynamic to allow compat with webgl 1 and 2.
  7282. * You will need to pass the name of the uniform as well as the value.
  7283. */
  7284. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7285. /**
  7286. * Lambda to Update a single float in a uniform buffer.
  7287. * This is dynamic to allow compat with webgl 1 and 2.
  7288. * You will need to pass the name of the uniform as well as the value.
  7289. */
  7290. updateFloat: (name: string, x: number) => void;
  7291. /**
  7292. * Lambda to Update a vec2 of float in a uniform buffer.
  7293. * This is dynamic to allow compat with webgl 1 and 2.
  7294. * You will need to pass the name of the uniform as well as the value.
  7295. */
  7296. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7297. /**
  7298. * Lambda to Update a vec3 of float in a uniform buffer.
  7299. * This is dynamic to allow compat with webgl 1 and 2.
  7300. * You will need to pass the name of the uniform as well as the value.
  7301. */
  7302. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7303. /**
  7304. * Lambda to Update a vec4 of float in a uniform buffer.
  7305. * This is dynamic to allow compat with webgl 1 and 2.
  7306. * You will need to pass the name of the uniform as well as the value.
  7307. */
  7308. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7309. /**
  7310. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7311. * This is dynamic to allow compat with webgl 1 and 2.
  7312. * You will need to pass the name of the uniform as well as the value.
  7313. */
  7314. updateMatrix: (name: string, mat: Matrix) => void;
  7315. /**
  7316. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateVector3: (name: string, vector: Vector3) => void;
  7321. /**
  7322. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateVector4: (name: string, vector: Vector4) => void;
  7327. /**
  7328. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7333. /**
  7334. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7339. /**
  7340. * Instantiates a new Uniform buffer objects.
  7341. *
  7342. * Handles blocks of uniform on the GPU.
  7343. *
  7344. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7345. *
  7346. * For more information, please refer to :
  7347. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7348. * @param engine Define the engine the buffer is associated with
  7349. * @param data Define the data contained in the buffer
  7350. * @param dynamic Define if the buffer is updatable
  7351. */
  7352. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7353. /**
  7354. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7355. * or just falling back on setUniformXXX calls.
  7356. */
  7357. readonly useUbo: boolean;
  7358. /**
  7359. * Indicates if the WebGL underlying uniform buffer is in sync
  7360. * with the javascript cache data.
  7361. */
  7362. readonly isSync: boolean;
  7363. /**
  7364. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7365. * Also, a dynamic UniformBuffer will disable cache verification and always
  7366. * update the underlying WebGL uniform buffer to the GPU.
  7367. * @returns if Dynamic, otherwise false
  7368. */
  7369. isDynamic(): boolean;
  7370. /**
  7371. * The data cache on JS side.
  7372. * @returns the underlying data as a float array
  7373. */
  7374. getData(): Float32Array;
  7375. /**
  7376. * The underlying WebGL Uniform buffer.
  7377. * @returns the webgl buffer
  7378. */
  7379. getBuffer(): Nullable<DataBuffer>;
  7380. /**
  7381. * std140 layout specifies how to align data within an UBO structure.
  7382. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7383. * for specs.
  7384. */
  7385. private _fillAlignment;
  7386. /**
  7387. * Adds an uniform in the buffer.
  7388. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7389. * for the layout to be correct !
  7390. * @param name Name of the uniform, as used in the uniform block in the shader.
  7391. * @param size Data size, or data directly.
  7392. */
  7393. addUniform(name: string, size: number | number[]): void;
  7394. /**
  7395. * Adds a Matrix 4x4 to the uniform buffer.
  7396. * @param name Name of the uniform, as used in the uniform block in the shader.
  7397. * @param mat A 4x4 matrix.
  7398. */
  7399. addMatrix(name: string, mat: Matrix): void;
  7400. /**
  7401. * Adds a vec2 to the uniform buffer.
  7402. * @param name Name of the uniform, as used in the uniform block in the shader.
  7403. * @param x Define the x component value of the vec2
  7404. * @param y Define the y component value of the vec2
  7405. */
  7406. addFloat2(name: string, x: number, y: number): void;
  7407. /**
  7408. * Adds a vec3 to the uniform buffer.
  7409. * @param name Name of the uniform, as used in the uniform block in the shader.
  7410. * @param x Define the x component value of the vec3
  7411. * @param y Define the y component value of the vec3
  7412. * @param z Define the z component value of the vec3
  7413. */
  7414. addFloat3(name: string, x: number, y: number, z: number): void;
  7415. /**
  7416. * Adds a vec3 to the uniform buffer.
  7417. * @param name Name of the uniform, as used in the uniform block in the shader.
  7418. * @param color Define the vec3 from a Color
  7419. */
  7420. addColor3(name: string, color: Color3): void;
  7421. /**
  7422. * Adds a vec4 to the uniform buffer.
  7423. * @param name Name of the uniform, as used in the uniform block in the shader.
  7424. * @param color Define the rgb components from a Color
  7425. * @param alpha Define the a component of the vec4
  7426. */
  7427. addColor4(name: string, color: Color3, alpha: number): void;
  7428. /**
  7429. * Adds a vec3 to the uniform buffer.
  7430. * @param name Name of the uniform, as used in the uniform block in the shader.
  7431. * @param vector Define the vec3 components from a Vector
  7432. */
  7433. addVector3(name: string, vector: Vector3): void;
  7434. /**
  7435. * Adds a Matrix 3x3 to the uniform buffer.
  7436. * @param name Name of the uniform, as used in the uniform block in the shader.
  7437. */
  7438. addMatrix3x3(name: string): void;
  7439. /**
  7440. * Adds a Matrix 2x2 to the uniform buffer.
  7441. * @param name Name of the uniform, as used in the uniform block in the shader.
  7442. */
  7443. addMatrix2x2(name: string): void;
  7444. /**
  7445. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7446. */
  7447. create(): void;
  7448. /** @hidden */
  7449. _rebuild(): void;
  7450. /**
  7451. * Updates the WebGL Uniform Buffer on the GPU.
  7452. * If the `dynamic` flag is set to true, no cache comparison is done.
  7453. * Otherwise, the buffer will be updated only if the cache differs.
  7454. */
  7455. update(): void;
  7456. /**
  7457. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7458. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7459. * @param data Define the flattened data
  7460. * @param size Define the size of the data.
  7461. */
  7462. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7463. private _valueCache;
  7464. private _cacheMatrix;
  7465. private _updateMatrix3x3ForUniform;
  7466. private _updateMatrix3x3ForEffect;
  7467. private _updateMatrix2x2ForEffect;
  7468. private _updateMatrix2x2ForUniform;
  7469. private _updateFloatForEffect;
  7470. private _updateFloatForUniform;
  7471. private _updateFloat2ForEffect;
  7472. private _updateFloat2ForUniform;
  7473. private _updateFloat3ForEffect;
  7474. private _updateFloat3ForUniform;
  7475. private _updateFloat4ForEffect;
  7476. private _updateFloat4ForUniform;
  7477. private _updateMatrixForEffect;
  7478. private _updateMatrixForUniform;
  7479. private _updateVector3ForEffect;
  7480. private _updateVector3ForUniform;
  7481. private _updateVector4ForEffect;
  7482. private _updateVector4ForUniform;
  7483. private _updateColor3ForEffect;
  7484. private _updateColor3ForUniform;
  7485. private _updateColor4ForEffect;
  7486. private _updateColor4ForUniform;
  7487. /**
  7488. * Sets a sampler uniform on the effect.
  7489. * @param name Define the name of the sampler.
  7490. * @param texture Define the texture to set in the sampler
  7491. */
  7492. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7493. /**
  7494. * Directly updates the value of the uniform in the cache AND on the GPU.
  7495. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7496. * @param data Define the flattened data
  7497. */
  7498. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7499. /**
  7500. * Binds this uniform buffer to an effect.
  7501. * @param effect Define the effect to bind the buffer to
  7502. * @param name Name of the uniform block in the shader.
  7503. */
  7504. bindToEffect(effect: Effect, name: string): void;
  7505. /**
  7506. * Disposes the uniform buffer.
  7507. */
  7508. dispose(): void;
  7509. }
  7510. }
  7511. declare module "babylonjs/Misc/iInspectable" {
  7512. /**
  7513. * Enum that determines the text-wrapping mode to use.
  7514. */
  7515. export enum InspectableType {
  7516. /**
  7517. * Checkbox for booleans
  7518. */
  7519. Checkbox = 0,
  7520. /**
  7521. * Sliders for numbers
  7522. */
  7523. Slider = 1,
  7524. /**
  7525. * Vector3
  7526. */
  7527. Vector3 = 2,
  7528. /**
  7529. * Quaternions
  7530. */
  7531. Quaternion = 3,
  7532. /**
  7533. * Color3
  7534. */
  7535. Color3 = 4,
  7536. /**
  7537. * String
  7538. */
  7539. String = 5
  7540. }
  7541. /**
  7542. * Interface used to define custom inspectable properties.
  7543. * This interface is used by the inspector to display custom property grids
  7544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7545. */
  7546. export interface IInspectable {
  7547. /**
  7548. * Gets the label to display
  7549. */
  7550. label: string;
  7551. /**
  7552. * Gets the name of the property to edit
  7553. */
  7554. propertyName: string;
  7555. /**
  7556. * Gets the type of the editor to use
  7557. */
  7558. type: InspectableType;
  7559. /**
  7560. * Gets the minimum value of the property when using in "slider" mode
  7561. */
  7562. min?: number;
  7563. /**
  7564. * Gets the maximum value of the property when using in "slider" mode
  7565. */
  7566. max?: number;
  7567. /**
  7568. * Gets the setp to use when using in "slider" mode
  7569. */
  7570. step?: number;
  7571. }
  7572. }
  7573. declare module "babylonjs/Misc/timingTools" {
  7574. /**
  7575. * Class used to provide helper for timing
  7576. */
  7577. export class TimingTools {
  7578. /**
  7579. * Polyfill for setImmediate
  7580. * @param action defines the action to execute after the current execution block
  7581. */
  7582. static SetImmediate(action: () => void): void;
  7583. }
  7584. }
  7585. declare module "babylonjs/Misc/instantiationTools" {
  7586. /**
  7587. * Class used to enable instatition of objects by class name
  7588. */
  7589. export class InstantiationTools {
  7590. /**
  7591. * Use this object to register external classes like custom textures or material
  7592. * to allow the laoders to instantiate them
  7593. */
  7594. static RegisteredExternalClasses: {
  7595. [key: string]: Object;
  7596. };
  7597. /**
  7598. * Tries to instantiate a new object from a given class name
  7599. * @param className defines the class name to instantiate
  7600. * @returns the new object or null if the system was not able to do the instantiation
  7601. */
  7602. static Instantiate(className: string): any;
  7603. }
  7604. }
  7605. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7606. /**
  7607. * Define options used to create a depth texture
  7608. */
  7609. export class DepthTextureCreationOptions {
  7610. /** Specifies whether or not a stencil should be allocated in the texture */
  7611. generateStencil?: boolean;
  7612. /** Specifies whether or not bilinear filtering is enable on the texture */
  7613. bilinearFiltering?: boolean;
  7614. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7615. comparisonFunction?: number;
  7616. /** Specifies if the created texture is a cube texture */
  7617. isCube?: boolean;
  7618. }
  7619. }
  7620. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7621. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7622. import { Nullable } from "babylonjs/types";
  7623. import { Scene } from "babylonjs/scene";
  7624. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7625. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7626. module "babylonjs/Engines/thinEngine" {
  7627. interface ThinEngine {
  7628. /**
  7629. * Creates a depth stencil cube texture.
  7630. * This is only available in WebGL 2.
  7631. * @param size The size of face edge in the cube texture.
  7632. * @param options The options defining the cube texture.
  7633. * @returns The cube texture
  7634. */
  7635. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7636. /**
  7637. * Creates a cube texture
  7638. * @param rootUrl defines the url where the files to load is located
  7639. * @param scene defines the current scene
  7640. * @param files defines the list of files to load (1 per face)
  7641. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7642. * @param onLoad defines an optional callback raised when the texture is loaded
  7643. * @param onError defines an optional callback raised if there is an issue to load the texture
  7644. * @param format defines the format of the data
  7645. * @param forcedExtension defines the extension to use to pick the right loader
  7646. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7647. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7648. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7649. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7650. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7651. * @returns the cube texture as an InternalTexture
  7652. */
  7653. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7654. /**
  7655. * Creates a cube texture
  7656. * @param rootUrl defines the url where the files to load is located
  7657. * @param scene defines the current scene
  7658. * @param files defines the list of files to load (1 per face)
  7659. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7660. * @param onLoad defines an optional callback raised when the texture is loaded
  7661. * @param onError defines an optional callback raised if there is an issue to load the texture
  7662. * @param format defines the format of the data
  7663. * @param forcedExtension defines the extension to use to pick the right loader
  7664. * @returns the cube texture as an InternalTexture
  7665. */
  7666. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7667. /**
  7668. * Creates a cube texture
  7669. * @param rootUrl defines the url where the files to load is located
  7670. * @param scene defines the current scene
  7671. * @param files defines the list of files to load (1 per face)
  7672. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7673. * @param onLoad defines an optional callback raised when the texture is loaded
  7674. * @param onError defines an optional callback raised if there is an issue to load the texture
  7675. * @param format defines the format of the data
  7676. * @param forcedExtension defines the extension to use to pick the right loader
  7677. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7678. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7679. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7680. * @returns the cube texture as an InternalTexture
  7681. */
  7682. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7683. /** @hidden */
  7684. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7685. /** @hidden */
  7686. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7687. /** @hidden */
  7688. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7689. /** @hidden */
  7690. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7691. /**
  7692. * @hidden
  7693. */
  7694. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7695. }
  7696. }
  7697. }
  7698. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7699. import { Nullable } from "babylonjs/types";
  7700. import { Scene } from "babylonjs/scene";
  7701. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7702. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7703. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7704. /**
  7705. * Class for creating a cube texture
  7706. */
  7707. export class CubeTexture extends BaseTexture {
  7708. private _delayedOnLoad;
  7709. /**
  7710. * The url of the texture
  7711. */
  7712. url: string;
  7713. /**
  7714. * Gets or sets the center of the bounding box associated with the cube texture.
  7715. * It must define where the camera used to render the texture was set
  7716. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7717. */
  7718. boundingBoxPosition: Vector3;
  7719. private _boundingBoxSize;
  7720. /**
  7721. * Gets or sets the size of the bounding box associated with the cube texture
  7722. * When defined, the cubemap will switch to local mode
  7723. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7724. * @example https://www.babylonjs-playground.com/#RNASML
  7725. */
  7726. /**
  7727. * Returns the bounding box size
  7728. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7729. */
  7730. boundingBoxSize: Vector3;
  7731. protected _rotationY: number;
  7732. /**
  7733. * Sets texture matrix rotation angle around Y axis in radians.
  7734. */
  7735. /**
  7736. * Gets texture matrix rotation angle around Y axis radians.
  7737. */
  7738. rotationY: number;
  7739. /**
  7740. * Are mip maps generated for this texture or not.
  7741. */
  7742. readonly noMipmap: boolean;
  7743. private _noMipmap;
  7744. private _files;
  7745. protected _forcedExtension: Nullable<string>;
  7746. private _extensions;
  7747. private _textureMatrix;
  7748. private _format;
  7749. private _createPolynomials;
  7750. /** @hidden */
  7751. _prefiltered: boolean;
  7752. /**
  7753. * Creates a cube texture from an array of image urls
  7754. * @param files defines an array of image urls
  7755. * @param scene defines the hosting scene
  7756. * @param noMipmap specifies if mip maps are not used
  7757. * @returns a cube texture
  7758. */
  7759. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7760. /**
  7761. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7762. * @param url defines the url of the prefiltered texture
  7763. * @param scene defines the scene the texture is attached to
  7764. * @param forcedExtension defines the extension of the file if different from the url
  7765. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7766. * @return the prefiltered texture
  7767. */
  7768. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7769. /**
  7770. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7771. * as prefiltered data.
  7772. * @param rootUrl defines the url of the texture or the root name of the six images
  7773. * @param scene defines the scene the texture is attached to
  7774. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7775. * @param noMipmap defines if mipmaps should be created or not
  7776. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7777. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7778. * @param onError defines a callback triggered in case of error during load
  7779. * @param format defines the internal format to use for the texture once loaded
  7780. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7781. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7782. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7783. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7784. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7785. * @return the cube texture
  7786. */
  7787. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7788. /**
  7789. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7790. */
  7791. readonly isPrefiltered: boolean;
  7792. /**
  7793. * Get the current class name of the texture useful for serialization or dynamic coding.
  7794. * @returns "CubeTexture"
  7795. */
  7796. getClassName(): string;
  7797. /**
  7798. * Update the url (and optional buffer) of this texture if url was null during construction.
  7799. * @param url the url of the texture
  7800. * @param forcedExtension defines the extension to use
  7801. * @param onLoad callback called when the texture is loaded (defaults to null)
  7802. */
  7803. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7804. /**
  7805. * Delays loading of the cube texture
  7806. * @param forcedExtension defines the extension to use
  7807. */
  7808. delayLoad(forcedExtension?: string): void;
  7809. /**
  7810. * Returns the reflection texture matrix
  7811. * @returns the reflection texture matrix
  7812. */
  7813. getReflectionTextureMatrix(): Matrix;
  7814. /**
  7815. * Sets the reflection texture matrix
  7816. * @param value Reflection texture matrix
  7817. */
  7818. setReflectionTextureMatrix(value: Matrix): void;
  7819. /**
  7820. * Parses text to create a cube texture
  7821. * @param parsedTexture define the serialized text to read from
  7822. * @param scene defines the hosting scene
  7823. * @param rootUrl defines the root url of the cube texture
  7824. * @returns a cube texture
  7825. */
  7826. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7827. /**
  7828. * Makes a clone, or deep copy, of the cube texture
  7829. * @returns a new cube texture
  7830. */
  7831. clone(): CubeTexture;
  7832. }
  7833. }
  7834. declare module "babylonjs/Materials/materialDefines" {
  7835. /**
  7836. * Manages the defines for the Material
  7837. */
  7838. export class MaterialDefines {
  7839. /** @hidden */
  7840. protected _keys: string[];
  7841. private _isDirty;
  7842. /** @hidden */
  7843. _renderId: number;
  7844. /** @hidden */
  7845. _areLightsDirty: boolean;
  7846. /** @hidden */
  7847. _areLightsDisposed: boolean;
  7848. /** @hidden */
  7849. _areAttributesDirty: boolean;
  7850. /** @hidden */
  7851. _areTexturesDirty: boolean;
  7852. /** @hidden */
  7853. _areFresnelDirty: boolean;
  7854. /** @hidden */
  7855. _areMiscDirty: boolean;
  7856. /** @hidden */
  7857. _areImageProcessingDirty: boolean;
  7858. /** @hidden */
  7859. _normals: boolean;
  7860. /** @hidden */
  7861. _uvs: boolean;
  7862. /** @hidden */
  7863. _needNormals: boolean;
  7864. /** @hidden */
  7865. _needUVs: boolean;
  7866. [id: string]: any;
  7867. /**
  7868. * Specifies if the material needs to be re-calculated
  7869. */
  7870. readonly isDirty: boolean;
  7871. /**
  7872. * Marks the material to indicate that it has been re-calculated
  7873. */
  7874. markAsProcessed(): void;
  7875. /**
  7876. * Marks the material to indicate that it needs to be re-calculated
  7877. */
  7878. markAsUnprocessed(): void;
  7879. /**
  7880. * Marks the material to indicate all of its defines need to be re-calculated
  7881. */
  7882. markAllAsDirty(): void;
  7883. /**
  7884. * Marks the material to indicate that image processing needs to be re-calculated
  7885. */
  7886. markAsImageProcessingDirty(): void;
  7887. /**
  7888. * Marks the material to indicate the lights need to be re-calculated
  7889. * @param disposed Defines whether the light is dirty due to dispose or not
  7890. */
  7891. markAsLightDirty(disposed?: boolean): void;
  7892. /**
  7893. * Marks the attribute state as changed
  7894. */
  7895. markAsAttributesDirty(): void;
  7896. /**
  7897. * Marks the texture state as changed
  7898. */
  7899. markAsTexturesDirty(): void;
  7900. /**
  7901. * Marks the fresnel state as changed
  7902. */
  7903. markAsFresnelDirty(): void;
  7904. /**
  7905. * Marks the misc state as changed
  7906. */
  7907. markAsMiscDirty(): void;
  7908. /**
  7909. * Rebuilds the material defines
  7910. */
  7911. rebuild(): void;
  7912. /**
  7913. * Specifies if two material defines are equal
  7914. * @param other - A material define instance to compare to
  7915. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7916. */
  7917. isEqual(other: MaterialDefines): boolean;
  7918. /**
  7919. * Clones this instance's defines to another instance
  7920. * @param other - material defines to clone values to
  7921. */
  7922. cloneTo(other: MaterialDefines): void;
  7923. /**
  7924. * Resets the material define values
  7925. */
  7926. reset(): void;
  7927. /**
  7928. * Converts the material define values to a string
  7929. * @returns - String of material define information
  7930. */
  7931. toString(): string;
  7932. }
  7933. }
  7934. declare module "babylonjs/Materials/colorCurves" {
  7935. import { Effect } from "babylonjs/Materials/effect";
  7936. /**
  7937. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7938. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7939. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7940. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7941. */
  7942. export class ColorCurves {
  7943. private _dirty;
  7944. private _tempColor;
  7945. private _globalCurve;
  7946. private _highlightsCurve;
  7947. private _midtonesCurve;
  7948. private _shadowsCurve;
  7949. private _positiveCurve;
  7950. private _negativeCurve;
  7951. private _globalHue;
  7952. private _globalDensity;
  7953. private _globalSaturation;
  7954. private _globalExposure;
  7955. /**
  7956. * Gets the global Hue value.
  7957. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7958. */
  7959. /**
  7960. * Sets the global Hue value.
  7961. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7962. */
  7963. globalHue: number;
  7964. /**
  7965. * Gets the global Density value.
  7966. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7967. * Values less than zero provide a filter of opposite hue.
  7968. */
  7969. /**
  7970. * Sets the global Density value.
  7971. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7972. * Values less than zero provide a filter of opposite hue.
  7973. */
  7974. globalDensity: number;
  7975. /**
  7976. * Gets the global Saturation value.
  7977. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7978. */
  7979. /**
  7980. * Sets the global Saturation value.
  7981. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7982. */
  7983. globalSaturation: number;
  7984. /**
  7985. * Gets the global Exposure value.
  7986. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7987. */
  7988. /**
  7989. * Sets the global Exposure value.
  7990. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7991. */
  7992. globalExposure: number;
  7993. private _highlightsHue;
  7994. private _highlightsDensity;
  7995. private _highlightsSaturation;
  7996. private _highlightsExposure;
  7997. /**
  7998. * Gets the highlights Hue value.
  7999. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8000. */
  8001. /**
  8002. * Sets the highlights Hue value.
  8003. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8004. */
  8005. highlightsHue: number;
  8006. /**
  8007. * Gets the highlights Density value.
  8008. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8009. * Values less than zero provide a filter of opposite hue.
  8010. */
  8011. /**
  8012. * Sets the highlights Density value.
  8013. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8014. * Values less than zero provide a filter of opposite hue.
  8015. */
  8016. highlightsDensity: number;
  8017. /**
  8018. * Gets the highlights Saturation value.
  8019. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8020. */
  8021. /**
  8022. * Sets the highlights Saturation value.
  8023. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8024. */
  8025. highlightsSaturation: number;
  8026. /**
  8027. * Gets the highlights Exposure value.
  8028. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8029. */
  8030. /**
  8031. * Sets the highlights Exposure value.
  8032. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8033. */
  8034. highlightsExposure: number;
  8035. private _midtonesHue;
  8036. private _midtonesDensity;
  8037. private _midtonesSaturation;
  8038. private _midtonesExposure;
  8039. /**
  8040. * Gets the midtones Hue value.
  8041. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8042. */
  8043. /**
  8044. * Sets the midtones Hue value.
  8045. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8046. */
  8047. midtonesHue: number;
  8048. /**
  8049. * Gets the midtones Density value.
  8050. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8051. * Values less than zero provide a filter of opposite hue.
  8052. */
  8053. /**
  8054. * Sets the midtones Density value.
  8055. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8056. * Values less than zero provide a filter of opposite hue.
  8057. */
  8058. midtonesDensity: number;
  8059. /**
  8060. * Gets the midtones Saturation value.
  8061. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8062. */
  8063. /**
  8064. * Sets the midtones Saturation value.
  8065. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8066. */
  8067. midtonesSaturation: number;
  8068. /**
  8069. * Gets the midtones Exposure value.
  8070. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8071. */
  8072. /**
  8073. * Sets the midtones Exposure value.
  8074. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8075. */
  8076. midtonesExposure: number;
  8077. private _shadowsHue;
  8078. private _shadowsDensity;
  8079. private _shadowsSaturation;
  8080. private _shadowsExposure;
  8081. /**
  8082. * Gets the shadows Hue value.
  8083. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8084. */
  8085. /**
  8086. * Sets the shadows Hue value.
  8087. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8088. */
  8089. shadowsHue: number;
  8090. /**
  8091. * Gets the shadows Density value.
  8092. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8093. * Values less than zero provide a filter of opposite hue.
  8094. */
  8095. /**
  8096. * Sets the shadows Density value.
  8097. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8098. * Values less than zero provide a filter of opposite hue.
  8099. */
  8100. shadowsDensity: number;
  8101. /**
  8102. * Gets the shadows Saturation value.
  8103. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8104. */
  8105. /**
  8106. * Sets the shadows Saturation value.
  8107. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8108. */
  8109. shadowsSaturation: number;
  8110. /**
  8111. * Gets the shadows Exposure value.
  8112. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8113. */
  8114. /**
  8115. * Sets the shadows Exposure value.
  8116. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8117. */
  8118. shadowsExposure: number;
  8119. /**
  8120. * Returns the class name
  8121. * @returns The class name
  8122. */
  8123. getClassName(): string;
  8124. /**
  8125. * Binds the color curves to the shader.
  8126. * @param colorCurves The color curve to bind
  8127. * @param effect The effect to bind to
  8128. * @param positiveUniform The positive uniform shader parameter
  8129. * @param neutralUniform The neutral uniform shader parameter
  8130. * @param negativeUniform The negative uniform shader parameter
  8131. */
  8132. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8133. /**
  8134. * Prepare the list of uniforms associated with the ColorCurves effects.
  8135. * @param uniformsList The list of uniforms used in the effect
  8136. */
  8137. static PrepareUniforms(uniformsList: string[]): void;
  8138. /**
  8139. * Returns color grading data based on a hue, density, saturation and exposure value.
  8140. * @param filterHue The hue of the color filter.
  8141. * @param filterDensity The density of the color filter.
  8142. * @param saturation The saturation.
  8143. * @param exposure The exposure.
  8144. * @param result The result data container.
  8145. */
  8146. private getColorGradingDataToRef;
  8147. /**
  8148. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8149. * @param value The input slider value in range [-100,100].
  8150. * @returns Adjusted value.
  8151. */
  8152. private static applyColorGradingSliderNonlinear;
  8153. /**
  8154. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8155. * @param hue The hue (H) input.
  8156. * @param saturation The saturation (S) input.
  8157. * @param brightness The brightness (B) input.
  8158. * @result An RGBA color represented as Vector4.
  8159. */
  8160. private static fromHSBToRef;
  8161. /**
  8162. * Returns a value clamped between min and max
  8163. * @param value The value to clamp
  8164. * @param min The minimum of value
  8165. * @param max The maximum of value
  8166. * @returns The clamped value.
  8167. */
  8168. private static clamp;
  8169. /**
  8170. * Clones the current color curve instance.
  8171. * @return The cloned curves
  8172. */
  8173. clone(): ColorCurves;
  8174. /**
  8175. * Serializes the current color curve instance to a json representation.
  8176. * @return a JSON representation
  8177. */
  8178. serialize(): any;
  8179. /**
  8180. * Parses the color curve from a json representation.
  8181. * @param source the JSON source to parse
  8182. * @return The parsed curves
  8183. */
  8184. static Parse(source: any): ColorCurves;
  8185. }
  8186. }
  8187. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8188. import { Observable } from "babylonjs/Misc/observable";
  8189. import { Nullable } from "babylonjs/types";
  8190. import { Color4 } from "babylonjs/Maths/math.color";
  8191. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8192. import { Effect } from "babylonjs/Materials/effect";
  8193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8195. /**
  8196. * Interface to follow in your material defines to integrate easily the
  8197. * Image proccessing functions.
  8198. * @hidden
  8199. */
  8200. export interface IImageProcessingConfigurationDefines {
  8201. IMAGEPROCESSING: boolean;
  8202. VIGNETTE: boolean;
  8203. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8204. VIGNETTEBLENDMODEOPAQUE: boolean;
  8205. TONEMAPPING: boolean;
  8206. TONEMAPPING_ACES: boolean;
  8207. CONTRAST: boolean;
  8208. EXPOSURE: boolean;
  8209. COLORCURVES: boolean;
  8210. COLORGRADING: boolean;
  8211. COLORGRADING3D: boolean;
  8212. SAMPLER3DGREENDEPTH: boolean;
  8213. SAMPLER3DBGRMAP: boolean;
  8214. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8215. }
  8216. /**
  8217. * @hidden
  8218. */
  8219. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8220. IMAGEPROCESSING: boolean;
  8221. VIGNETTE: boolean;
  8222. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8223. VIGNETTEBLENDMODEOPAQUE: boolean;
  8224. TONEMAPPING: boolean;
  8225. TONEMAPPING_ACES: boolean;
  8226. CONTRAST: boolean;
  8227. COLORCURVES: boolean;
  8228. COLORGRADING: boolean;
  8229. COLORGRADING3D: boolean;
  8230. SAMPLER3DGREENDEPTH: boolean;
  8231. SAMPLER3DBGRMAP: boolean;
  8232. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8233. EXPOSURE: boolean;
  8234. constructor();
  8235. }
  8236. /**
  8237. * This groups together the common properties used for image processing either in direct forward pass
  8238. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8239. * or not.
  8240. */
  8241. export class ImageProcessingConfiguration {
  8242. /**
  8243. * Default tone mapping applied in BabylonJS.
  8244. */
  8245. static readonly TONEMAPPING_STANDARD: number;
  8246. /**
  8247. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8248. * to other engines rendering to increase portability.
  8249. */
  8250. static readonly TONEMAPPING_ACES: number;
  8251. /**
  8252. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8253. */
  8254. colorCurves: Nullable<ColorCurves>;
  8255. private _colorCurvesEnabled;
  8256. /**
  8257. * Gets wether the color curves effect is enabled.
  8258. */
  8259. /**
  8260. * Sets wether the color curves effect is enabled.
  8261. */
  8262. colorCurvesEnabled: boolean;
  8263. private _colorGradingTexture;
  8264. /**
  8265. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8266. */
  8267. /**
  8268. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8269. */
  8270. colorGradingTexture: Nullable<BaseTexture>;
  8271. private _colorGradingEnabled;
  8272. /**
  8273. * Gets wether the color grading effect is enabled.
  8274. */
  8275. /**
  8276. * Sets wether the color grading effect is enabled.
  8277. */
  8278. colorGradingEnabled: boolean;
  8279. private _colorGradingWithGreenDepth;
  8280. /**
  8281. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8282. */
  8283. /**
  8284. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8285. */
  8286. colorGradingWithGreenDepth: boolean;
  8287. private _colorGradingBGR;
  8288. /**
  8289. * Gets wether the color grading texture contains BGR values.
  8290. */
  8291. /**
  8292. * Sets wether the color grading texture contains BGR values.
  8293. */
  8294. colorGradingBGR: boolean;
  8295. /** @hidden */
  8296. _exposure: number;
  8297. /**
  8298. * Gets the Exposure used in the effect.
  8299. */
  8300. /**
  8301. * Sets the Exposure used in the effect.
  8302. */
  8303. exposure: number;
  8304. private _toneMappingEnabled;
  8305. /**
  8306. * Gets wether the tone mapping effect is enabled.
  8307. */
  8308. /**
  8309. * Sets wether the tone mapping effect is enabled.
  8310. */
  8311. toneMappingEnabled: boolean;
  8312. private _toneMappingType;
  8313. /**
  8314. * Gets the type of tone mapping effect.
  8315. */
  8316. /**
  8317. * Sets the type of tone mapping effect used in BabylonJS.
  8318. */
  8319. toneMappingType: number;
  8320. protected _contrast: number;
  8321. /**
  8322. * Gets the contrast used in the effect.
  8323. */
  8324. /**
  8325. * Sets the contrast used in the effect.
  8326. */
  8327. contrast: number;
  8328. /**
  8329. * Vignette stretch size.
  8330. */
  8331. vignetteStretch: number;
  8332. /**
  8333. * Vignette centre X Offset.
  8334. */
  8335. vignetteCentreX: number;
  8336. /**
  8337. * Vignette centre Y Offset.
  8338. */
  8339. vignetteCentreY: number;
  8340. /**
  8341. * Vignette weight or intensity of the vignette effect.
  8342. */
  8343. vignetteWeight: number;
  8344. /**
  8345. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8346. * if vignetteEnabled is set to true.
  8347. */
  8348. vignetteColor: Color4;
  8349. /**
  8350. * Camera field of view used by the Vignette effect.
  8351. */
  8352. vignetteCameraFov: number;
  8353. private _vignetteBlendMode;
  8354. /**
  8355. * Gets the vignette blend mode allowing different kind of effect.
  8356. */
  8357. /**
  8358. * Sets the vignette blend mode allowing different kind of effect.
  8359. */
  8360. vignetteBlendMode: number;
  8361. private _vignetteEnabled;
  8362. /**
  8363. * Gets wether the vignette effect is enabled.
  8364. */
  8365. /**
  8366. * Sets wether the vignette effect is enabled.
  8367. */
  8368. vignetteEnabled: boolean;
  8369. private _applyByPostProcess;
  8370. /**
  8371. * Gets wether the image processing is applied through a post process or not.
  8372. */
  8373. /**
  8374. * Sets wether the image processing is applied through a post process or not.
  8375. */
  8376. applyByPostProcess: boolean;
  8377. private _isEnabled;
  8378. /**
  8379. * Gets wether the image processing is enabled or not.
  8380. */
  8381. /**
  8382. * Sets wether the image processing is enabled or not.
  8383. */
  8384. isEnabled: boolean;
  8385. /**
  8386. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8387. */
  8388. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8389. /**
  8390. * Method called each time the image processing information changes requires to recompile the effect.
  8391. */
  8392. protected _updateParameters(): void;
  8393. /**
  8394. * Gets the current class name.
  8395. * @return "ImageProcessingConfiguration"
  8396. */
  8397. getClassName(): string;
  8398. /**
  8399. * Prepare the list of uniforms associated with the Image Processing effects.
  8400. * @param uniforms The list of uniforms used in the effect
  8401. * @param defines the list of defines currently in use
  8402. */
  8403. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8404. /**
  8405. * Prepare the list of samplers associated with the Image Processing effects.
  8406. * @param samplersList The list of uniforms used in the effect
  8407. * @param defines the list of defines currently in use
  8408. */
  8409. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8410. /**
  8411. * Prepare the list of defines associated to the shader.
  8412. * @param defines the list of defines to complete
  8413. * @param forPostProcess Define if we are currently in post process mode or not
  8414. */
  8415. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8416. /**
  8417. * Returns true if all the image processing information are ready.
  8418. * @returns True if ready, otherwise, false
  8419. */
  8420. isReady(): boolean;
  8421. /**
  8422. * Binds the image processing to the shader.
  8423. * @param effect The effect to bind to
  8424. * @param overrideAspectRatio Override the aspect ratio of the effect
  8425. */
  8426. bind(effect: Effect, overrideAspectRatio?: number): void;
  8427. /**
  8428. * Clones the current image processing instance.
  8429. * @return The cloned image processing
  8430. */
  8431. clone(): ImageProcessingConfiguration;
  8432. /**
  8433. * Serializes the current image processing instance to a json representation.
  8434. * @return a JSON representation
  8435. */
  8436. serialize(): any;
  8437. /**
  8438. * Parses the image processing from a json representation.
  8439. * @param source the JSON source to parse
  8440. * @return The parsed image processing
  8441. */
  8442. static Parse(source: any): ImageProcessingConfiguration;
  8443. private static _VIGNETTEMODE_MULTIPLY;
  8444. private static _VIGNETTEMODE_OPAQUE;
  8445. /**
  8446. * Used to apply the vignette as a mix with the pixel color.
  8447. */
  8448. static readonly VIGNETTEMODE_MULTIPLY: number;
  8449. /**
  8450. * Used to apply the vignette as a replacement of the pixel color.
  8451. */
  8452. static readonly VIGNETTEMODE_OPAQUE: number;
  8453. }
  8454. }
  8455. declare module "babylonjs/Shaders/postprocess.vertex" {
  8456. /** @hidden */
  8457. export var postprocessVertexShader: {
  8458. name: string;
  8459. shader: string;
  8460. };
  8461. }
  8462. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8463. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8464. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8465. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8466. module "babylonjs/Engines/thinEngine" {
  8467. interface ThinEngine {
  8468. /**
  8469. * Creates a new render target texture
  8470. * @param size defines the size of the texture
  8471. * @param options defines the options used to create the texture
  8472. * @returns a new render target texture stored in an InternalTexture
  8473. */
  8474. createRenderTargetTexture(size: number | {
  8475. width: number;
  8476. height: number;
  8477. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8478. /**
  8479. * Creates a depth stencil texture.
  8480. * This is only available in WebGL 2 or with the depth texture extension available.
  8481. * @param size The size of face edge in the texture.
  8482. * @param options The options defining the texture.
  8483. * @returns The texture
  8484. */
  8485. createDepthStencilTexture(size: number | {
  8486. width: number;
  8487. height: number;
  8488. }, options: DepthTextureCreationOptions): InternalTexture;
  8489. /** @hidden */
  8490. _createDepthStencilTexture(size: number | {
  8491. width: number;
  8492. height: number;
  8493. }, options: DepthTextureCreationOptions): InternalTexture;
  8494. }
  8495. }
  8496. }
  8497. declare module "babylonjs/Maths/math.axis" {
  8498. import { Vector3 } from "babylonjs/Maths/math.vector";
  8499. /** Defines supported spaces */
  8500. export enum Space {
  8501. /** Local (object) space */
  8502. LOCAL = 0,
  8503. /** World space */
  8504. WORLD = 1,
  8505. /** Bone space */
  8506. BONE = 2
  8507. }
  8508. /** Defines the 3 main axes */
  8509. export class Axis {
  8510. /** X axis */
  8511. static X: Vector3;
  8512. /** Y axis */
  8513. static Y: Vector3;
  8514. /** Z axis */
  8515. static Z: Vector3;
  8516. }
  8517. }
  8518. declare module "babylonjs/Cameras/targetCamera" {
  8519. import { Nullable } from "babylonjs/types";
  8520. import { Camera } from "babylonjs/Cameras/camera";
  8521. import { Scene } from "babylonjs/scene";
  8522. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8523. /**
  8524. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8525. * This is the base of the follow, arc rotate cameras and Free camera
  8526. * @see http://doc.babylonjs.com/features/cameras
  8527. */
  8528. export class TargetCamera extends Camera {
  8529. private static _RigCamTransformMatrix;
  8530. private static _TargetTransformMatrix;
  8531. private static _TargetFocalPoint;
  8532. /**
  8533. * Define the current direction the camera is moving to
  8534. */
  8535. cameraDirection: Vector3;
  8536. /**
  8537. * Define the current rotation the camera is rotating to
  8538. */
  8539. cameraRotation: Vector2;
  8540. /**
  8541. * When set, the up vector of the camera will be updated by the rotation of the camera
  8542. */
  8543. updateUpVectorFromRotation: boolean;
  8544. private _tmpQuaternion;
  8545. /**
  8546. * Define the current rotation of the camera
  8547. */
  8548. rotation: Vector3;
  8549. /**
  8550. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8551. */
  8552. rotationQuaternion: Quaternion;
  8553. /**
  8554. * Define the current speed of the camera
  8555. */
  8556. speed: number;
  8557. /**
  8558. * Add constraint to the camera to prevent it to move freely in all directions and
  8559. * around all axis.
  8560. */
  8561. noRotationConstraint: boolean;
  8562. /**
  8563. * Define the current target of the camera as an object or a position.
  8564. */
  8565. lockedTarget: any;
  8566. /** @hidden */
  8567. _currentTarget: Vector3;
  8568. /** @hidden */
  8569. _initialFocalDistance: number;
  8570. /** @hidden */
  8571. _viewMatrix: Matrix;
  8572. /** @hidden */
  8573. _camMatrix: Matrix;
  8574. /** @hidden */
  8575. _cameraTransformMatrix: Matrix;
  8576. /** @hidden */
  8577. _cameraRotationMatrix: Matrix;
  8578. /** @hidden */
  8579. _referencePoint: Vector3;
  8580. /** @hidden */
  8581. _transformedReferencePoint: Vector3;
  8582. protected _globalCurrentTarget: Vector3;
  8583. protected _globalCurrentUpVector: Vector3;
  8584. /** @hidden */
  8585. _reset: () => void;
  8586. private _defaultUp;
  8587. /**
  8588. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8589. * This is the base of the follow, arc rotate cameras and Free camera
  8590. * @see http://doc.babylonjs.com/features/cameras
  8591. * @param name Defines the name of the camera in the scene
  8592. * @param position Defines the start position of the camera in the scene
  8593. * @param scene Defines the scene the camera belongs to
  8594. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8595. */
  8596. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8597. /**
  8598. * Gets the position in front of the camera at a given distance.
  8599. * @param distance The distance from the camera we want the position to be
  8600. * @returns the position
  8601. */
  8602. getFrontPosition(distance: number): Vector3;
  8603. /** @hidden */
  8604. _getLockedTargetPosition(): Nullable<Vector3>;
  8605. private _storedPosition;
  8606. private _storedRotation;
  8607. private _storedRotationQuaternion;
  8608. /**
  8609. * Store current camera state of the camera (fov, position, rotation, etc..)
  8610. * @returns the camera
  8611. */
  8612. storeState(): Camera;
  8613. /**
  8614. * Restored camera state. You must call storeState() first
  8615. * @returns whether it was successful or not
  8616. * @hidden
  8617. */
  8618. _restoreStateValues(): boolean;
  8619. /** @hidden */
  8620. _initCache(): void;
  8621. /** @hidden */
  8622. _updateCache(ignoreParentClass?: boolean): void;
  8623. /** @hidden */
  8624. _isSynchronizedViewMatrix(): boolean;
  8625. /** @hidden */
  8626. _computeLocalCameraSpeed(): number;
  8627. /**
  8628. * Defines the target the camera should look at.
  8629. * @param target Defines the new target as a Vector or a mesh
  8630. */
  8631. setTarget(target: Vector3): void;
  8632. /**
  8633. * Return the current target position of the camera. This value is expressed in local space.
  8634. * @returns the target position
  8635. */
  8636. getTarget(): Vector3;
  8637. /** @hidden */
  8638. _decideIfNeedsToMove(): boolean;
  8639. /** @hidden */
  8640. _updatePosition(): void;
  8641. /** @hidden */
  8642. _checkInputs(): void;
  8643. protected _updateCameraRotationMatrix(): void;
  8644. /**
  8645. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8646. * @returns the current camera
  8647. */
  8648. private _rotateUpVectorWithCameraRotationMatrix;
  8649. private _cachedRotationZ;
  8650. private _cachedQuaternionRotationZ;
  8651. /** @hidden */
  8652. _getViewMatrix(): Matrix;
  8653. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8654. /**
  8655. * @hidden
  8656. */
  8657. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8658. /**
  8659. * @hidden
  8660. */
  8661. _updateRigCameras(): void;
  8662. private _getRigCamPositionAndTarget;
  8663. /**
  8664. * Gets the current object class name.
  8665. * @return the class name
  8666. */
  8667. getClassName(): string;
  8668. }
  8669. }
  8670. declare module "babylonjs/Events/keyboardEvents" {
  8671. /**
  8672. * Gather the list of keyboard event types as constants.
  8673. */
  8674. export class KeyboardEventTypes {
  8675. /**
  8676. * The keydown event is fired when a key becomes active (pressed).
  8677. */
  8678. static readonly KEYDOWN: number;
  8679. /**
  8680. * The keyup event is fired when a key has been released.
  8681. */
  8682. static readonly KEYUP: number;
  8683. }
  8684. /**
  8685. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8686. */
  8687. export class KeyboardInfo {
  8688. /**
  8689. * Defines the type of event (KeyboardEventTypes)
  8690. */
  8691. type: number;
  8692. /**
  8693. * Defines the related dom event
  8694. */
  8695. event: KeyboardEvent;
  8696. /**
  8697. * Instantiates a new keyboard info.
  8698. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8699. * @param type Defines the type of event (KeyboardEventTypes)
  8700. * @param event Defines the related dom event
  8701. */
  8702. constructor(
  8703. /**
  8704. * Defines the type of event (KeyboardEventTypes)
  8705. */
  8706. type: number,
  8707. /**
  8708. * Defines the related dom event
  8709. */
  8710. event: KeyboardEvent);
  8711. }
  8712. /**
  8713. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8714. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8715. */
  8716. export class KeyboardInfoPre extends KeyboardInfo {
  8717. /**
  8718. * Defines the type of event (KeyboardEventTypes)
  8719. */
  8720. type: number;
  8721. /**
  8722. * Defines the related dom event
  8723. */
  8724. event: KeyboardEvent;
  8725. /**
  8726. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8727. */
  8728. skipOnPointerObservable: boolean;
  8729. /**
  8730. * Instantiates a new keyboard pre info.
  8731. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8732. * @param type Defines the type of event (KeyboardEventTypes)
  8733. * @param event Defines the related dom event
  8734. */
  8735. constructor(
  8736. /**
  8737. * Defines the type of event (KeyboardEventTypes)
  8738. */
  8739. type: number,
  8740. /**
  8741. * Defines the related dom event
  8742. */
  8743. event: KeyboardEvent);
  8744. }
  8745. }
  8746. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8747. import { Nullable } from "babylonjs/types";
  8748. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8749. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8750. /**
  8751. * Manage the keyboard inputs to control the movement of a free camera.
  8752. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8753. */
  8754. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8755. /**
  8756. * Defines the camera the input is attached to.
  8757. */
  8758. camera: FreeCamera;
  8759. /**
  8760. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8761. */
  8762. keysUp: number[];
  8763. /**
  8764. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8765. */
  8766. keysDown: number[];
  8767. /**
  8768. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8769. */
  8770. keysLeft: number[];
  8771. /**
  8772. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8773. */
  8774. keysRight: number[];
  8775. private _keys;
  8776. private _onCanvasBlurObserver;
  8777. private _onKeyboardObserver;
  8778. private _engine;
  8779. private _scene;
  8780. /**
  8781. * Attach the input controls to a specific dom element to get the input from.
  8782. * @param element Defines the element the controls should be listened from
  8783. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8784. */
  8785. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8786. /**
  8787. * Detach the current controls from the specified dom element.
  8788. * @param element Defines the element to stop listening the inputs from
  8789. */
  8790. detachControl(element: Nullable<HTMLElement>): void;
  8791. /**
  8792. * Update the current camera state depending on the inputs that have been used this frame.
  8793. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8794. */
  8795. checkInputs(): void;
  8796. /**
  8797. * Gets the class name of the current intput.
  8798. * @returns the class name
  8799. */
  8800. getClassName(): string;
  8801. /** @hidden */
  8802. _onLostFocus(): void;
  8803. /**
  8804. * Get the friendly name associated with the input class.
  8805. * @returns the input friendly name
  8806. */
  8807. getSimpleName(): string;
  8808. }
  8809. }
  8810. declare module "babylonjs/Lights/shadowLight" {
  8811. import { Camera } from "babylonjs/Cameras/camera";
  8812. import { Scene } from "babylonjs/scene";
  8813. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8814. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8815. import { Light } from "babylonjs/Lights/light";
  8816. /**
  8817. * Interface describing all the common properties and methods a shadow light needs to implement.
  8818. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8819. * as well as binding the different shadow properties to the effects.
  8820. */
  8821. export interface IShadowLight extends Light {
  8822. /**
  8823. * The light id in the scene (used in scene.findLighById for instance)
  8824. */
  8825. id: string;
  8826. /**
  8827. * The position the shdow will be casted from.
  8828. */
  8829. position: Vector3;
  8830. /**
  8831. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8832. */
  8833. direction: Vector3;
  8834. /**
  8835. * The transformed position. Position of the light in world space taking parenting in account.
  8836. */
  8837. transformedPosition: Vector3;
  8838. /**
  8839. * The transformed direction. Direction of the light in world space taking parenting in account.
  8840. */
  8841. transformedDirection: Vector3;
  8842. /**
  8843. * The friendly name of the light in the scene.
  8844. */
  8845. name: string;
  8846. /**
  8847. * Defines the shadow projection clipping minimum z value.
  8848. */
  8849. shadowMinZ: number;
  8850. /**
  8851. * Defines the shadow projection clipping maximum z value.
  8852. */
  8853. shadowMaxZ: number;
  8854. /**
  8855. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8856. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8857. */
  8858. computeTransformedInformation(): boolean;
  8859. /**
  8860. * Gets the scene the light belongs to.
  8861. * @returns The scene
  8862. */
  8863. getScene(): Scene;
  8864. /**
  8865. * Callback defining a custom Projection Matrix Builder.
  8866. * This can be used to override the default projection matrix computation.
  8867. */
  8868. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8869. /**
  8870. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8871. * @param matrix The materix to updated with the projection information
  8872. * @param viewMatrix The transform matrix of the light
  8873. * @param renderList The list of mesh to render in the map
  8874. * @returns The current light
  8875. */
  8876. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8877. /**
  8878. * Gets the current depth scale used in ESM.
  8879. * @returns The scale
  8880. */
  8881. getDepthScale(): number;
  8882. /**
  8883. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8884. * @returns true if a cube texture needs to be use
  8885. */
  8886. needCube(): boolean;
  8887. /**
  8888. * Detects if the projection matrix requires to be recomputed this frame.
  8889. * @returns true if it requires to be recomputed otherwise, false.
  8890. */
  8891. needProjectionMatrixCompute(): boolean;
  8892. /**
  8893. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8894. */
  8895. forceProjectionMatrixCompute(): void;
  8896. /**
  8897. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8898. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8899. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8900. */
  8901. getShadowDirection(faceIndex?: number): Vector3;
  8902. /**
  8903. * Gets the minZ used for shadow according to both the scene and the light.
  8904. * @param activeCamera The camera we are returning the min for
  8905. * @returns the depth min z
  8906. */
  8907. getDepthMinZ(activeCamera: Camera): number;
  8908. /**
  8909. * Gets the maxZ used for shadow according to both the scene and the light.
  8910. * @param activeCamera The camera we are returning the max for
  8911. * @returns the depth max z
  8912. */
  8913. getDepthMaxZ(activeCamera: Camera): number;
  8914. }
  8915. /**
  8916. * Base implementation IShadowLight
  8917. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8918. */
  8919. export abstract class ShadowLight extends Light implements IShadowLight {
  8920. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8921. protected _position: Vector3;
  8922. protected _setPosition(value: Vector3): void;
  8923. /**
  8924. * Sets the position the shadow will be casted from. Also use as the light position for both
  8925. * point and spot lights.
  8926. */
  8927. /**
  8928. * Sets the position the shadow will be casted from. Also use as the light position for both
  8929. * point and spot lights.
  8930. */
  8931. position: Vector3;
  8932. protected _direction: Vector3;
  8933. protected _setDirection(value: Vector3): void;
  8934. /**
  8935. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8936. * Also use as the light direction on spot and directional lights.
  8937. */
  8938. /**
  8939. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8940. * Also use as the light direction on spot and directional lights.
  8941. */
  8942. direction: Vector3;
  8943. private _shadowMinZ;
  8944. /**
  8945. * Gets the shadow projection clipping minimum z value.
  8946. */
  8947. /**
  8948. * Sets the shadow projection clipping minimum z value.
  8949. */
  8950. shadowMinZ: number;
  8951. private _shadowMaxZ;
  8952. /**
  8953. * Sets the shadow projection clipping maximum z value.
  8954. */
  8955. /**
  8956. * Gets the shadow projection clipping maximum z value.
  8957. */
  8958. shadowMaxZ: number;
  8959. /**
  8960. * Callback defining a custom Projection Matrix Builder.
  8961. * This can be used to override the default projection matrix computation.
  8962. */
  8963. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8964. /**
  8965. * The transformed position. Position of the light in world space taking parenting in account.
  8966. */
  8967. transformedPosition: Vector3;
  8968. /**
  8969. * The transformed direction. Direction of the light in world space taking parenting in account.
  8970. */
  8971. transformedDirection: Vector3;
  8972. private _needProjectionMatrixCompute;
  8973. /**
  8974. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8975. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8976. */
  8977. computeTransformedInformation(): boolean;
  8978. /**
  8979. * Return the depth scale used for the shadow map.
  8980. * @returns the depth scale.
  8981. */
  8982. getDepthScale(): number;
  8983. /**
  8984. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8985. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8986. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8987. */
  8988. getShadowDirection(faceIndex?: number): Vector3;
  8989. /**
  8990. * Returns the ShadowLight absolute position in the World.
  8991. * @returns the position vector in world space
  8992. */
  8993. getAbsolutePosition(): Vector3;
  8994. /**
  8995. * Sets the ShadowLight direction toward the passed target.
  8996. * @param target The point to target in local space
  8997. * @returns the updated ShadowLight direction
  8998. */
  8999. setDirectionToTarget(target: Vector3): Vector3;
  9000. /**
  9001. * Returns the light rotation in euler definition.
  9002. * @returns the x y z rotation in local space.
  9003. */
  9004. getRotation(): Vector3;
  9005. /**
  9006. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9007. * @returns true if a cube texture needs to be use
  9008. */
  9009. needCube(): boolean;
  9010. /**
  9011. * Detects if the projection matrix requires to be recomputed this frame.
  9012. * @returns true if it requires to be recomputed otherwise, false.
  9013. */
  9014. needProjectionMatrixCompute(): boolean;
  9015. /**
  9016. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9017. */
  9018. forceProjectionMatrixCompute(): void;
  9019. /** @hidden */
  9020. _initCache(): void;
  9021. /** @hidden */
  9022. _isSynchronized(): boolean;
  9023. /**
  9024. * Computes the world matrix of the node
  9025. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9026. * @returns the world matrix
  9027. */
  9028. computeWorldMatrix(force?: boolean): Matrix;
  9029. /**
  9030. * Gets the minZ used for shadow according to both the scene and the light.
  9031. * @param activeCamera The camera we are returning the min for
  9032. * @returns the depth min z
  9033. */
  9034. getDepthMinZ(activeCamera: Camera): number;
  9035. /**
  9036. * Gets the maxZ used for shadow according to both the scene and the light.
  9037. * @param activeCamera The camera we are returning the max for
  9038. * @returns the depth max z
  9039. */
  9040. getDepthMaxZ(activeCamera: Camera): number;
  9041. /**
  9042. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9043. * @param matrix The materix to updated with the projection information
  9044. * @param viewMatrix The transform matrix of the light
  9045. * @param renderList The list of mesh to render in the map
  9046. * @returns The current light
  9047. */
  9048. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9049. }
  9050. }
  9051. declare module "babylonjs/Materials/effectFallbacks" {
  9052. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9053. import { Effect } from "babylonjs/Materials/effect";
  9054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9055. /**
  9056. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9057. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9058. */
  9059. export class EffectFallbacks implements IEffectFallbacks {
  9060. private _defines;
  9061. private _currentRank;
  9062. private _maxRank;
  9063. private _mesh;
  9064. /**
  9065. * Removes the fallback from the bound mesh.
  9066. */
  9067. unBindMesh(): void;
  9068. /**
  9069. * Adds a fallback on the specified property.
  9070. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9071. * @param define The name of the define in the shader
  9072. */
  9073. addFallback(rank: number, define: string): void;
  9074. /**
  9075. * Sets the mesh to use CPU skinning when needing to fallback.
  9076. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9077. * @param mesh The mesh to use the fallbacks.
  9078. */
  9079. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9080. /**
  9081. * Checks to see if more fallbacks are still availible.
  9082. */
  9083. readonly hasMoreFallbacks: boolean;
  9084. /**
  9085. * Removes the defines that should be removed when falling back.
  9086. * @param currentDefines defines the current define statements for the shader.
  9087. * @param effect defines the current effect we try to compile
  9088. * @returns The resulting defines with defines of the current rank removed.
  9089. */
  9090. reduce(currentDefines: string, effect: Effect): string;
  9091. }
  9092. }
  9093. declare module "babylonjs/Materials/materialHelper" {
  9094. import { Nullable } from "babylonjs/types";
  9095. import { Scene } from "babylonjs/scene";
  9096. import { Engine } from "babylonjs/Engines/engine";
  9097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9098. import { Light } from "babylonjs/Lights/light";
  9099. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9100. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9101. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9102. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9103. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9104. /**
  9105. * "Static Class" containing the most commonly used helper while dealing with material for
  9106. * rendering purpose.
  9107. *
  9108. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9109. *
  9110. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9111. */
  9112. export class MaterialHelper {
  9113. /**
  9114. * Bind the current view position to an effect.
  9115. * @param effect The effect to be bound
  9116. * @param scene The scene the eyes position is used from
  9117. */
  9118. static BindEyePosition(effect: Effect, scene: Scene): void;
  9119. /**
  9120. * Helps preparing the defines values about the UVs in used in the effect.
  9121. * UVs are shared as much as we can accross channels in the shaders.
  9122. * @param texture The texture we are preparing the UVs for
  9123. * @param defines The defines to update
  9124. * @param key The channel key "diffuse", "specular"... used in the shader
  9125. */
  9126. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9127. /**
  9128. * Binds a texture matrix value to its corrsponding uniform
  9129. * @param texture The texture to bind the matrix for
  9130. * @param uniformBuffer The uniform buffer receivin the data
  9131. * @param key The channel key "diffuse", "specular"... used in the shader
  9132. */
  9133. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9134. /**
  9135. * Gets the current status of the fog (should it be enabled?)
  9136. * @param mesh defines the mesh to evaluate for fog support
  9137. * @param scene defines the hosting scene
  9138. * @returns true if fog must be enabled
  9139. */
  9140. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9141. /**
  9142. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9143. * @param mesh defines the current mesh
  9144. * @param scene defines the current scene
  9145. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9146. * @param pointsCloud defines if point cloud rendering has to be turned on
  9147. * @param fogEnabled defines if fog has to be turned on
  9148. * @param alphaTest defines if alpha testing has to be turned on
  9149. * @param defines defines the current list of defines
  9150. */
  9151. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9152. /**
  9153. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9154. * @param scene defines the current scene
  9155. * @param engine defines the current engine
  9156. * @param defines specifies the list of active defines
  9157. * @param useInstances defines if instances have to be turned on
  9158. * @param useClipPlane defines if clip plane have to be turned on
  9159. */
  9160. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9161. /**
  9162. * Prepares the defines for bones
  9163. * @param mesh The mesh containing the geometry data we will draw
  9164. * @param defines The defines to update
  9165. */
  9166. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9167. /**
  9168. * Prepares the defines for morph targets
  9169. * @param mesh The mesh containing the geometry data we will draw
  9170. * @param defines The defines to update
  9171. */
  9172. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9173. /**
  9174. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9175. * @param mesh The mesh containing the geometry data we will draw
  9176. * @param defines The defines to update
  9177. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9178. * @param useBones Precise whether bones should be used or not (override mesh info)
  9179. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9180. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9181. * @returns false if defines are considered not dirty and have not been checked
  9182. */
  9183. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9184. /**
  9185. * Prepares the defines related to multiview
  9186. * @param scene The scene we are intending to draw
  9187. * @param defines The defines to update
  9188. */
  9189. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9190. /**
  9191. * Prepares the defines related to the light information passed in parameter
  9192. * @param scene The scene we are intending to draw
  9193. * @param mesh The mesh the effect is compiling for
  9194. * @param light The light the effect is compiling for
  9195. * @param lightIndex The index of the light
  9196. * @param defines The defines to update
  9197. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9198. * @param state Defines the current state regarding what is needed (normals, etc...)
  9199. */
  9200. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9201. needNormals: boolean;
  9202. needRebuild: boolean;
  9203. shadowEnabled: boolean;
  9204. specularEnabled: boolean;
  9205. lightmapMode: boolean;
  9206. }): void;
  9207. /**
  9208. * Prepares the defines related to the light information passed in parameter
  9209. * @param scene The scene we are intending to draw
  9210. * @param mesh The mesh the effect is compiling for
  9211. * @param defines The defines to update
  9212. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9213. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9214. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9215. * @returns true if normals will be required for the rest of the effect
  9216. */
  9217. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9218. /**
  9219. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9220. * @param lightIndex defines the light index
  9221. * @param uniformsList The uniform list
  9222. * @param samplersList The sampler list
  9223. * @param projectedLightTexture defines if projected texture must be used
  9224. * @param uniformBuffersList defines an optional list of uniform buffers
  9225. */
  9226. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9227. /**
  9228. * Prepares the uniforms and samplers list to be used in the effect
  9229. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9230. * @param samplersList The sampler list
  9231. * @param defines The defines helping in the list generation
  9232. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9233. */
  9234. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9235. /**
  9236. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9237. * @param defines The defines to update while falling back
  9238. * @param fallbacks The authorized effect fallbacks
  9239. * @param maxSimultaneousLights The maximum number of lights allowed
  9240. * @param rank the current rank of the Effect
  9241. * @returns The newly affected rank
  9242. */
  9243. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9244. private static _TmpMorphInfluencers;
  9245. /**
  9246. * Prepares the list of attributes required for morph targets according to the effect defines.
  9247. * @param attribs The current list of supported attribs
  9248. * @param mesh The mesh to prepare the morph targets attributes for
  9249. * @param influencers The number of influencers
  9250. */
  9251. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9252. /**
  9253. * Prepares the list of attributes required for morph targets according to the effect defines.
  9254. * @param attribs The current list of supported attribs
  9255. * @param mesh The mesh to prepare the morph targets attributes for
  9256. * @param defines The current Defines of the effect
  9257. */
  9258. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9259. /**
  9260. * Prepares the list of attributes required for bones according to the effect defines.
  9261. * @param attribs The current list of supported attribs
  9262. * @param mesh The mesh to prepare the bones attributes for
  9263. * @param defines The current Defines of the effect
  9264. * @param fallbacks The current efffect fallback strategy
  9265. */
  9266. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9267. /**
  9268. * Check and prepare the list of attributes required for instances according to the effect defines.
  9269. * @param attribs The current list of supported attribs
  9270. * @param defines The current MaterialDefines of the effect
  9271. */
  9272. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9273. /**
  9274. * Add the list of attributes required for instances to the attribs array.
  9275. * @param attribs The current list of supported attribs
  9276. */
  9277. static PushAttributesForInstances(attribs: string[]): void;
  9278. /**
  9279. * Binds the light information to the effect.
  9280. * @param light The light containing the generator
  9281. * @param effect The effect we are binding the data to
  9282. * @param lightIndex The light index in the effect used to render
  9283. */
  9284. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9285. /**
  9286. * Binds the lights information from the scene to the effect for the given mesh.
  9287. * @param light Light to bind
  9288. * @param lightIndex Light index
  9289. * @param scene The scene where the light belongs to
  9290. * @param effect The effect we are binding the data to
  9291. * @param useSpecular Defines if specular is supported
  9292. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9293. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9294. */
  9295. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9296. /**
  9297. * Binds the lights information from the scene to the effect for the given mesh.
  9298. * @param scene The scene the lights belongs to
  9299. * @param mesh The mesh we are binding the information to render
  9300. * @param effect The effect we are binding the data to
  9301. * @param defines The generated defines for the effect
  9302. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9303. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9304. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9305. */
  9306. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9307. private static _tempFogColor;
  9308. /**
  9309. * Binds the fog information from the scene to the effect for the given mesh.
  9310. * @param scene The scene the lights belongs to
  9311. * @param mesh The mesh we are binding the information to render
  9312. * @param effect The effect we are binding the data to
  9313. * @param linearSpace Defines if the fog effect is applied in linear space
  9314. */
  9315. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9316. /**
  9317. * Binds the bones information from the mesh to the effect.
  9318. * @param mesh The mesh we are binding the information to render
  9319. * @param effect The effect we are binding the data to
  9320. */
  9321. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9322. /**
  9323. * Binds the morph targets information from the mesh to the effect.
  9324. * @param abstractMesh The mesh we are binding the information to render
  9325. * @param effect The effect we are binding the data to
  9326. */
  9327. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9328. /**
  9329. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9330. * @param defines The generated defines used in the effect
  9331. * @param effect The effect we are binding the data to
  9332. * @param scene The scene we are willing to render with logarithmic scale for
  9333. */
  9334. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9335. /**
  9336. * Binds the clip plane information from the scene to the effect.
  9337. * @param scene The scene the clip plane information are extracted from
  9338. * @param effect The effect we are binding the data to
  9339. */
  9340. static BindClipPlane(effect: Effect, scene: Scene): void;
  9341. }
  9342. }
  9343. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9344. /** @hidden */
  9345. export var packingFunctions: {
  9346. name: string;
  9347. shader: string;
  9348. };
  9349. }
  9350. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9351. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9352. /** @hidden */
  9353. export var shadowMapPixelShader: {
  9354. name: string;
  9355. shader: string;
  9356. };
  9357. }
  9358. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9359. /** @hidden */
  9360. export var bonesDeclaration: {
  9361. name: string;
  9362. shader: string;
  9363. };
  9364. }
  9365. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9366. /** @hidden */
  9367. export var morphTargetsVertexGlobalDeclaration: {
  9368. name: string;
  9369. shader: string;
  9370. };
  9371. }
  9372. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9373. /** @hidden */
  9374. export var morphTargetsVertexDeclaration: {
  9375. name: string;
  9376. shader: string;
  9377. };
  9378. }
  9379. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9380. /** @hidden */
  9381. export var instancesDeclaration: {
  9382. name: string;
  9383. shader: string;
  9384. };
  9385. }
  9386. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9387. /** @hidden */
  9388. export var helperFunctions: {
  9389. name: string;
  9390. shader: string;
  9391. };
  9392. }
  9393. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9394. /** @hidden */
  9395. export var morphTargetsVertex: {
  9396. name: string;
  9397. shader: string;
  9398. };
  9399. }
  9400. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9401. /** @hidden */
  9402. export var instancesVertex: {
  9403. name: string;
  9404. shader: string;
  9405. };
  9406. }
  9407. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9408. /** @hidden */
  9409. export var bonesVertex: {
  9410. name: string;
  9411. shader: string;
  9412. };
  9413. }
  9414. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9415. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9416. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9417. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9418. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9419. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9420. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9421. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9422. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9423. /** @hidden */
  9424. export var shadowMapVertexShader: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9430. /** @hidden */
  9431. export var depthBoxBlurPixelShader: {
  9432. name: string;
  9433. shader: string;
  9434. };
  9435. }
  9436. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9437. import { Nullable } from "babylonjs/types";
  9438. import { Scene } from "babylonjs/scene";
  9439. import { Matrix } from "babylonjs/Maths/math.vector";
  9440. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9442. import { Mesh } from "babylonjs/Meshes/mesh";
  9443. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9444. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9445. import { Effect } from "babylonjs/Materials/effect";
  9446. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9447. import "babylonjs/Shaders/shadowMap.fragment";
  9448. import "babylonjs/Shaders/shadowMap.vertex";
  9449. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9450. import { Observable } from "babylonjs/Misc/observable";
  9451. /**
  9452. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9453. */
  9454. export interface ICustomShaderOptions {
  9455. /**
  9456. * Gets or sets the custom shader name to use
  9457. */
  9458. shaderName: string;
  9459. /**
  9460. * The list of attribute names used in the shader
  9461. */
  9462. attributes?: string[];
  9463. /**
  9464. * The list of unifrom names used in the shader
  9465. */
  9466. uniforms?: string[];
  9467. /**
  9468. * The list of sampler names used in the shader
  9469. */
  9470. samplers?: string[];
  9471. /**
  9472. * The list of defines used in the shader
  9473. */
  9474. defines?: string[];
  9475. }
  9476. /**
  9477. * Interface to implement to create a shadow generator compatible with BJS.
  9478. */
  9479. export interface IShadowGenerator {
  9480. /**
  9481. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9482. * @returns The render target texture if present otherwise, null
  9483. */
  9484. getShadowMap(): Nullable<RenderTargetTexture>;
  9485. /**
  9486. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9487. * @returns The render target texture if the shadow map is present otherwise, null
  9488. */
  9489. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9490. /**
  9491. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9492. * @param subMesh The submesh we want to render in the shadow map
  9493. * @param useInstances Defines wether will draw in the map using instances
  9494. * @returns true if ready otherwise, false
  9495. */
  9496. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9497. /**
  9498. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9499. * @param defines Defines of the material we want to update
  9500. * @param lightIndex Index of the light in the enabled light list of the material
  9501. */
  9502. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9503. /**
  9504. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9505. * defined in the generator but impacting the effect).
  9506. * It implies the unifroms available on the materials are the standard BJS ones.
  9507. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9508. * @param effect The effect we are binfing the information for
  9509. */
  9510. bindShadowLight(lightIndex: string, effect: Effect): void;
  9511. /**
  9512. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9513. * (eq to shadow prjection matrix * light transform matrix)
  9514. * @returns The transform matrix used to create the shadow map
  9515. */
  9516. getTransformMatrix(): Matrix;
  9517. /**
  9518. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9519. * Cube and 2D textures for instance.
  9520. */
  9521. recreateShadowMap(): void;
  9522. /**
  9523. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9524. * @param onCompiled Callback triggered at the and of the effects compilation
  9525. * @param options Sets of optional options forcing the compilation with different modes
  9526. */
  9527. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9528. useInstances: boolean;
  9529. }>): void;
  9530. /**
  9531. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9532. * @param options Sets of optional options forcing the compilation with different modes
  9533. * @returns A promise that resolves when the compilation completes
  9534. */
  9535. forceCompilationAsync(options?: Partial<{
  9536. useInstances: boolean;
  9537. }>): Promise<void>;
  9538. /**
  9539. * Serializes the shadow generator setup to a json object.
  9540. * @returns The serialized JSON object
  9541. */
  9542. serialize(): any;
  9543. /**
  9544. * Disposes the Shadow map and related Textures and effects.
  9545. */
  9546. dispose(): void;
  9547. }
  9548. /**
  9549. * Default implementation IShadowGenerator.
  9550. * This is the main object responsible of generating shadows in the framework.
  9551. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9552. */
  9553. export class ShadowGenerator implements IShadowGenerator {
  9554. /**
  9555. * Shadow generator mode None: no filtering applied.
  9556. */
  9557. static readonly FILTER_NONE: number;
  9558. /**
  9559. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9560. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9561. */
  9562. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9563. /**
  9564. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9565. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9566. */
  9567. static readonly FILTER_POISSONSAMPLING: number;
  9568. /**
  9569. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9570. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9571. */
  9572. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9573. /**
  9574. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9575. * edge artifacts on steep falloff.
  9576. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9577. */
  9578. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9579. /**
  9580. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9581. * edge artifacts on steep falloff.
  9582. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9583. */
  9584. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9585. /**
  9586. * Shadow generator mode PCF: Percentage Closer Filtering
  9587. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9588. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9589. */
  9590. static readonly FILTER_PCF: number;
  9591. /**
  9592. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9593. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9594. * Contact Hardening
  9595. */
  9596. static readonly FILTER_PCSS: number;
  9597. /**
  9598. * Reserved for PCF and PCSS
  9599. * Highest Quality.
  9600. *
  9601. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9602. *
  9603. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9604. */
  9605. static readonly QUALITY_HIGH: number;
  9606. /**
  9607. * Reserved for PCF and PCSS
  9608. * Good tradeoff for quality/perf cross devices
  9609. *
  9610. * Execute PCF on a 3*3 kernel.
  9611. *
  9612. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9613. */
  9614. static readonly QUALITY_MEDIUM: number;
  9615. /**
  9616. * Reserved for PCF and PCSS
  9617. * The lowest quality but the fastest.
  9618. *
  9619. * Execute PCF on a 1*1 kernel.
  9620. *
  9621. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9622. */
  9623. static readonly QUALITY_LOW: number;
  9624. /** Gets or sets the custom shader name to use */
  9625. customShaderOptions: ICustomShaderOptions;
  9626. /**
  9627. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9628. */
  9629. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9630. /**
  9631. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9632. */
  9633. onAfterShadowMapRenderObservable: Observable<Effect>;
  9634. /**
  9635. * Observable triggered before a mesh is rendered in the shadow map.
  9636. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9637. */
  9638. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9639. /**
  9640. * Observable triggered after a mesh is rendered in the shadow map.
  9641. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9642. */
  9643. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9644. private _bias;
  9645. /**
  9646. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9647. */
  9648. /**
  9649. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9650. */
  9651. bias: number;
  9652. private _normalBias;
  9653. /**
  9654. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9655. */
  9656. /**
  9657. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9658. */
  9659. normalBias: number;
  9660. private _blurBoxOffset;
  9661. /**
  9662. * Gets the blur box offset: offset applied during the blur pass.
  9663. * Only useful if useKernelBlur = false
  9664. */
  9665. /**
  9666. * Sets the blur box offset: offset applied during the blur pass.
  9667. * Only useful if useKernelBlur = false
  9668. */
  9669. blurBoxOffset: number;
  9670. private _blurScale;
  9671. /**
  9672. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9673. * 2 means half of the size.
  9674. */
  9675. /**
  9676. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9677. * 2 means half of the size.
  9678. */
  9679. blurScale: number;
  9680. private _blurKernel;
  9681. /**
  9682. * Gets the blur kernel: kernel size of the blur pass.
  9683. * Only useful if useKernelBlur = true
  9684. */
  9685. /**
  9686. * Sets the blur kernel: kernel size of the blur pass.
  9687. * Only useful if useKernelBlur = true
  9688. */
  9689. blurKernel: number;
  9690. private _useKernelBlur;
  9691. /**
  9692. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9693. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9694. */
  9695. /**
  9696. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9697. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9698. */
  9699. useKernelBlur: boolean;
  9700. private _depthScale;
  9701. /**
  9702. * Gets the depth scale used in ESM mode.
  9703. */
  9704. /**
  9705. * Sets the depth scale used in ESM mode.
  9706. * This can override the scale stored on the light.
  9707. */
  9708. depthScale: number;
  9709. private _filter;
  9710. /**
  9711. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9712. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9713. */
  9714. /**
  9715. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9716. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9717. */
  9718. filter: number;
  9719. /**
  9720. * Gets if the current filter is set to Poisson Sampling.
  9721. */
  9722. /**
  9723. * Sets the current filter to Poisson Sampling.
  9724. */
  9725. usePoissonSampling: boolean;
  9726. /**
  9727. * Gets if the current filter is set to ESM.
  9728. */
  9729. /**
  9730. * Sets the current filter is to ESM.
  9731. */
  9732. useExponentialShadowMap: boolean;
  9733. /**
  9734. * Gets if the current filter is set to filtered ESM.
  9735. */
  9736. /**
  9737. * Gets if the current filter is set to filtered ESM.
  9738. */
  9739. useBlurExponentialShadowMap: boolean;
  9740. /**
  9741. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9742. * exponential to prevent steep falloff artifacts).
  9743. */
  9744. /**
  9745. * Sets the current filter to "close ESM" (using the inverse of the
  9746. * exponential to prevent steep falloff artifacts).
  9747. */
  9748. useCloseExponentialShadowMap: boolean;
  9749. /**
  9750. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9751. * exponential to prevent steep falloff artifacts).
  9752. */
  9753. /**
  9754. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9755. * exponential to prevent steep falloff artifacts).
  9756. */
  9757. useBlurCloseExponentialShadowMap: boolean;
  9758. /**
  9759. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9760. */
  9761. /**
  9762. * Sets the current filter to "PCF" (percentage closer filtering).
  9763. */
  9764. usePercentageCloserFiltering: boolean;
  9765. private _filteringQuality;
  9766. /**
  9767. * Gets the PCF or PCSS Quality.
  9768. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9769. */
  9770. /**
  9771. * Sets the PCF or PCSS Quality.
  9772. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9773. */
  9774. filteringQuality: number;
  9775. /**
  9776. * Gets if the current filter is set to "PCSS" (contact hardening).
  9777. */
  9778. /**
  9779. * Sets the current filter to "PCSS" (contact hardening).
  9780. */
  9781. useContactHardeningShadow: boolean;
  9782. private _contactHardeningLightSizeUVRatio;
  9783. /**
  9784. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9785. * Using a ratio helps keeping shape stability independently of the map size.
  9786. *
  9787. * It does not account for the light projection as it was having too much
  9788. * instability during the light setup or during light position changes.
  9789. *
  9790. * Only valid if useContactHardeningShadow is true.
  9791. */
  9792. /**
  9793. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9794. * Using a ratio helps keeping shape stability independently of the map size.
  9795. *
  9796. * It does not account for the light projection as it was having too much
  9797. * instability during the light setup or during light position changes.
  9798. *
  9799. * Only valid if useContactHardeningShadow is true.
  9800. */
  9801. contactHardeningLightSizeUVRatio: number;
  9802. private _darkness;
  9803. /** Gets or sets the actual darkness of a shadow */
  9804. darkness: number;
  9805. /**
  9806. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9807. * 0 means strongest and 1 would means no shadow.
  9808. * @returns the darkness.
  9809. */
  9810. getDarkness(): number;
  9811. /**
  9812. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9813. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9814. * @returns the shadow generator allowing fluent coding.
  9815. */
  9816. setDarkness(darkness: number): ShadowGenerator;
  9817. private _transparencyShadow;
  9818. /** Gets or sets the ability to have transparent shadow */
  9819. transparencyShadow: boolean;
  9820. /**
  9821. * Sets the ability to have transparent shadow (boolean).
  9822. * @param transparent True if transparent else False
  9823. * @returns the shadow generator allowing fluent coding
  9824. */
  9825. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9826. private _shadowMap;
  9827. private _shadowMap2;
  9828. /**
  9829. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9830. * @returns The render target texture if present otherwise, null
  9831. */
  9832. getShadowMap(): Nullable<RenderTargetTexture>;
  9833. /**
  9834. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9835. * @returns The render target texture if the shadow map is present otherwise, null
  9836. */
  9837. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9838. /**
  9839. * Gets the class name of that object
  9840. * @returns "ShadowGenerator"
  9841. */
  9842. getClassName(): string;
  9843. /**
  9844. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9845. * @param mesh Mesh to add
  9846. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9847. * @returns the Shadow Generator itself
  9848. */
  9849. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9850. /**
  9851. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9852. * @param mesh Mesh to remove
  9853. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9854. * @returns the Shadow Generator itself
  9855. */
  9856. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9857. /**
  9858. * Controls the extent to which the shadows fade out at the edge of the frustum
  9859. * Used only by directionals and spots
  9860. */
  9861. frustumEdgeFalloff: number;
  9862. private _light;
  9863. /**
  9864. * Returns the associated light object.
  9865. * @returns the light generating the shadow
  9866. */
  9867. getLight(): IShadowLight;
  9868. /**
  9869. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9870. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9871. * It might on the other hand introduce peter panning.
  9872. */
  9873. forceBackFacesOnly: boolean;
  9874. private _scene;
  9875. private _lightDirection;
  9876. private _effect;
  9877. private _viewMatrix;
  9878. private _projectionMatrix;
  9879. private _transformMatrix;
  9880. private _cachedPosition;
  9881. private _cachedDirection;
  9882. private _cachedDefines;
  9883. private _currentRenderID;
  9884. private _boxBlurPostprocess;
  9885. private _kernelBlurXPostprocess;
  9886. private _kernelBlurYPostprocess;
  9887. private _blurPostProcesses;
  9888. private _mapSize;
  9889. private _currentFaceIndex;
  9890. private _currentFaceIndexCache;
  9891. private _textureType;
  9892. private _defaultTextureMatrix;
  9893. private _storedUniqueId;
  9894. /** @hidden */
  9895. static _SceneComponentInitialization: (scene: Scene) => void;
  9896. /**
  9897. * Creates a ShadowGenerator object.
  9898. * A ShadowGenerator is the required tool to use the shadows.
  9899. * Each light casting shadows needs to use its own ShadowGenerator.
  9900. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9901. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9902. * @param light The light object generating the shadows.
  9903. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9904. */
  9905. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9906. private _initializeGenerator;
  9907. private _initializeShadowMap;
  9908. private _initializeBlurRTTAndPostProcesses;
  9909. private _renderForShadowMap;
  9910. private _renderSubMeshForShadowMap;
  9911. private _applyFilterValues;
  9912. /**
  9913. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9914. * @param onCompiled Callback triggered at the and of the effects compilation
  9915. * @param options Sets of optional options forcing the compilation with different modes
  9916. */
  9917. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9918. useInstances: boolean;
  9919. }>): void;
  9920. /**
  9921. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9922. * @param options Sets of optional options forcing the compilation with different modes
  9923. * @returns A promise that resolves when the compilation completes
  9924. */
  9925. forceCompilationAsync(options?: Partial<{
  9926. useInstances: boolean;
  9927. }>): Promise<void>;
  9928. /**
  9929. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9930. * @param subMesh The submesh we want to render in the shadow map
  9931. * @param useInstances Defines wether will draw in the map using instances
  9932. * @returns true if ready otherwise, false
  9933. */
  9934. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9935. /**
  9936. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9937. * @param defines Defines of the material we want to update
  9938. * @param lightIndex Index of the light in the enabled light list of the material
  9939. */
  9940. prepareDefines(defines: any, lightIndex: number): void;
  9941. /**
  9942. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9943. * defined in the generator but impacting the effect).
  9944. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9945. * @param effect The effect we are binfing the information for
  9946. */
  9947. bindShadowLight(lightIndex: string, effect: Effect): void;
  9948. /**
  9949. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9950. * (eq to shadow prjection matrix * light transform matrix)
  9951. * @returns The transform matrix used to create the shadow map
  9952. */
  9953. getTransformMatrix(): Matrix;
  9954. /**
  9955. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9956. * Cube and 2D textures for instance.
  9957. */
  9958. recreateShadowMap(): void;
  9959. private _disposeBlurPostProcesses;
  9960. private _disposeRTTandPostProcesses;
  9961. /**
  9962. * Disposes the ShadowGenerator.
  9963. * Returns nothing.
  9964. */
  9965. dispose(): void;
  9966. /**
  9967. * Serializes the shadow generator setup to a json object.
  9968. * @returns The serialized JSON object
  9969. */
  9970. serialize(): any;
  9971. /**
  9972. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9973. * @param parsedShadowGenerator The JSON object to parse
  9974. * @param scene The scene to create the shadow map for
  9975. * @returns The parsed shadow generator
  9976. */
  9977. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9978. }
  9979. }
  9980. declare module "babylonjs/Lights/light" {
  9981. import { Nullable } from "babylonjs/types";
  9982. import { Scene } from "babylonjs/scene";
  9983. import { Vector3 } from "babylonjs/Maths/math.vector";
  9984. import { Color3 } from "babylonjs/Maths/math.color";
  9985. import { Node } from "babylonjs/node";
  9986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9987. import { Effect } from "babylonjs/Materials/effect";
  9988. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9989. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9990. /**
  9991. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9992. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9993. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9994. */
  9995. export abstract class Light extends Node {
  9996. /**
  9997. * Falloff Default: light is falling off following the material specification:
  9998. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9999. */
  10000. static readonly FALLOFF_DEFAULT: number;
  10001. /**
  10002. * Falloff Physical: light is falling off following the inverse squared distance law.
  10003. */
  10004. static readonly FALLOFF_PHYSICAL: number;
  10005. /**
  10006. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10007. * to enhance interoperability with other engines.
  10008. */
  10009. static readonly FALLOFF_GLTF: number;
  10010. /**
  10011. * Falloff Standard: light is falling off like in the standard material
  10012. * to enhance interoperability with other materials.
  10013. */
  10014. static readonly FALLOFF_STANDARD: number;
  10015. /**
  10016. * If every light affecting the material is in this lightmapMode,
  10017. * material.lightmapTexture adds or multiplies
  10018. * (depends on material.useLightmapAsShadowmap)
  10019. * after every other light calculations.
  10020. */
  10021. static readonly LIGHTMAP_DEFAULT: number;
  10022. /**
  10023. * material.lightmapTexture as only diffuse lighting from this light
  10024. * adds only specular lighting from this light
  10025. * adds dynamic shadows
  10026. */
  10027. static readonly LIGHTMAP_SPECULAR: number;
  10028. /**
  10029. * material.lightmapTexture as only lighting
  10030. * no light calculation from this light
  10031. * only adds dynamic shadows from this light
  10032. */
  10033. static readonly LIGHTMAP_SHADOWSONLY: number;
  10034. /**
  10035. * Each light type uses the default quantity according to its type:
  10036. * point/spot lights use luminous intensity
  10037. * directional lights use illuminance
  10038. */
  10039. static readonly INTENSITYMODE_AUTOMATIC: number;
  10040. /**
  10041. * lumen (lm)
  10042. */
  10043. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10044. /**
  10045. * candela (lm/sr)
  10046. */
  10047. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10048. /**
  10049. * lux (lm/m^2)
  10050. */
  10051. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10052. /**
  10053. * nit (cd/m^2)
  10054. */
  10055. static readonly INTENSITYMODE_LUMINANCE: number;
  10056. /**
  10057. * Light type const id of the point light.
  10058. */
  10059. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10060. /**
  10061. * Light type const id of the directional light.
  10062. */
  10063. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10064. /**
  10065. * Light type const id of the spot light.
  10066. */
  10067. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10068. /**
  10069. * Light type const id of the hemispheric light.
  10070. */
  10071. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10072. /**
  10073. * Diffuse gives the basic color to an object.
  10074. */
  10075. diffuse: Color3;
  10076. /**
  10077. * Specular produces a highlight color on an object.
  10078. * Note: This is note affecting PBR materials.
  10079. */
  10080. specular: Color3;
  10081. /**
  10082. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10083. * falling off base on range or angle.
  10084. * This can be set to any values in Light.FALLOFF_x.
  10085. *
  10086. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10087. * other types of materials.
  10088. */
  10089. falloffType: number;
  10090. /**
  10091. * Strength of the light.
  10092. * Note: By default it is define in the framework own unit.
  10093. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10094. */
  10095. intensity: number;
  10096. private _range;
  10097. protected _inverseSquaredRange: number;
  10098. /**
  10099. * Defines how far from the source the light is impacting in scene units.
  10100. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10101. */
  10102. /**
  10103. * Defines how far from the source the light is impacting in scene units.
  10104. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10105. */
  10106. range: number;
  10107. /**
  10108. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10109. * of light.
  10110. */
  10111. private _photometricScale;
  10112. private _intensityMode;
  10113. /**
  10114. * Gets the photometric scale used to interpret the intensity.
  10115. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10116. */
  10117. /**
  10118. * Sets the photometric scale used to interpret the intensity.
  10119. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10120. */
  10121. intensityMode: number;
  10122. private _radius;
  10123. /**
  10124. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10125. */
  10126. /**
  10127. * sets the light radius used by PBR Materials to simulate soft area lights.
  10128. */
  10129. radius: number;
  10130. private _renderPriority;
  10131. /**
  10132. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10133. * exceeding the number allowed of the materials.
  10134. */
  10135. renderPriority: number;
  10136. private _shadowEnabled;
  10137. /**
  10138. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10139. * the current shadow generator.
  10140. */
  10141. /**
  10142. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10143. * the current shadow generator.
  10144. */
  10145. shadowEnabled: boolean;
  10146. private _includedOnlyMeshes;
  10147. /**
  10148. * Gets the only meshes impacted by this light.
  10149. */
  10150. /**
  10151. * Sets the only meshes impacted by this light.
  10152. */
  10153. includedOnlyMeshes: AbstractMesh[];
  10154. private _excludedMeshes;
  10155. /**
  10156. * Gets the meshes not impacted by this light.
  10157. */
  10158. /**
  10159. * Sets the meshes not impacted by this light.
  10160. */
  10161. excludedMeshes: AbstractMesh[];
  10162. private _excludeWithLayerMask;
  10163. /**
  10164. * Gets the layer id use to find what meshes are not impacted by the light.
  10165. * Inactive if 0
  10166. */
  10167. /**
  10168. * Sets the layer id use to find what meshes are not impacted by the light.
  10169. * Inactive if 0
  10170. */
  10171. excludeWithLayerMask: number;
  10172. private _includeOnlyWithLayerMask;
  10173. /**
  10174. * Gets the layer id use to find what meshes are impacted by the light.
  10175. * Inactive if 0
  10176. */
  10177. /**
  10178. * Sets the layer id use to find what meshes are impacted by the light.
  10179. * Inactive if 0
  10180. */
  10181. includeOnlyWithLayerMask: number;
  10182. private _lightmapMode;
  10183. /**
  10184. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10185. */
  10186. /**
  10187. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10188. */
  10189. lightmapMode: number;
  10190. /**
  10191. * Shadow generator associted to the light.
  10192. * @hidden Internal use only.
  10193. */
  10194. _shadowGenerator: Nullable<IShadowGenerator>;
  10195. /**
  10196. * @hidden Internal use only.
  10197. */
  10198. _excludedMeshesIds: string[];
  10199. /**
  10200. * @hidden Internal use only.
  10201. */
  10202. _includedOnlyMeshesIds: string[];
  10203. /**
  10204. * The current light unifom buffer.
  10205. * @hidden Internal use only.
  10206. */
  10207. _uniformBuffer: UniformBuffer;
  10208. /** @hidden */
  10209. _renderId: number;
  10210. /**
  10211. * Creates a Light object in the scene.
  10212. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10213. * @param name The firendly name of the light
  10214. * @param scene The scene the light belongs too
  10215. */
  10216. constructor(name: string, scene: Scene);
  10217. protected abstract _buildUniformLayout(): void;
  10218. /**
  10219. * Sets the passed Effect "effect" with the Light information.
  10220. * @param effect The effect to update
  10221. * @param lightIndex The index of the light in the effect to update
  10222. * @returns The light
  10223. */
  10224. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10225. /**
  10226. * Sets the passed Effect "effect" with the Light information.
  10227. * @param effect The effect to update
  10228. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10229. * @returns The light
  10230. */
  10231. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10232. /**
  10233. * Returns the string "Light".
  10234. * @returns the class name
  10235. */
  10236. getClassName(): string;
  10237. /** @hidden */
  10238. readonly _isLight: boolean;
  10239. /**
  10240. * Converts the light information to a readable string for debug purpose.
  10241. * @param fullDetails Supports for multiple levels of logging within scene loading
  10242. * @returns the human readable light info
  10243. */
  10244. toString(fullDetails?: boolean): string;
  10245. /** @hidden */
  10246. protected _syncParentEnabledState(): void;
  10247. /**
  10248. * Set the enabled state of this node.
  10249. * @param value - the new enabled state
  10250. */
  10251. setEnabled(value: boolean): void;
  10252. /**
  10253. * Returns the Light associated shadow generator if any.
  10254. * @return the associated shadow generator.
  10255. */
  10256. getShadowGenerator(): Nullable<IShadowGenerator>;
  10257. /**
  10258. * Returns a Vector3, the absolute light position in the World.
  10259. * @returns the world space position of the light
  10260. */
  10261. getAbsolutePosition(): Vector3;
  10262. /**
  10263. * Specifies if the light will affect the passed mesh.
  10264. * @param mesh The mesh to test against the light
  10265. * @return true the mesh is affected otherwise, false.
  10266. */
  10267. canAffectMesh(mesh: AbstractMesh): boolean;
  10268. /**
  10269. * Sort function to order lights for rendering.
  10270. * @param a First Light object to compare to second.
  10271. * @param b Second Light object to compare first.
  10272. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10273. */
  10274. static CompareLightsPriority(a: Light, b: Light): number;
  10275. /**
  10276. * Releases resources associated with this node.
  10277. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10278. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10279. */
  10280. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10281. /**
  10282. * Returns the light type ID (integer).
  10283. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10284. */
  10285. getTypeID(): number;
  10286. /**
  10287. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10288. * @returns the scaled intensity in intensity mode unit
  10289. */
  10290. getScaledIntensity(): number;
  10291. /**
  10292. * Returns a new Light object, named "name", from the current one.
  10293. * @param name The name of the cloned light
  10294. * @returns the new created light
  10295. */
  10296. clone(name: string): Nullable<Light>;
  10297. /**
  10298. * Serializes the current light into a Serialization object.
  10299. * @returns the serialized object.
  10300. */
  10301. serialize(): any;
  10302. /**
  10303. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10304. * This new light is named "name" and added to the passed scene.
  10305. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10306. * @param name The friendly name of the light
  10307. * @param scene The scene the new light will belong to
  10308. * @returns the constructor function
  10309. */
  10310. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10311. /**
  10312. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10313. * @param parsedLight The JSON representation of the light
  10314. * @param scene The scene to create the parsed light in
  10315. * @returns the created light after parsing
  10316. */
  10317. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10318. private _hookArrayForExcluded;
  10319. private _hookArrayForIncludedOnly;
  10320. private _resyncMeshes;
  10321. /**
  10322. * Forces the meshes to update their light related information in their rendering used effects
  10323. * @hidden Internal Use Only
  10324. */
  10325. _markMeshesAsLightDirty(): void;
  10326. /**
  10327. * Recomputes the cached photometric scale if needed.
  10328. */
  10329. private _computePhotometricScale;
  10330. /**
  10331. * Returns the Photometric Scale according to the light type and intensity mode.
  10332. */
  10333. private _getPhotometricScale;
  10334. /**
  10335. * Reorder the light in the scene according to their defined priority.
  10336. * @hidden Internal Use Only
  10337. */
  10338. _reorderLightsInScene(): void;
  10339. /**
  10340. * Prepares the list of defines specific to the light type.
  10341. * @param defines the list of defines
  10342. * @param lightIndex defines the index of the light for the effect
  10343. */
  10344. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10345. }
  10346. }
  10347. declare module "babylonjs/Actions/action" {
  10348. import { Observable } from "babylonjs/Misc/observable";
  10349. import { Condition } from "babylonjs/Actions/condition";
  10350. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10351. import { ActionManager } from "babylonjs/Actions/actionManager";
  10352. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10353. /**
  10354. * Interface used to define Action
  10355. */
  10356. export interface IAction {
  10357. /**
  10358. * Trigger for the action
  10359. */
  10360. trigger: number;
  10361. /** Options of the trigger */
  10362. triggerOptions: any;
  10363. /**
  10364. * Gets the trigger parameters
  10365. * @returns the trigger parameters
  10366. */
  10367. getTriggerParameter(): any;
  10368. /**
  10369. * Internal only - executes current action event
  10370. * @hidden
  10371. */
  10372. _executeCurrent(evt?: ActionEvent): void;
  10373. /**
  10374. * Serialize placeholder for child classes
  10375. * @param parent of child
  10376. * @returns the serialized object
  10377. */
  10378. serialize(parent: any): any;
  10379. /**
  10380. * Internal only
  10381. * @hidden
  10382. */
  10383. _prepare(): void;
  10384. /**
  10385. * Internal only - manager for action
  10386. * @hidden
  10387. */
  10388. _actionManager: AbstractActionManager;
  10389. /**
  10390. * Adds action to chain of actions, may be a DoNothingAction
  10391. * @param action defines the next action to execute
  10392. * @returns The action passed in
  10393. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10394. */
  10395. then(action: IAction): IAction;
  10396. }
  10397. /**
  10398. * The action to be carried out following a trigger
  10399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10400. */
  10401. export class Action implements IAction {
  10402. /** the trigger, with or without parameters, for the action */
  10403. triggerOptions: any;
  10404. /**
  10405. * Trigger for the action
  10406. */
  10407. trigger: number;
  10408. /**
  10409. * Internal only - manager for action
  10410. * @hidden
  10411. */
  10412. _actionManager: ActionManager;
  10413. private _nextActiveAction;
  10414. private _child;
  10415. private _condition?;
  10416. private _triggerParameter;
  10417. /**
  10418. * An event triggered prior to action being executed.
  10419. */
  10420. onBeforeExecuteObservable: Observable<Action>;
  10421. /**
  10422. * Creates a new Action
  10423. * @param triggerOptions the trigger, with or without parameters, for the action
  10424. * @param condition an optional determinant of action
  10425. */
  10426. constructor(
  10427. /** the trigger, with or without parameters, for the action */
  10428. triggerOptions: any, condition?: Condition);
  10429. /**
  10430. * Internal only
  10431. * @hidden
  10432. */
  10433. _prepare(): void;
  10434. /**
  10435. * Gets the trigger parameters
  10436. * @returns the trigger parameters
  10437. */
  10438. getTriggerParameter(): any;
  10439. /**
  10440. * Internal only - executes current action event
  10441. * @hidden
  10442. */
  10443. _executeCurrent(evt?: ActionEvent): void;
  10444. /**
  10445. * Execute placeholder for child classes
  10446. * @param evt optional action event
  10447. */
  10448. execute(evt?: ActionEvent): void;
  10449. /**
  10450. * Skips to next active action
  10451. */
  10452. skipToNextActiveAction(): void;
  10453. /**
  10454. * Adds action to chain of actions, may be a DoNothingAction
  10455. * @param action defines the next action to execute
  10456. * @returns The action passed in
  10457. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10458. */
  10459. then(action: Action): Action;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. _getProperty(propertyPath: string): string;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. _getEffectiveTarget(target: any, propertyPath: string): any;
  10470. /**
  10471. * Serialize placeholder for child classes
  10472. * @param parent of child
  10473. * @returns the serialized object
  10474. */
  10475. serialize(parent: any): any;
  10476. /**
  10477. * Internal only called by serialize
  10478. * @hidden
  10479. */
  10480. protected _serialize(serializedAction: any, parent?: any): any;
  10481. /**
  10482. * Internal only
  10483. * @hidden
  10484. */
  10485. static _SerializeValueAsString: (value: any) => string;
  10486. /**
  10487. * Internal only
  10488. * @hidden
  10489. */
  10490. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10491. name: string;
  10492. targetType: string;
  10493. value: string;
  10494. };
  10495. }
  10496. }
  10497. declare module "babylonjs/Actions/condition" {
  10498. import { ActionManager } from "babylonjs/Actions/actionManager";
  10499. /**
  10500. * A Condition applied to an Action
  10501. */
  10502. export class Condition {
  10503. /**
  10504. * Internal only - manager for action
  10505. * @hidden
  10506. */
  10507. _actionManager: ActionManager;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _evaluationId: number;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _currentResult: boolean;
  10518. /**
  10519. * Creates a new Condition
  10520. * @param actionManager the manager of the action the condition is applied to
  10521. */
  10522. constructor(actionManager: ActionManager);
  10523. /**
  10524. * Check if the current condition is valid
  10525. * @returns a boolean
  10526. */
  10527. isValid(): boolean;
  10528. /**
  10529. * Internal only
  10530. * @hidden
  10531. */
  10532. _getProperty(propertyPath: string): string;
  10533. /**
  10534. * Internal only
  10535. * @hidden
  10536. */
  10537. _getEffectiveTarget(target: any, propertyPath: string): any;
  10538. /**
  10539. * Serialize placeholder for child classes
  10540. * @returns the serialized object
  10541. */
  10542. serialize(): any;
  10543. /**
  10544. * Internal only
  10545. * @hidden
  10546. */
  10547. protected _serialize(serializedCondition: any): any;
  10548. }
  10549. /**
  10550. * Defines specific conditional operators as extensions of Condition
  10551. */
  10552. export class ValueCondition extends Condition {
  10553. /** path to specify the property of the target the conditional operator uses */
  10554. propertyPath: string;
  10555. /** the value compared by the conditional operator against the current value of the property */
  10556. value: any;
  10557. /** the conditional operator, default ValueCondition.IsEqual */
  10558. operator: number;
  10559. /**
  10560. * Internal only
  10561. * @hidden
  10562. */
  10563. private static _IsEqual;
  10564. /**
  10565. * Internal only
  10566. * @hidden
  10567. */
  10568. private static _IsDifferent;
  10569. /**
  10570. * Internal only
  10571. * @hidden
  10572. */
  10573. private static _IsGreater;
  10574. /**
  10575. * Internal only
  10576. * @hidden
  10577. */
  10578. private static _IsLesser;
  10579. /**
  10580. * returns the number for IsEqual
  10581. */
  10582. static readonly IsEqual: number;
  10583. /**
  10584. * Returns the number for IsDifferent
  10585. */
  10586. static readonly IsDifferent: number;
  10587. /**
  10588. * Returns the number for IsGreater
  10589. */
  10590. static readonly IsGreater: number;
  10591. /**
  10592. * Returns the number for IsLesser
  10593. */
  10594. static readonly IsLesser: number;
  10595. /**
  10596. * Internal only The action manager for the condition
  10597. * @hidden
  10598. */
  10599. _actionManager: ActionManager;
  10600. /**
  10601. * Internal only
  10602. * @hidden
  10603. */
  10604. private _target;
  10605. /**
  10606. * Internal only
  10607. * @hidden
  10608. */
  10609. private _effectiveTarget;
  10610. /**
  10611. * Internal only
  10612. * @hidden
  10613. */
  10614. private _property;
  10615. /**
  10616. * Creates a new ValueCondition
  10617. * @param actionManager manager for the action the condition applies to
  10618. * @param target for the action
  10619. * @param propertyPath path to specify the property of the target the conditional operator uses
  10620. * @param value the value compared by the conditional operator against the current value of the property
  10621. * @param operator the conditional operator, default ValueCondition.IsEqual
  10622. */
  10623. constructor(actionManager: ActionManager, target: any,
  10624. /** path to specify the property of the target the conditional operator uses */
  10625. propertyPath: string,
  10626. /** the value compared by the conditional operator against the current value of the property */
  10627. value: any,
  10628. /** the conditional operator, default ValueCondition.IsEqual */
  10629. operator?: number);
  10630. /**
  10631. * Compares the given value with the property value for the specified conditional operator
  10632. * @returns the result of the comparison
  10633. */
  10634. isValid(): boolean;
  10635. /**
  10636. * Serialize the ValueCondition into a JSON compatible object
  10637. * @returns serialization object
  10638. */
  10639. serialize(): any;
  10640. /**
  10641. * Gets the name of the conditional operator for the ValueCondition
  10642. * @param operator the conditional operator
  10643. * @returns the name
  10644. */
  10645. static GetOperatorName(operator: number): string;
  10646. }
  10647. /**
  10648. * Defines a predicate condition as an extension of Condition
  10649. */
  10650. export class PredicateCondition extends Condition {
  10651. /** defines the predicate function used to validate the condition */
  10652. predicate: () => boolean;
  10653. /**
  10654. * Internal only - manager for action
  10655. * @hidden
  10656. */
  10657. _actionManager: ActionManager;
  10658. /**
  10659. * Creates a new PredicateCondition
  10660. * @param actionManager manager for the action the condition applies to
  10661. * @param predicate defines the predicate function used to validate the condition
  10662. */
  10663. constructor(actionManager: ActionManager,
  10664. /** defines the predicate function used to validate the condition */
  10665. predicate: () => boolean);
  10666. /**
  10667. * @returns the validity of the predicate condition
  10668. */
  10669. isValid(): boolean;
  10670. }
  10671. /**
  10672. * Defines a state condition as an extension of Condition
  10673. */
  10674. export class StateCondition extends Condition {
  10675. /** Value to compare with target state */
  10676. value: string;
  10677. /**
  10678. * Internal only - manager for action
  10679. * @hidden
  10680. */
  10681. _actionManager: ActionManager;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private _target;
  10687. /**
  10688. * Creates a new StateCondition
  10689. * @param actionManager manager for the action the condition applies to
  10690. * @param target of the condition
  10691. * @param value to compare with target state
  10692. */
  10693. constructor(actionManager: ActionManager, target: any,
  10694. /** Value to compare with target state */
  10695. value: string);
  10696. /**
  10697. * Gets a boolean indicating if the current condition is met
  10698. * @returns the validity of the state
  10699. */
  10700. isValid(): boolean;
  10701. /**
  10702. * Serialize the StateCondition into a JSON compatible object
  10703. * @returns serialization object
  10704. */
  10705. serialize(): any;
  10706. }
  10707. }
  10708. declare module "babylonjs/Actions/directActions" {
  10709. import { Action } from "babylonjs/Actions/action";
  10710. import { Condition } from "babylonjs/Actions/condition";
  10711. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10712. /**
  10713. * This defines an action responsible to toggle a boolean once triggered.
  10714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10715. */
  10716. export class SwitchBooleanAction extends Action {
  10717. /**
  10718. * The path to the boolean property in the target object
  10719. */
  10720. propertyPath: string;
  10721. private _target;
  10722. private _effectiveTarget;
  10723. private _property;
  10724. /**
  10725. * Instantiate the action
  10726. * @param triggerOptions defines the trigger options
  10727. * @param target defines the object containing the boolean
  10728. * @param propertyPath defines the path to the boolean property in the target object
  10729. * @param condition defines the trigger related conditions
  10730. */
  10731. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10732. /** @hidden */
  10733. _prepare(): void;
  10734. /**
  10735. * Execute the action toggle the boolean value.
  10736. */
  10737. execute(): void;
  10738. /**
  10739. * Serializes the actions and its related information.
  10740. * @param parent defines the object to serialize in
  10741. * @returns the serialized object
  10742. */
  10743. serialize(parent: any): any;
  10744. }
  10745. /**
  10746. * This defines an action responsible to set a the state field of the target
  10747. * to a desired value once triggered.
  10748. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10749. */
  10750. export class SetStateAction extends Action {
  10751. /**
  10752. * The value to store in the state field.
  10753. */
  10754. value: string;
  10755. private _target;
  10756. /**
  10757. * Instantiate the action
  10758. * @param triggerOptions defines the trigger options
  10759. * @param target defines the object containing the state property
  10760. * @param value defines the value to store in the state field
  10761. * @param condition defines the trigger related conditions
  10762. */
  10763. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10764. /**
  10765. * Execute the action and store the value on the target state property.
  10766. */
  10767. execute(): void;
  10768. /**
  10769. * Serializes the actions and its related information.
  10770. * @param parent defines the object to serialize in
  10771. * @returns the serialized object
  10772. */
  10773. serialize(parent: any): any;
  10774. }
  10775. /**
  10776. * This defines an action responsible to set a property of the target
  10777. * to a desired value once triggered.
  10778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10779. */
  10780. export class SetValueAction extends Action {
  10781. /**
  10782. * The path of the property to set in the target.
  10783. */
  10784. propertyPath: string;
  10785. /**
  10786. * The value to set in the property
  10787. */
  10788. value: any;
  10789. private _target;
  10790. private _effectiveTarget;
  10791. private _property;
  10792. /**
  10793. * Instantiate the action
  10794. * @param triggerOptions defines the trigger options
  10795. * @param target defines the object containing the property
  10796. * @param propertyPath defines the path of the property to set in the target
  10797. * @param value defines the value to set in the property
  10798. * @param condition defines the trigger related conditions
  10799. */
  10800. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10801. /** @hidden */
  10802. _prepare(): void;
  10803. /**
  10804. * Execute the action and set the targetted property to the desired value.
  10805. */
  10806. execute(): void;
  10807. /**
  10808. * Serializes the actions and its related information.
  10809. * @param parent defines the object to serialize in
  10810. * @returns the serialized object
  10811. */
  10812. serialize(parent: any): any;
  10813. }
  10814. /**
  10815. * This defines an action responsible to increment the target value
  10816. * to a desired value once triggered.
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10818. */
  10819. export class IncrementValueAction extends Action {
  10820. /**
  10821. * The path of the property to increment in the target.
  10822. */
  10823. propertyPath: string;
  10824. /**
  10825. * The value we should increment the property by.
  10826. */
  10827. value: any;
  10828. private _target;
  10829. private _effectiveTarget;
  10830. private _property;
  10831. /**
  10832. * Instantiate the action
  10833. * @param triggerOptions defines the trigger options
  10834. * @param target defines the object containing the property
  10835. * @param propertyPath defines the path of the property to increment in the target
  10836. * @param value defines the value value we should increment the property by
  10837. * @param condition defines the trigger related conditions
  10838. */
  10839. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10840. /** @hidden */
  10841. _prepare(): void;
  10842. /**
  10843. * Execute the action and increment the target of the value amount.
  10844. */
  10845. execute(): void;
  10846. /**
  10847. * Serializes the actions and its related information.
  10848. * @param parent defines the object to serialize in
  10849. * @returns the serialized object
  10850. */
  10851. serialize(parent: any): any;
  10852. }
  10853. /**
  10854. * This defines an action responsible to start an animation once triggered.
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10856. */
  10857. export class PlayAnimationAction extends Action {
  10858. /**
  10859. * Where the animation should start (animation frame)
  10860. */
  10861. from: number;
  10862. /**
  10863. * Where the animation should stop (animation frame)
  10864. */
  10865. to: number;
  10866. /**
  10867. * Define if the animation should loop or stop after the first play.
  10868. */
  10869. loop?: boolean;
  10870. private _target;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param target defines the target animation or animation name
  10875. * @param from defines from where the animation should start (animation frame)
  10876. * @param end defines where the animation should stop (animation frame)
  10877. * @param loop defines if the animation should loop or stop after the first play
  10878. * @param condition defines the trigger related conditions
  10879. */
  10880. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10881. /** @hidden */
  10882. _prepare(): void;
  10883. /**
  10884. * Execute the action and play the animation.
  10885. */
  10886. execute(): void;
  10887. /**
  10888. * Serializes the actions and its related information.
  10889. * @param parent defines the object to serialize in
  10890. * @returns the serialized object
  10891. */
  10892. serialize(parent: any): any;
  10893. }
  10894. /**
  10895. * This defines an action responsible to stop an animation once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class StopAnimationAction extends Action {
  10899. private _target;
  10900. /**
  10901. * Instantiate the action
  10902. * @param triggerOptions defines the trigger options
  10903. * @param target defines the target animation or animation name
  10904. * @param condition defines the trigger related conditions
  10905. */
  10906. constructor(triggerOptions: any, target: any, condition?: Condition);
  10907. /** @hidden */
  10908. _prepare(): void;
  10909. /**
  10910. * Execute the action and stop the animation.
  10911. */
  10912. execute(): void;
  10913. /**
  10914. * Serializes the actions and its related information.
  10915. * @param parent defines the object to serialize in
  10916. * @returns the serialized object
  10917. */
  10918. serialize(parent: any): any;
  10919. }
  10920. /**
  10921. * This defines an action responsible that does nothing once triggered.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class DoNothingAction extends Action {
  10925. /**
  10926. * Instantiate the action
  10927. * @param triggerOptions defines the trigger options
  10928. * @param condition defines the trigger related conditions
  10929. */
  10930. constructor(triggerOptions?: any, condition?: Condition);
  10931. /**
  10932. * Execute the action and do nothing.
  10933. */
  10934. execute(): void;
  10935. /**
  10936. * Serializes the actions and its related information.
  10937. * @param parent defines the object to serialize in
  10938. * @returns the serialized object
  10939. */
  10940. serialize(parent: any): any;
  10941. }
  10942. /**
  10943. * This defines an action responsible to trigger several actions once triggered.
  10944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10945. */
  10946. export class CombineAction extends Action {
  10947. /**
  10948. * The list of aggregated animations to run.
  10949. */
  10950. children: Action[];
  10951. /**
  10952. * Instantiate the action
  10953. * @param triggerOptions defines the trigger options
  10954. * @param children defines the list of aggregated animations to run
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and executes all the aggregated actions.
  10962. */
  10963. execute(evt: ActionEvent): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to run code (external event) once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class ExecuteCodeAction extends Action {
  10976. /**
  10977. * The callback function to run.
  10978. */
  10979. func: (evt: ActionEvent) => void;
  10980. /**
  10981. * Instantiate the action
  10982. * @param triggerOptions defines the trigger options
  10983. * @param func defines the callback function to run
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10987. /**
  10988. * Execute the action and run the attached code.
  10989. */
  10990. execute(evt: ActionEvent): void;
  10991. }
  10992. /**
  10993. * This defines an action responsible to set the parent property of the target once triggered.
  10994. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10995. */
  10996. export class SetParentAction extends Action {
  10997. private _parent;
  10998. private _target;
  10999. /**
  11000. * Instantiate the action
  11001. * @param triggerOptions defines the trigger options
  11002. * @param target defines the target containing the parent property
  11003. * @param parent defines from where the animation should start (animation frame)
  11004. * @param condition defines the trigger related conditions
  11005. */
  11006. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11007. /** @hidden */
  11008. _prepare(): void;
  11009. /**
  11010. * Execute the action and set the parent property.
  11011. */
  11012. execute(): void;
  11013. /**
  11014. * Serializes the actions and its related information.
  11015. * @param parent defines the object to serialize in
  11016. * @returns the serialized object
  11017. */
  11018. serialize(parent: any): any;
  11019. }
  11020. }
  11021. declare module "babylonjs/Actions/actionManager" {
  11022. import { Nullable } from "babylonjs/types";
  11023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11024. import { Scene } from "babylonjs/scene";
  11025. import { IAction } from "babylonjs/Actions/action";
  11026. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11027. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11028. /**
  11029. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11030. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11032. */
  11033. export class ActionManager extends AbstractActionManager {
  11034. /**
  11035. * Nothing
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly NothingTrigger: number;
  11039. /**
  11040. * On pick
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickTrigger: number;
  11044. /**
  11045. * On left pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnLeftPickTrigger: number;
  11049. /**
  11050. * On right pick
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnRightPickTrigger: number;
  11054. /**
  11055. * On center pick
  11056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11057. */
  11058. static readonly OnCenterPickTrigger: number;
  11059. /**
  11060. * On pick down
  11061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11062. */
  11063. static readonly OnPickDownTrigger: number;
  11064. /**
  11065. * On double pick
  11066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11067. */
  11068. static readonly OnDoublePickTrigger: number;
  11069. /**
  11070. * On pick up
  11071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11072. */
  11073. static readonly OnPickUpTrigger: number;
  11074. /**
  11075. * On pick out.
  11076. * This trigger will only be raised if you also declared a OnPickDown
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnPickOutTrigger: number;
  11080. /**
  11081. * On long press
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnLongPressTrigger: number;
  11085. /**
  11086. * On pointer over
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnPointerOverTrigger: number;
  11090. /**
  11091. * On pointer out
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnPointerOutTrigger: number;
  11095. /**
  11096. * On every frame
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnEveryFrameTrigger: number;
  11100. /**
  11101. * On intersection enter
  11102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11103. */
  11104. static readonly OnIntersectionEnterTrigger: number;
  11105. /**
  11106. * On intersection exit
  11107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11108. */
  11109. static readonly OnIntersectionExitTrigger: number;
  11110. /**
  11111. * On key down
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11113. */
  11114. static readonly OnKeyDownTrigger: number;
  11115. /**
  11116. * On key up
  11117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11118. */
  11119. static readonly OnKeyUpTrigger: number;
  11120. private _scene;
  11121. /**
  11122. * Creates a new action manager
  11123. * @param scene defines the hosting scene
  11124. */
  11125. constructor(scene: Scene);
  11126. /**
  11127. * Releases all associated resources
  11128. */
  11129. dispose(): void;
  11130. /**
  11131. * Gets hosting scene
  11132. * @returns the hosting scene
  11133. */
  11134. getScene(): Scene;
  11135. /**
  11136. * Does this action manager handles actions of any of the given triggers
  11137. * @param triggers defines the triggers to be tested
  11138. * @return a boolean indicating whether one (or more) of the triggers is handled
  11139. */
  11140. hasSpecificTriggers(triggers: number[]): boolean;
  11141. /**
  11142. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11143. * speed.
  11144. * @param triggerA defines the trigger to be tested
  11145. * @param triggerB defines the trigger to be tested
  11146. * @return a boolean indicating whether one (or more) of the triggers is handled
  11147. */
  11148. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11149. /**
  11150. * Does this action manager handles actions of a given trigger
  11151. * @param trigger defines the trigger to be tested
  11152. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11153. * @return whether the trigger is handled
  11154. */
  11155. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11156. /**
  11157. * Does this action manager has pointer triggers
  11158. */
  11159. readonly hasPointerTriggers: boolean;
  11160. /**
  11161. * Does this action manager has pick triggers
  11162. */
  11163. readonly hasPickTriggers: boolean;
  11164. /**
  11165. * Registers an action to this action manager
  11166. * @param action defines the action to be registered
  11167. * @return the action amended (prepared) after registration
  11168. */
  11169. registerAction(action: IAction): Nullable<IAction>;
  11170. /**
  11171. * Unregisters an action to this action manager
  11172. * @param action defines the action to be unregistered
  11173. * @return a boolean indicating whether the action has been unregistered
  11174. */
  11175. unregisterAction(action: IAction): Boolean;
  11176. /**
  11177. * Process a specific trigger
  11178. * @param trigger defines the trigger to process
  11179. * @param evt defines the event details to be processed
  11180. */
  11181. processTrigger(trigger: number, evt?: IActionEvent): void;
  11182. /** @hidden */
  11183. _getEffectiveTarget(target: any, propertyPath: string): any;
  11184. /** @hidden */
  11185. _getProperty(propertyPath: string): string;
  11186. /**
  11187. * Serialize this manager to a JSON object
  11188. * @param name defines the property name to store this manager
  11189. * @returns a JSON representation of this manager
  11190. */
  11191. serialize(name: string): any;
  11192. /**
  11193. * Creates a new ActionManager from a JSON data
  11194. * @param parsedActions defines the JSON data to read from
  11195. * @param object defines the hosting mesh
  11196. * @param scene defines the hosting scene
  11197. */
  11198. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11199. /**
  11200. * Get a trigger name by index
  11201. * @param trigger defines the trigger index
  11202. * @returns a trigger name
  11203. */
  11204. static GetTriggerName(trigger: number): string;
  11205. }
  11206. }
  11207. declare module "babylonjs/Culling/ray" {
  11208. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11209. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11211. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11212. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11213. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11214. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11215. import { Plane } from "babylonjs/Maths/math.plane";
  11216. /**
  11217. * Class representing a ray with position and direction
  11218. */
  11219. export class Ray {
  11220. /** origin point */
  11221. origin: Vector3;
  11222. /** direction */
  11223. direction: Vector3;
  11224. /** length of the ray */
  11225. length: number;
  11226. private static readonly TmpVector3;
  11227. private _tmpRay;
  11228. /**
  11229. * Creates a new ray
  11230. * @param origin origin point
  11231. * @param direction direction
  11232. * @param length length of the ray
  11233. */
  11234. constructor(
  11235. /** origin point */
  11236. origin: Vector3,
  11237. /** direction */
  11238. direction: Vector3,
  11239. /** length of the ray */
  11240. length?: number);
  11241. /**
  11242. * Checks if the ray intersects a box
  11243. * @param minimum bound of the box
  11244. * @param maximum bound of the box
  11245. * @param intersectionTreshold extra extend to be added to the box in all direction
  11246. * @returns if the box was hit
  11247. */
  11248. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11249. /**
  11250. * Checks if the ray intersects a box
  11251. * @param box the bounding box to check
  11252. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11253. * @returns if the box was hit
  11254. */
  11255. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11256. /**
  11257. * If the ray hits a sphere
  11258. * @param sphere the bounding sphere to check
  11259. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11260. * @returns true if it hits the sphere
  11261. */
  11262. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11263. /**
  11264. * If the ray hits a triange
  11265. * @param vertex0 triangle vertex
  11266. * @param vertex1 triangle vertex
  11267. * @param vertex2 triangle vertex
  11268. * @returns intersection information if hit
  11269. */
  11270. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11271. /**
  11272. * Checks if ray intersects a plane
  11273. * @param plane the plane to check
  11274. * @returns the distance away it was hit
  11275. */
  11276. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11277. /**
  11278. * Calculate the intercept of a ray on a given axis
  11279. * @param axis to check 'x' | 'y' | 'z'
  11280. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11281. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11282. */
  11283. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11284. /**
  11285. * Checks if ray intersects a mesh
  11286. * @param mesh the mesh to check
  11287. * @param fastCheck if only the bounding box should checked
  11288. * @returns picking info of the intersecton
  11289. */
  11290. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11291. /**
  11292. * Checks if ray intersects a mesh
  11293. * @param meshes the meshes to check
  11294. * @param fastCheck if only the bounding box should checked
  11295. * @param results array to store result in
  11296. * @returns Array of picking infos
  11297. */
  11298. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11299. private _comparePickingInfo;
  11300. private static smallnum;
  11301. private static rayl;
  11302. /**
  11303. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11304. * @param sega the first point of the segment to test the intersection against
  11305. * @param segb the second point of the segment to test the intersection against
  11306. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11307. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11308. */
  11309. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11310. /**
  11311. * Update the ray from viewport position
  11312. * @param x position
  11313. * @param y y position
  11314. * @param viewportWidth viewport width
  11315. * @param viewportHeight viewport height
  11316. * @param world world matrix
  11317. * @param view view matrix
  11318. * @param projection projection matrix
  11319. * @returns this ray updated
  11320. */
  11321. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11322. /**
  11323. * Creates a ray with origin and direction of 0,0,0
  11324. * @returns the new ray
  11325. */
  11326. static Zero(): Ray;
  11327. /**
  11328. * Creates a new ray from screen space and viewport
  11329. * @param x position
  11330. * @param y y position
  11331. * @param viewportWidth viewport width
  11332. * @param viewportHeight viewport height
  11333. * @param world world matrix
  11334. * @param view view matrix
  11335. * @param projection projection matrix
  11336. * @returns new ray
  11337. */
  11338. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11339. /**
  11340. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11341. * transformed to the given world matrix.
  11342. * @param origin The origin point
  11343. * @param end The end point
  11344. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11345. * @returns the new ray
  11346. */
  11347. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11348. /**
  11349. * Transforms a ray by a matrix
  11350. * @param ray ray to transform
  11351. * @param matrix matrix to apply
  11352. * @returns the resulting new ray
  11353. */
  11354. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11355. /**
  11356. * Transforms a ray by a matrix
  11357. * @param ray ray to transform
  11358. * @param matrix matrix to apply
  11359. * @param result ray to store result in
  11360. */
  11361. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11362. /**
  11363. * Unproject a ray from screen space to object space
  11364. * @param sourceX defines the screen space x coordinate to use
  11365. * @param sourceY defines the screen space y coordinate to use
  11366. * @param viewportWidth defines the current width of the viewport
  11367. * @param viewportHeight defines the current height of the viewport
  11368. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11369. * @param view defines the view matrix to use
  11370. * @param projection defines the projection matrix to use
  11371. */
  11372. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11373. }
  11374. /**
  11375. * Type used to define predicate used to select faces when a mesh intersection is detected
  11376. */
  11377. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11378. module "babylonjs/scene" {
  11379. interface Scene {
  11380. /** @hidden */
  11381. _tempPickingRay: Nullable<Ray>;
  11382. /** @hidden */
  11383. _cachedRayForTransform: Ray;
  11384. /** @hidden */
  11385. _pickWithRayInverseMatrix: Matrix;
  11386. /** @hidden */
  11387. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11388. /** @hidden */
  11389. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11390. }
  11391. }
  11392. }
  11393. declare module "babylonjs/sceneComponent" {
  11394. import { Scene } from "babylonjs/scene";
  11395. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11396. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11397. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11398. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11399. import { Nullable } from "babylonjs/types";
  11400. import { Camera } from "babylonjs/Cameras/camera";
  11401. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11402. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11403. import { AbstractScene } from "babylonjs/abstractScene";
  11404. import { Mesh } from "babylonjs/Meshes/mesh";
  11405. /**
  11406. * Groups all the scene component constants in one place to ease maintenance.
  11407. * @hidden
  11408. */
  11409. export class SceneComponentConstants {
  11410. static readonly NAME_EFFECTLAYER: string;
  11411. static readonly NAME_LAYER: string;
  11412. static readonly NAME_LENSFLARESYSTEM: string;
  11413. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11414. static readonly NAME_PARTICLESYSTEM: string;
  11415. static readonly NAME_GAMEPAD: string;
  11416. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11417. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11418. static readonly NAME_DEPTHRENDERER: string;
  11419. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11420. static readonly NAME_SPRITE: string;
  11421. static readonly NAME_OUTLINERENDERER: string;
  11422. static readonly NAME_PROCEDURALTEXTURE: string;
  11423. static readonly NAME_SHADOWGENERATOR: string;
  11424. static readonly NAME_OCTREE: string;
  11425. static readonly NAME_PHYSICSENGINE: string;
  11426. static readonly NAME_AUDIO: string;
  11427. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11428. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11429. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11430. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11431. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11432. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11433. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11434. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11435. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11436. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11437. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11438. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11439. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11440. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11441. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11442. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11443. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11444. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11445. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11446. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11447. static readonly STEP_AFTERRENDER_AUDIO: number;
  11448. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11449. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11450. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11451. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11452. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11453. static readonly STEP_POINTERMOVE_SPRITE: number;
  11454. static readonly STEP_POINTERDOWN_SPRITE: number;
  11455. static readonly STEP_POINTERUP_SPRITE: number;
  11456. }
  11457. /**
  11458. * This represents a scene component.
  11459. *
  11460. * This is used to decouple the dependency the scene is having on the different workloads like
  11461. * layers, post processes...
  11462. */
  11463. export interface ISceneComponent {
  11464. /**
  11465. * The name of the component. Each component must have a unique name.
  11466. */
  11467. name: string;
  11468. /**
  11469. * The scene the component belongs to.
  11470. */
  11471. scene: Scene;
  11472. /**
  11473. * Register the component to one instance of a scene.
  11474. */
  11475. register(): void;
  11476. /**
  11477. * Rebuilds the elements related to this component in case of
  11478. * context lost for instance.
  11479. */
  11480. rebuild(): void;
  11481. /**
  11482. * Disposes the component and the associated ressources.
  11483. */
  11484. dispose(): void;
  11485. }
  11486. /**
  11487. * This represents a SERIALIZABLE scene component.
  11488. *
  11489. * This extends Scene Component to add Serialization methods on top.
  11490. */
  11491. export interface ISceneSerializableComponent extends ISceneComponent {
  11492. /**
  11493. * Adds all the elements from the container to the scene
  11494. * @param container the container holding the elements
  11495. */
  11496. addFromContainer(container: AbstractScene): void;
  11497. /**
  11498. * Removes all the elements in the container from the scene
  11499. * @param container contains the elements to remove
  11500. * @param dispose if the removed element should be disposed (default: false)
  11501. */
  11502. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11503. /**
  11504. * Serializes the component data to the specified json object
  11505. * @param serializationObject The object to serialize to
  11506. */
  11507. serialize(serializationObject: any): void;
  11508. }
  11509. /**
  11510. * Strong typing of a Mesh related stage step action
  11511. */
  11512. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11513. /**
  11514. * Strong typing of a Evaluate Sub Mesh related stage step action
  11515. */
  11516. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11517. /**
  11518. * Strong typing of a Active Mesh related stage step action
  11519. */
  11520. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11521. /**
  11522. * Strong typing of a Camera related stage step action
  11523. */
  11524. export type CameraStageAction = (camera: Camera) => void;
  11525. /**
  11526. * Strong typing of a Camera Frame buffer related stage step action
  11527. */
  11528. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11529. /**
  11530. * Strong typing of a Render Target related stage step action
  11531. */
  11532. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11533. /**
  11534. * Strong typing of a RenderingGroup related stage step action
  11535. */
  11536. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11537. /**
  11538. * Strong typing of a Mesh Render related stage step action
  11539. */
  11540. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11541. /**
  11542. * Strong typing of a simple stage step action
  11543. */
  11544. export type SimpleStageAction = () => void;
  11545. /**
  11546. * Strong typing of a render target action.
  11547. */
  11548. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11549. /**
  11550. * Strong typing of a pointer move action.
  11551. */
  11552. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11553. /**
  11554. * Strong typing of a pointer up/down action.
  11555. */
  11556. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11557. /**
  11558. * Representation of a stage in the scene (Basically a list of ordered steps)
  11559. * @hidden
  11560. */
  11561. export class Stage<T extends Function> extends Array<{
  11562. index: number;
  11563. component: ISceneComponent;
  11564. action: T;
  11565. }> {
  11566. /**
  11567. * Hide ctor from the rest of the world.
  11568. * @param items The items to add.
  11569. */
  11570. private constructor();
  11571. /**
  11572. * Creates a new Stage.
  11573. * @returns A new instance of a Stage
  11574. */
  11575. static Create<T extends Function>(): Stage<T>;
  11576. /**
  11577. * Registers a step in an ordered way in the targeted stage.
  11578. * @param index Defines the position to register the step in
  11579. * @param component Defines the component attached to the step
  11580. * @param action Defines the action to launch during the step
  11581. */
  11582. registerStep(index: number, component: ISceneComponent, action: T): void;
  11583. /**
  11584. * Clears all the steps from the stage.
  11585. */
  11586. clear(): void;
  11587. }
  11588. }
  11589. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11590. import { Nullable } from "babylonjs/types";
  11591. import { Observable } from "babylonjs/Misc/observable";
  11592. import { Scene } from "babylonjs/scene";
  11593. import { Sprite } from "babylonjs/Sprites/sprite";
  11594. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11595. import { Ray } from "babylonjs/Culling/ray";
  11596. import { Camera } from "babylonjs/Cameras/camera";
  11597. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11598. import { ISceneComponent } from "babylonjs/sceneComponent";
  11599. module "babylonjs/scene" {
  11600. interface Scene {
  11601. /** @hidden */
  11602. _pointerOverSprite: Nullable<Sprite>;
  11603. /** @hidden */
  11604. _pickedDownSprite: Nullable<Sprite>;
  11605. /** @hidden */
  11606. _tempSpritePickingRay: Nullable<Ray>;
  11607. /**
  11608. * All of the sprite managers added to this scene
  11609. * @see http://doc.babylonjs.com/babylon101/sprites
  11610. */
  11611. spriteManagers: Array<ISpriteManager>;
  11612. /**
  11613. * An event triggered when sprites rendering is about to start
  11614. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11615. */
  11616. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11617. /**
  11618. * An event triggered when sprites rendering is done
  11619. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11620. */
  11621. onAfterSpritesRenderingObservable: Observable<Scene>;
  11622. /** @hidden */
  11623. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11624. /** Launch a ray to try to pick a sprite in the scene
  11625. * @param x position on screen
  11626. * @param y position on screen
  11627. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11628. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11629. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11630. * @returns a PickingInfo
  11631. */
  11632. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11633. /** Use the given ray to pick a sprite in the scene
  11634. * @param ray The ray (in world space) to use to pick meshes
  11635. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11636. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11637. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11638. * @returns a PickingInfo
  11639. */
  11640. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11641. /** @hidden */
  11642. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11643. /** Launch a ray to try to pick sprites in the scene
  11644. * @param x position on screen
  11645. * @param y position on screen
  11646. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11647. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11648. * @returns a PickingInfo array
  11649. */
  11650. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11651. /** Use the given ray to pick sprites in the scene
  11652. * @param ray The ray (in world space) to use to pick meshes
  11653. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11654. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11655. * @returns a PickingInfo array
  11656. */
  11657. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11658. /**
  11659. * Force the sprite under the pointer
  11660. * @param sprite defines the sprite to use
  11661. */
  11662. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11663. /**
  11664. * Gets the sprite under the pointer
  11665. * @returns a Sprite or null if no sprite is under the pointer
  11666. */
  11667. getPointerOverSprite(): Nullable<Sprite>;
  11668. }
  11669. }
  11670. /**
  11671. * Defines the sprite scene component responsible to manage sprites
  11672. * in a given scene.
  11673. */
  11674. export class SpriteSceneComponent implements ISceneComponent {
  11675. /**
  11676. * The component name helpfull to identify the component in the list of scene components.
  11677. */
  11678. readonly name: string;
  11679. /**
  11680. * The scene the component belongs to.
  11681. */
  11682. scene: Scene;
  11683. /** @hidden */
  11684. private _spritePredicate;
  11685. /**
  11686. * Creates a new instance of the component for the given scene
  11687. * @param scene Defines the scene to register the component in
  11688. */
  11689. constructor(scene: Scene);
  11690. /**
  11691. * Registers the component in a given scene
  11692. */
  11693. register(): void;
  11694. /**
  11695. * Rebuilds the elements related to this component in case of
  11696. * context lost for instance.
  11697. */
  11698. rebuild(): void;
  11699. /**
  11700. * Disposes the component and the associated ressources.
  11701. */
  11702. dispose(): void;
  11703. private _pickSpriteButKeepRay;
  11704. private _pointerMove;
  11705. private _pointerDown;
  11706. private _pointerUp;
  11707. }
  11708. }
  11709. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11710. /** @hidden */
  11711. export var fogFragmentDeclaration: {
  11712. name: string;
  11713. shader: string;
  11714. };
  11715. }
  11716. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11717. /** @hidden */
  11718. export var fogFragment: {
  11719. name: string;
  11720. shader: string;
  11721. };
  11722. }
  11723. declare module "babylonjs/Shaders/sprites.fragment" {
  11724. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11725. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11726. /** @hidden */
  11727. export var spritesPixelShader: {
  11728. name: string;
  11729. shader: string;
  11730. };
  11731. }
  11732. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11733. /** @hidden */
  11734. export var fogVertexDeclaration: {
  11735. name: string;
  11736. shader: string;
  11737. };
  11738. }
  11739. declare module "babylonjs/Shaders/sprites.vertex" {
  11740. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11741. /** @hidden */
  11742. export var spritesVertexShader: {
  11743. name: string;
  11744. shader: string;
  11745. };
  11746. }
  11747. declare module "babylonjs/Sprites/spriteManager" {
  11748. import { IDisposable, Scene } from "babylonjs/scene";
  11749. import { Nullable } from "babylonjs/types";
  11750. import { Observable } from "babylonjs/Misc/observable";
  11751. import { Sprite } from "babylonjs/Sprites/sprite";
  11752. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11753. import { Camera } from "babylonjs/Cameras/camera";
  11754. import { Texture } from "babylonjs/Materials/Textures/texture";
  11755. import "babylonjs/Shaders/sprites.fragment";
  11756. import "babylonjs/Shaders/sprites.vertex";
  11757. import { Ray } from "babylonjs/Culling/ray";
  11758. /**
  11759. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11760. */
  11761. export interface ISpriteManager extends IDisposable {
  11762. /**
  11763. * Restricts the camera to viewing objects with the same layerMask.
  11764. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11765. */
  11766. layerMask: number;
  11767. /**
  11768. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11769. */
  11770. isPickable: boolean;
  11771. /**
  11772. * Specifies the rendering group id for this mesh (0 by default)
  11773. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11774. */
  11775. renderingGroupId: number;
  11776. /**
  11777. * Defines the list of sprites managed by the manager.
  11778. */
  11779. sprites: Array<Sprite>;
  11780. /**
  11781. * Tests the intersection of a sprite with a specific ray.
  11782. * @param ray The ray we are sending to test the collision
  11783. * @param camera The camera space we are sending rays in
  11784. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11785. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11786. * @returns picking info or null.
  11787. */
  11788. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11789. /**
  11790. * Intersects the sprites with a ray
  11791. * @param ray defines the ray to intersect with
  11792. * @param camera defines the current active camera
  11793. * @param predicate defines a predicate used to select candidate sprites
  11794. * @returns null if no hit or a PickingInfo array
  11795. */
  11796. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11797. /**
  11798. * Renders the list of sprites on screen.
  11799. */
  11800. render(): void;
  11801. }
  11802. /**
  11803. * Class used to manage multiple sprites on the same spritesheet
  11804. * @see http://doc.babylonjs.com/babylon101/sprites
  11805. */
  11806. export class SpriteManager implements ISpriteManager {
  11807. /** defines the manager's name */
  11808. name: string;
  11809. /** Gets the list of sprites */
  11810. sprites: Sprite[];
  11811. /** Gets or sets the rendering group id (0 by default) */
  11812. renderingGroupId: number;
  11813. /** Gets or sets camera layer mask */
  11814. layerMask: number;
  11815. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11816. fogEnabled: boolean;
  11817. /** Gets or sets a boolean indicating if the sprites are pickable */
  11818. isPickable: boolean;
  11819. /** Defines the default width of a cell in the spritesheet */
  11820. cellWidth: number;
  11821. /** Defines the default height of a cell in the spritesheet */
  11822. cellHeight: number;
  11823. /** Associative array from JSON sprite data file */
  11824. private _cellData;
  11825. /** Array of sprite names from JSON sprite data file */
  11826. private _spriteMap;
  11827. /** True when packed cell data from JSON file is ready*/
  11828. private _packedAndReady;
  11829. /**
  11830. * An event triggered when the manager is disposed.
  11831. */
  11832. onDisposeObservable: Observable<SpriteManager>;
  11833. private _onDisposeObserver;
  11834. /**
  11835. * Callback called when the manager is disposed
  11836. */
  11837. onDispose: () => void;
  11838. private _capacity;
  11839. private _fromPacked;
  11840. private _spriteTexture;
  11841. private _epsilon;
  11842. private _scene;
  11843. private _vertexData;
  11844. private _buffer;
  11845. private _vertexBuffers;
  11846. private _indexBuffer;
  11847. private _effectBase;
  11848. private _effectFog;
  11849. /**
  11850. * Gets or sets the spritesheet texture
  11851. */
  11852. texture: Texture;
  11853. /**
  11854. * Creates a new sprite manager
  11855. * @param name defines the manager's name
  11856. * @param imgUrl defines the sprite sheet url
  11857. * @param capacity defines the maximum allowed number of sprites
  11858. * @param cellSize defines the size of a sprite cell
  11859. * @param scene defines the hosting scene
  11860. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11861. * @param samplingMode defines the smapling mode to use with spritesheet
  11862. * @param fromPacked set to false; do not alter
  11863. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11864. */
  11865. constructor(
  11866. /** defines the manager's name */
  11867. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11868. private _makePacked;
  11869. private _appendSpriteVertex;
  11870. /**
  11871. * Intersects the sprites with a ray
  11872. * @param ray defines the ray to intersect with
  11873. * @param camera defines the current active camera
  11874. * @param predicate defines a predicate used to select candidate sprites
  11875. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11876. * @returns null if no hit or a PickingInfo
  11877. */
  11878. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11879. /**
  11880. * Intersects the sprites with a ray
  11881. * @param ray defines the ray to intersect with
  11882. * @param camera defines the current active camera
  11883. * @param predicate defines a predicate used to select candidate sprites
  11884. * @returns null if no hit or a PickingInfo array
  11885. */
  11886. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11887. /**
  11888. * Render all child sprites
  11889. */
  11890. render(): void;
  11891. /**
  11892. * Release associated resources
  11893. */
  11894. dispose(): void;
  11895. }
  11896. }
  11897. declare module "babylonjs/Sprites/sprite" {
  11898. import { Vector3 } from "babylonjs/Maths/math.vector";
  11899. import { Nullable } from "babylonjs/types";
  11900. import { ActionManager } from "babylonjs/Actions/actionManager";
  11901. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11902. import { Color4 } from "babylonjs/Maths/math.color";
  11903. /**
  11904. * Class used to represent a sprite
  11905. * @see http://doc.babylonjs.com/babylon101/sprites
  11906. */
  11907. export class Sprite {
  11908. /** defines the name */
  11909. name: string;
  11910. /** Gets or sets the current world position */
  11911. position: Vector3;
  11912. /** Gets or sets the main color */
  11913. color: Color4;
  11914. /** Gets or sets the width */
  11915. width: number;
  11916. /** Gets or sets the height */
  11917. height: number;
  11918. /** Gets or sets rotation angle */
  11919. angle: number;
  11920. /** Gets or sets the cell index in the sprite sheet */
  11921. cellIndex: number;
  11922. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11923. cellRef: string;
  11924. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11925. invertU: number;
  11926. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11927. invertV: number;
  11928. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11929. disposeWhenFinishedAnimating: boolean;
  11930. /** Gets the list of attached animations */
  11931. animations: Animation[];
  11932. /** Gets or sets a boolean indicating if the sprite can be picked */
  11933. isPickable: boolean;
  11934. /**
  11935. * Gets or sets the associated action manager
  11936. */
  11937. actionManager: Nullable<ActionManager>;
  11938. private _animationStarted;
  11939. private _loopAnimation;
  11940. private _fromIndex;
  11941. private _toIndex;
  11942. private _delay;
  11943. private _direction;
  11944. private _manager;
  11945. private _time;
  11946. private _onAnimationEnd;
  11947. /**
  11948. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11949. */
  11950. isVisible: boolean;
  11951. /**
  11952. * Gets or sets the sprite size
  11953. */
  11954. size: number;
  11955. /**
  11956. * Creates a new Sprite
  11957. * @param name defines the name
  11958. * @param manager defines the manager
  11959. */
  11960. constructor(
  11961. /** defines the name */
  11962. name: string, manager: ISpriteManager);
  11963. /**
  11964. * Starts an animation
  11965. * @param from defines the initial key
  11966. * @param to defines the end key
  11967. * @param loop defines if the animation must loop
  11968. * @param delay defines the start delay (in ms)
  11969. * @param onAnimationEnd defines a callback to call when animation ends
  11970. */
  11971. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11972. /** Stops current animation (if any) */
  11973. stopAnimation(): void;
  11974. /** @hidden */
  11975. _animate(deltaTime: number): void;
  11976. /** Release associated resources */
  11977. dispose(): void;
  11978. }
  11979. }
  11980. declare module "babylonjs/Collisions/pickingInfo" {
  11981. import { Nullable } from "babylonjs/types";
  11982. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11984. import { Sprite } from "babylonjs/Sprites/sprite";
  11985. import { Ray } from "babylonjs/Culling/ray";
  11986. /**
  11987. * Information about the result of picking within a scene
  11988. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11989. */
  11990. export class PickingInfo {
  11991. /** @hidden */
  11992. _pickingUnavailable: boolean;
  11993. /**
  11994. * If the pick collided with an object
  11995. */
  11996. hit: boolean;
  11997. /**
  11998. * Distance away where the pick collided
  11999. */
  12000. distance: number;
  12001. /**
  12002. * The location of pick collision
  12003. */
  12004. pickedPoint: Nullable<Vector3>;
  12005. /**
  12006. * The mesh corresponding the the pick collision
  12007. */
  12008. pickedMesh: Nullable<AbstractMesh>;
  12009. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12010. bu: number;
  12011. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12012. bv: number;
  12013. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12014. faceId: number;
  12015. /** Id of the the submesh that was picked */
  12016. subMeshId: number;
  12017. /** If a sprite was picked, this will be the sprite the pick collided with */
  12018. pickedSprite: Nullable<Sprite>;
  12019. /**
  12020. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12021. */
  12022. originMesh: Nullable<AbstractMesh>;
  12023. /**
  12024. * The ray that was used to perform the picking.
  12025. */
  12026. ray: Nullable<Ray>;
  12027. /**
  12028. * Gets the normal correspodning to the face the pick collided with
  12029. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12030. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12031. * @returns The normal correspodning to the face the pick collided with
  12032. */
  12033. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12034. /**
  12035. * Gets the texture coordinates of where the pick occured
  12036. * @returns the vector containing the coordnates of the texture
  12037. */
  12038. getTextureCoordinates(): Nullable<Vector2>;
  12039. }
  12040. }
  12041. declare module "babylonjs/Events/pointerEvents" {
  12042. import { Nullable } from "babylonjs/types";
  12043. import { Vector2 } from "babylonjs/Maths/math.vector";
  12044. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12045. import { Ray } from "babylonjs/Culling/ray";
  12046. /**
  12047. * Gather the list of pointer event types as constants.
  12048. */
  12049. export class PointerEventTypes {
  12050. /**
  12051. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  12052. */
  12053. static readonly POINTERDOWN: number;
  12054. /**
  12055. * The pointerup event is fired when a pointer is no longer active.
  12056. */
  12057. static readonly POINTERUP: number;
  12058. /**
  12059. * The pointermove event is fired when a pointer changes coordinates.
  12060. */
  12061. static readonly POINTERMOVE: number;
  12062. /**
  12063. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12064. */
  12065. static readonly POINTERWHEEL: number;
  12066. /**
  12067. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12068. */
  12069. static readonly POINTERPICK: number;
  12070. /**
  12071. * The pointertap event is fired when a the object has been touched and released without drag.
  12072. */
  12073. static readonly POINTERTAP: number;
  12074. /**
  12075. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12076. */
  12077. static readonly POINTERDOUBLETAP: number;
  12078. }
  12079. /**
  12080. * Base class of pointer info types.
  12081. */
  12082. export class PointerInfoBase {
  12083. /**
  12084. * Defines the type of event (PointerEventTypes)
  12085. */
  12086. type: number;
  12087. /**
  12088. * Defines the related dom event
  12089. */
  12090. event: PointerEvent | MouseWheelEvent;
  12091. /**
  12092. * Instantiates the base class of pointers info.
  12093. * @param type Defines the type of event (PointerEventTypes)
  12094. * @param event Defines the related dom event
  12095. */
  12096. constructor(
  12097. /**
  12098. * Defines the type of event (PointerEventTypes)
  12099. */
  12100. type: number,
  12101. /**
  12102. * Defines the related dom event
  12103. */
  12104. event: PointerEvent | MouseWheelEvent);
  12105. }
  12106. /**
  12107. * This class is used to store pointer related info for the onPrePointerObservable event.
  12108. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12109. */
  12110. export class PointerInfoPre extends PointerInfoBase {
  12111. /**
  12112. * Ray from a pointer if availible (eg. 6dof controller)
  12113. */
  12114. ray: Nullable<Ray>;
  12115. /**
  12116. * Defines the local position of the pointer on the canvas.
  12117. */
  12118. localPosition: Vector2;
  12119. /**
  12120. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12121. */
  12122. skipOnPointerObservable: boolean;
  12123. /**
  12124. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12125. * @param type Defines the type of event (PointerEventTypes)
  12126. * @param event Defines the related dom event
  12127. * @param localX Defines the local x coordinates of the pointer when the event occured
  12128. * @param localY Defines the local y coordinates of the pointer when the event occured
  12129. */
  12130. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12131. }
  12132. /**
  12133. * This type contains all the data related to a pointer event in Babylon.js.
  12134. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  12135. */
  12136. export class PointerInfo extends PointerInfoBase {
  12137. /**
  12138. * Defines the picking info associated to the info (if any)\
  12139. */
  12140. pickInfo: Nullable<PickingInfo>;
  12141. /**
  12142. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12143. * @param type Defines the type of event (PointerEventTypes)
  12144. * @param event Defines the related dom event
  12145. * @param pickInfo Defines the picking info associated to the info (if any)\
  12146. */
  12147. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12148. /**
  12149. * Defines the picking info associated to the info (if any)\
  12150. */
  12151. pickInfo: Nullable<PickingInfo>);
  12152. }
  12153. /**
  12154. * Data relating to a touch event on the screen.
  12155. */
  12156. export interface PointerTouch {
  12157. /**
  12158. * X coordinate of touch.
  12159. */
  12160. x: number;
  12161. /**
  12162. * Y coordinate of touch.
  12163. */
  12164. y: number;
  12165. /**
  12166. * Id of touch. Unique for each finger.
  12167. */
  12168. pointerId: number;
  12169. /**
  12170. * Event type passed from DOM.
  12171. */
  12172. type: any;
  12173. }
  12174. }
  12175. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12176. import { Observable } from "babylonjs/Misc/observable";
  12177. import { Nullable } from "babylonjs/types";
  12178. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12179. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12180. /**
  12181. * Manage the mouse inputs to control the movement of a free camera.
  12182. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12183. */
  12184. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12185. /**
  12186. * Define if touch is enabled in the mouse input
  12187. */
  12188. touchEnabled: boolean;
  12189. /**
  12190. * Defines the camera the input is attached to.
  12191. */
  12192. camera: FreeCamera;
  12193. /**
  12194. * Defines the buttons associated with the input to handle camera move.
  12195. */
  12196. buttons: number[];
  12197. /**
  12198. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12199. */
  12200. angularSensibility: number;
  12201. private _pointerInput;
  12202. private _onMouseMove;
  12203. private _observer;
  12204. private previousPosition;
  12205. /**
  12206. * Observable for when a pointer move event occurs containing the move offset
  12207. */
  12208. onPointerMovedObservable: Observable<{
  12209. offsetX: number;
  12210. offsetY: number;
  12211. }>;
  12212. /**
  12213. * @hidden
  12214. * If the camera should be rotated automatically based on pointer movement
  12215. */
  12216. _allowCameraRotation: boolean;
  12217. /**
  12218. * Manage the mouse inputs to control the movement of a free camera.
  12219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12220. * @param touchEnabled Defines if touch is enabled or not
  12221. */
  12222. constructor(
  12223. /**
  12224. * Define if touch is enabled in the mouse input
  12225. */
  12226. touchEnabled?: boolean);
  12227. /**
  12228. * Attach the input controls to a specific dom element to get the input from.
  12229. * @param element Defines the element the controls should be listened from
  12230. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12231. */
  12232. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12233. /**
  12234. * Called on JS contextmenu event.
  12235. * Override this method to provide functionality.
  12236. */
  12237. protected onContextMenu(evt: PointerEvent): void;
  12238. /**
  12239. * Detach the current controls from the specified dom element.
  12240. * @param element Defines the element to stop listening the inputs from
  12241. */
  12242. detachControl(element: Nullable<HTMLElement>): void;
  12243. /**
  12244. * Gets the class name of the current intput.
  12245. * @returns the class name
  12246. */
  12247. getClassName(): string;
  12248. /**
  12249. * Get the friendly name associated with the input class.
  12250. * @returns the input friendly name
  12251. */
  12252. getSimpleName(): string;
  12253. }
  12254. }
  12255. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12256. import { Nullable } from "babylonjs/types";
  12257. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12258. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12259. /**
  12260. * Manage the touch inputs to control the movement of a free camera.
  12261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12262. */
  12263. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12264. /**
  12265. * Defines the camera the input is attached to.
  12266. */
  12267. camera: FreeCamera;
  12268. /**
  12269. * Defines the touch sensibility for rotation.
  12270. * The higher the faster.
  12271. */
  12272. touchAngularSensibility: number;
  12273. /**
  12274. * Defines the touch sensibility for move.
  12275. * The higher the faster.
  12276. */
  12277. touchMoveSensibility: number;
  12278. private _offsetX;
  12279. private _offsetY;
  12280. private _pointerPressed;
  12281. private _pointerInput;
  12282. private _observer;
  12283. private _onLostFocus;
  12284. /**
  12285. * Attach the input controls to a specific dom element to get the input from.
  12286. * @param element Defines the element the controls should be listened from
  12287. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12288. */
  12289. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12290. /**
  12291. * Detach the current controls from the specified dom element.
  12292. * @param element Defines the element to stop listening the inputs from
  12293. */
  12294. detachControl(element: Nullable<HTMLElement>): void;
  12295. /**
  12296. * Update the current camera state depending on the inputs that have been used this frame.
  12297. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12298. */
  12299. checkInputs(): void;
  12300. /**
  12301. * Gets the class name of the current intput.
  12302. * @returns the class name
  12303. */
  12304. getClassName(): string;
  12305. /**
  12306. * Get the friendly name associated with the input class.
  12307. * @returns the input friendly name
  12308. */
  12309. getSimpleName(): string;
  12310. }
  12311. }
  12312. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12313. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12314. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12315. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12316. import { Nullable } from "babylonjs/types";
  12317. /**
  12318. * Default Inputs manager for the FreeCamera.
  12319. * It groups all the default supported inputs for ease of use.
  12320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12321. */
  12322. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12323. /**
  12324. * @hidden
  12325. */
  12326. _mouseInput: Nullable<FreeCameraMouseInput>;
  12327. /**
  12328. * Instantiates a new FreeCameraInputsManager.
  12329. * @param camera Defines the camera the inputs belong to
  12330. */
  12331. constructor(camera: FreeCamera);
  12332. /**
  12333. * Add keyboard input support to the input manager.
  12334. * @returns the current input manager
  12335. */
  12336. addKeyboard(): FreeCameraInputsManager;
  12337. /**
  12338. * Add mouse input support to the input manager.
  12339. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12340. * @returns the current input manager
  12341. */
  12342. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12343. /**
  12344. * Removes the mouse input support from the manager
  12345. * @returns the current input manager
  12346. */
  12347. removeMouse(): FreeCameraInputsManager;
  12348. /**
  12349. * Add touch input support to the input manager.
  12350. * @returns the current input manager
  12351. */
  12352. addTouch(): FreeCameraInputsManager;
  12353. /**
  12354. * Remove all attached input methods from a camera
  12355. */
  12356. clear(): void;
  12357. }
  12358. }
  12359. declare module "babylonjs/Cameras/freeCamera" {
  12360. import { Vector3 } from "babylonjs/Maths/math.vector";
  12361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12362. import { Scene } from "babylonjs/scene";
  12363. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12364. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12365. /**
  12366. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12367. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12368. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12369. */
  12370. export class FreeCamera extends TargetCamera {
  12371. /**
  12372. * Define the collision ellipsoid of the camera.
  12373. * This is helpful to simulate a camera body like the player body around the camera
  12374. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12375. */
  12376. ellipsoid: Vector3;
  12377. /**
  12378. * Define an offset for the position of the ellipsoid around the camera.
  12379. * This can be helpful to determine the center of the body near the gravity center of the body
  12380. * instead of its head.
  12381. */
  12382. ellipsoidOffset: Vector3;
  12383. /**
  12384. * Enable or disable collisions of the camera with the rest of the scene objects.
  12385. */
  12386. checkCollisions: boolean;
  12387. /**
  12388. * Enable or disable gravity on the camera.
  12389. */
  12390. applyGravity: boolean;
  12391. /**
  12392. * Define the input manager associated to the camera.
  12393. */
  12394. inputs: FreeCameraInputsManager;
  12395. /**
  12396. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12397. * Higher values reduce sensitivity.
  12398. */
  12399. /**
  12400. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12401. * Higher values reduce sensitivity.
  12402. */
  12403. angularSensibility: number;
  12404. /**
  12405. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12406. */
  12407. keysUp: number[];
  12408. /**
  12409. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12410. */
  12411. keysDown: number[];
  12412. /**
  12413. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12414. */
  12415. keysLeft: number[];
  12416. /**
  12417. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12418. */
  12419. keysRight: number[];
  12420. /**
  12421. * Event raised when the camera collide with a mesh in the scene.
  12422. */
  12423. onCollide: (collidedMesh: AbstractMesh) => void;
  12424. private _collider;
  12425. private _needMoveForGravity;
  12426. private _oldPosition;
  12427. private _diffPosition;
  12428. private _newPosition;
  12429. /** @hidden */
  12430. _localDirection: Vector3;
  12431. /** @hidden */
  12432. _transformedDirection: Vector3;
  12433. /**
  12434. * Instantiates a Free Camera.
  12435. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12436. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12437. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12438. * @param name Define the name of the camera in the scene
  12439. * @param position Define the start position of the camera in the scene
  12440. * @param scene Define the scene the camera belongs to
  12441. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12442. */
  12443. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12444. /**
  12445. * Attached controls to the current camera.
  12446. * @param element Defines the element the controls should be listened from
  12447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12448. */
  12449. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12450. /**
  12451. * Detach the current controls from the camera.
  12452. * The camera will stop reacting to inputs.
  12453. * @param element Defines the element to stop listening the inputs from
  12454. */
  12455. detachControl(element: HTMLElement): void;
  12456. private _collisionMask;
  12457. /**
  12458. * Define a collision mask to limit the list of object the camera can collide with
  12459. */
  12460. collisionMask: number;
  12461. /** @hidden */
  12462. _collideWithWorld(displacement: Vector3): void;
  12463. private _onCollisionPositionChange;
  12464. /** @hidden */
  12465. _checkInputs(): void;
  12466. /** @hidden */
  12467. _decideIfNeedsToMove(): boolean;
  12468. /** @hidden */
  12469. _updatePosition(): void;
  12470. /**
  12471. * Destroy the camera and release the current resources hold by it.
  12472. */
  12473. dispose(): void;
  12474. /**
  12475. * Gets the current object class name.
  12476. * @return the class name
  12477. */
  12478. getClassName(): string;
  12479. }
  12480. }
  12481. declare module "babylonjs/Gamepads/gamepad" {
  12482. import { Observable } from "babylonjs/Misc/observable";
  12483. /**
  12484. * Represents a gamepad control stick position
  12485. */
  12486. export class StickValues {
  12487. /**
  12488. * The x component of the control stick
  12489. */
  12490. x: number;
  12491. /**
  12492. * The y component of the control stick
  12493. */
  12494. y: number;
  12495. /**
  12496. * Initializes the gamepad x and y control stick values
  12497. * @param x The x component of the gamepad control stick value
  12498. * @param y The y component of the gamepad control stick value
  12499. */
  12500. constructor(
  12501. /**
  12502. * The x component of the control stick
  12503. */
  12504. x: number,
  12505. /**
  12506. * The y component of the control stick
  12507. */
  12508. y: number);
  12509. }
  12510. /**
  12511. * An interface which manages callbacks for gamepad button changes
  12512. */
  12513. export interface GamepadButtonChanges {
  12514. /**
  12515. * Called when a gamepad has been changed
  12516. */
  12517. changed: boolean;
  12518. /**
  12519. * Called when a gamepad press event has been triggered
  12520. */
  12521. pressChanged: boolean;
  12522. /**
  12523. * Called when a touch event has been triggered
  12524. */
  12525. touchChanged: boolean;
  12526. /**
  12527. * Called when a value has changed
  12528. */
  12529. valueChanged: boolean;
  12530. }
  12531. /**
  12532. * Represents a gamepad
  12533. */
  12534. export class Gamepad {
  12535. /**
  12536. * The id of the gamepad
  12537. */
  12538. id: string;
  12539. /**
  12540. * The index of the gamepad
  12541. */
  12542. index: number;
  12543. /**
  12544. * The browser gamepad
  12545. */
  12546. browserGamepad: any;
  12547. /**
  12548. * Specifies what type of gamepad this represents
  12549. */
  12550. type: number;
  12551. private _leftStick;
  12552. private _rightStick;
  12553. /** @hidden */
  12554. _isConnected: boolean;
  12555. private _leftStickAxisX;
  12556. private _leftStickAxisY;
  12557. private _rightStickAxisX;
  12558. private _rightStickAxisY;
  12559. /**
  12560. * Triggered when the left control stick has been changed
  12561. */
  12562. private _onleftstickchanged;
  12563. /**
  12564. * Triggered when the right control stick has been changed
  12565. */
  12566. private _onrightstickchanged;
  12567. /**
  12568. * Represents a gamepad controller
  12569. */
  12570. static GAMEPAD: number;
  12571. /**
  12572. * Represents a generic controller
  12573. */
  12574. static GENERIC: number;
  12575. /**
  12576. * Represents an XBox controller
  12577. */
  12578. static XBOX: number;
  12579. /**
  12580. * Represents a pose-enabled controller
  12581. */
  12582. static POSE_ENABLED: number;
  12583. /**
  12584. * Represents an Dual Shock controller
  12585. */
  12586. static DUALSHOCK: number;
  12587. /**
  12588. * Specifies whether the left control stick should be Y-inverted
  12589. */
  12590. protected _invertLeftStickY: boolean;
  12591. /**
  12592. * Specifies if the gamepad has been connected
  12593. */
  12594. readonly isConnected: boolean;
  12595. /**
  12596. * Initializes the gamepad
  12597. * @param id The id of the gamepad
  12598. * @param index The index of the gamepad
  12599. * @param browserGamepad The browser gamepad
  12600. * @param leftStickX The x component of the left joystick
  12601. * @param leftStickY The y component of the left joystick
  12602. * @param rightStickX The x component of the right joystick
  12603. * @param rightStickY The y component of the right joystick
  12604. */
  12605. constructor(
  12606. /**
  12607. * The id of the gamepad
  12608. */
  12609. id: string,
  12610. /**
  12611. * The index of the gamepad
  12612. */
  12613. index: number,
  12614. /**
  12615. * The browser gamepad
  12616. */
  12617. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12618. /**
  12619. * Callback triggered when the left joystick has changed
  12620. * @param callback
  12621. */
  12622. onleftstickchanged(callback: (values: StickValues) => void): void;
  12623. /**
  12624. * Callback triggered when the right joystick has changed
  12625. * @param callback
  12626. */
  12627. onrightstickchanged(callback: (values: StickValues) => void): void;
  12628. /**
  12629. * Gets the left joystick
  12630. */
  12631. /**
  12632. * Sets the left joystick values
  12633. */
  12634. leftStick: StickValues;
  12635. /**
  12636. * Gets the right joystick
  12637. */
  12638. /**
  12639. * Sets the right joystick value
  12640. */
  12641. rightStick: StickValues;
  12642. /**
  12643. * Updates the gamepad joystick positions
  12644. */
  12645. update(): void;
  12646. /**
  12647. * Disposes the gamepad
  12648. */
  12649. dispose(): void;
  12650. }
  12651. /**
  12652. * Represents a generic gamepad
  12653. */
  12654. export class GenericPad extends Gamepad {
  12655. private _buttons;
  12656. private _onbuttondown;
  12657. private _onbuttonup;
  12658. /**
  12659. * Observable triggered when a button has been pressed
  12660. */
  12661. onButtonDownObservable: Observable<number>;
  12662. /**
  12663. * Observable triggered when a button has been released
  12664. */
  12665. onButtonUpObservable: Observable<number>;
  12666. /**
  12667. * Callback triggered when a button has been pressed
  12668. * @param callback Called when a button has been pressed
  12669. */
  12670. onbuttondown(callback: (buttonPressed: number) => void): void;
  12671. /**
  12672. * Callback triggered when a button has been released
  12673. * @param callback Called when a button has been released
  12674. */
  12675. onbuttonup(callback: (buttonReleased: number) => void): void;
  12676. /**
  12677. * Initializes the generic gamepad
  12678. * @param id The id of the generic gamepad
  12679. * @param index The index of the generic gamepad
  12680. * @param browserGamepad The browser gamepad
  12681. */
  12682. constructor(id: string, index: number, browserGamepad: any);
  12683. private _setButtonValue;
  12684. /**
  12685. * Updates the generic gamepad
  12686. */
  12687. update(): void;
  12688. /**
  12689. * Disposes the generic gamepad
  12690. */
  12691. dispose(): void;
  12692. }
  12693. }
  12694. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12695. import { Nullable } from "babylonjs/types";
  12696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12697. import { Scene } from "babylonjs/scene";
  12698. module "babylonjs/Engines/engine" {
  12699. interface Engine {
  12700. /**
  12701. * Creates a raw texture
  12702. * @param data defines the data to store in the texture
  12703. * @param width defines the width of the texture
  12704. * @param height defines the height of the texture
  12705. * @param format defines the format of the data
  12706. * @param generateMipMaps defines if the engine should generate the mip levels
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12709. * @param compression defines the compression used (null by default)
  12710. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12711. * @returns the raw texture inside an InternalTexture
  12712. */
  12713. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12714. /**
  12715. * Update a raw texture
  12716. * @param texture defines the texture to update
  12717. * @param data defines the data to store in the texture
  12718. * @param format defines the format of the data
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. */
  12721. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12722. /**
  12723. * Update a raw texture
  12724. * @param texture defines the texture to update
  12725. * @param data defines the data to store in the texture
  12726. * @param format defines the format of the data
  12727. * @param invertY defines if data must be stored with Y axis inverted
  12728. * @param compression defines the compression used (null by default)
  12729. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12730. */
  12731. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12732. /**
  12733. * Creates a new raw cube texture
  12734. * @param data defines the array of data to use to create each face
  12735. * @param size defines the size of the textures
  12736. * @param format defines the format of the data
  12737. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12738. * @param generateMipMaps defines if the engine should generate the mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compression used (null by default)
  12742. * @returns the cube texture as an InternalTexture
  12743. */
  12744. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12745. /**
  12746. * Update a raw cube texture
  12747. * @param texture defines the texture to udpdate
  12748. * @param data defines the data to store
  12749. * @param format defines the data format
  12750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw cube texture
  12756. * @param texture defines the texture to udpdate
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12760. * @param invertY defines if data must be stored with Y axis inverted
  12761. * @param compression defines the compression used (null by default)
  12762. */
  12763. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12764. /**
  12765. * Update a raw cube texture
  12766. * @param texture defines the texture to udpdate
  12767. * @param data defines the data to store
  12768. * @param format defines the data format
  12769. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12770. * @param invertY defines if data must be stored with Y axis inverted
  12771. * @param compression defines the compression used (null by default)
  12772. * @param level defines which level of the texture to update
  12773. */
  12774. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12775. /**
  12776. * Creates a new raw cube texture from a specified url
  12777. * @param url defines the url where the data is located
  12778. * @param scene defines the current scene
  12779. * @param size defines the size of the textures
  12780. * @param format defines the format of the data
  12781. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12782. * @param noMipmap defines if the engine should avoid generating the mip levels
  12783. * @param callback defines a callback used to extract texture data from loaded data
  12784. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12785. * @param onLoad defines a callback called when texture is loaded
  12786. * @param onError defines a callback called if there is an error
  12787. * @returns the cube texture as an InternalTexture
  12788. */
  12789. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12790. /**
  12791. * Creates a new raw cube texture from a specified url
  12792. * @param url defines the url where the data is located
  12793. * @param scene defines the current scene
  12794. * @param size defines the size of the textures
  12795. * @param format defines the format of the data
  12796. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12797. * @param noMipmap defines if the engine should avoid generating the mip levels
  12798. * @param callback defines a callback used to extract texture data from loaded data
  12799. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12800. * @param onLoad defines a callback called when texture is loaded
  12801. * @param onError defines a callback called if there is an error
  12802. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12803. * @param invertY defines if data must be stored with Y axis inverted
  12804. * @returns the cube texture as an InternalTexture
  12805. */
  12806. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12807. /**
  12808. * Creates a new raw 3D texture
  12809. * @param data defines the data used to create the texture
  12810. * @param width defines the width of the texture
  12811. * @param height defines the height of the texture
  12812. * @param depth defines the depth of the texture
  12813. * @param format defines the format of the texture
  12814. * @param generateMipMaps defines if the engine must generate mip levels
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12817. * @param compression defines the compressed used (can be null)
  12818. * @param textureType defines the compressed used (can be null)
  12819. * @returns a new raw 3D texture (stored in an InternalTexture)
  12820. */
  12821. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12822. /**
  12823. * Update a raw 3D texture
  12824. * @param texture defines the texture to update
  12825. * @param data defines the data to store
  12826. * @param format defines the data format
  12827. * @param invertY defines if data must be stored with Y axis inverted
  12828. */
  12829. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12830. /**
  12831. * Update a raw 3D texture
  12832. * @param texture defines the texture to update
  12833. * @param data defines the data to store
  12834. * @param format defines the data format
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param compression defines the used compression (can be null)
  12837. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12838. */
  12839. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12840. /**
  12841. * Creates a new raw 2D array texture
  12842. * @param data defines the data used to create the texture
  12843. * @param width defines the width of the texture
  12844. * @param height defines the height of the texture
  12845. * @param depth defines the number of layers of the texture
  12846. * @param format defines the format of the texture
  12847. * @param generateMipMaps defines if the engine must generate mip levels
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12850. * @param compression defines the compressed used (can be null)
  12851. * @param textureType defines the compressed used (can be null)
  12852. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12853. */
  12854. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12855. /**
  12856. * Update a raw 2D array texture
  12857. * @param texture defines the texture to update
  12858. * @param data defines the data to store
  12859. * @param format defines the data format
  12860. * @param invertY defines if data must be stored with Y axis inverted
  12861. */
  12862. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12863. /**
  12864. * Update a raw 2D array texture
  12865. * @param texture defines the texture to update
  12866. * @param data defines the data to store
  12867. * @param format defines the data format
  12868. * @param invertY defines if data must be stored with Y axis inverted
  12869. * @param compression defines the used compression (can be null)
  12870. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12871. */
  12872. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12873. }
  12874. }
  12875. }
  12876. declare module "babylonjs/Materials/Textures/rawTexture" {
  12877. import { Scene } from "babylonjs/scene";
  12878. import { Texture } from "babylonjs/Materials/Textures/texture";
  12879. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12880. /**
  12881. * Raw texture can help creating a texture directly from an array of data.
  12882. * This can be super useful if you either get the data from an uncompressed source or
  12883. * if you wish to create your texture pixel by pixel.
  12884. */
  12885. export class RawTexture extends Texture {
  12886. /**
  12887. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12888. */
  12889. format: number;
  12890. private _engine;
  12891. /**
  12892. * Instantiates a new RawTexture.
  12893. * Raw texture can help creating a texture directly from an array of data.
  12894. * This can be super useful if you either get the data from an uncompressed source or
  12895. * if you wish to create your texture pixel by pixel.
  12896. * @param data define the array of data to use to create the texture
  12897. * @param width define the width of the texture
  12898. * @param height define the height of the texture
  12899. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12900. * @param scene define the scene the texture belongs to
  12901. * @param generateMipMaps define whether mip maps should be generated or not
  12902. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12903. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12904. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12905. */
  12906. constructor(data: ArrayBufferView, width: number, height: number,
  12907. /**
  12908. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12909. */
  12910. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12911. /**
  12912. * Updates the texture underlying data.
  12913. * @param data Define the new data of the texture
  12914. */
  12915. update(data: ArrayBufferView): void;
  12916. /**
  12917. * Creates a luminance texture from some data.
  12918. * @param data Define the texture data
  12919. * @param width Define the width of the texture
  12920. * @param height Define the height of the texture
  12921. * @param scene Define the scene the texture belongs to
  12922. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12923. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12924. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12925. * @returns the luminance texture
  12926. */
  12927. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12928. /**
  12929. * Creates a luminance alpha texture from some data.
  12930. * @param data Define the texture data
  12931. * @param width Define the width of the texture
  12932. * @param height Define the height of the texture
  12933. * @param scene Define the scene the texture belongs to
  12934. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12935. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12936. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12937. * @returns the luminance alpha texture
  12938. */
  12939. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12940. /**
  12941. * Creates an alpha texture from some data.
  12942. * @param data Define the texture data
  12943. * @param width Define the width of the texture
  12944. * @param height Define the height of the texture
  12945. * @param scene Define the scene the texture belongs to
  12946. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12947. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12948. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12949. * @returns the alpha texture
  12950. */
  12951. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12952. /**
  12953. * Creates a RGB texture from some data.
  12954. * @param data Define the texture data
  12955. * @param width Define the width of the texture
  12956. * @param height Define the height of the texture
  12957. * @param scene Define the scene the texture belongs to
  12958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12961. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12962. * @returns the RGB alpha texture
  12963. */
  12964. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12965. /**
  12966. * Creates a RGBA texture from some data.
  12967. * @param data Define the texture data
  12968. * @param width Define the width of the texture
  12969. * @param height Define the height of the texture
  12970. * @param scene Define the scene the texture belongs to
  12971. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12972. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12973. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12974. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12975. * @returns the RGBA texture
  12976. */
  12977. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12978. /**
  12979. * Creates a R texture from some data.
  12980. * @param data Define the texture data
  12981. * @param width Define the width of the texture
  12982. * @param height Define the height of the texture
  12983. * @param scene Define the scene the texture belongs to
  12984. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12985. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12986. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12987. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12988. * @returns the R texture
  12989. */
  12990. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12991. }
  12992. }
  12993. declare module "babylonjs/Maths/math.size" {
  12994. /**
  12995. * Interface for the size containing width and height
  12996. */
  12997. export interface ISize {
  12998. /**
  12999. * Width
  13000. */
  13001. width: number;
  13002. /**
  13003. * Heighht
  13004. */
  13005. height: number;
  13006. }
  13007. /**
  13008. * Size containing widht and height
  13009. */
  13010. export class Size implements ISize {
  13011. /**
  13012. * Width
  13013. */
  13014. width: number;
  13015. /**
  13016. * Height
  13017. */
  13018. height: number;
  13019. /**
  13020. * Creates a Size object from the given width and height (floats).
  13021. * @param width width of the new size
  13022. * @param height height of the new size
  13023. */
  13024. constructor(width: number, height: number);
  13025. /**
  13026. * Returns a string with the Size width and height
  13027. * @returns a string with the Size width and height
  13028. */
  13029. toString(): string;
  13030. /**
  13031. * "Size"
  13032. * @returns the string "Size"
  13033. */
  13034. getClassName(): string;
  13035. /**
  13036. * Returns the Size hash code.
  13037. * @returns a hash code for a unique width and height
  13038. */
  13039. getHashCode(): number;
  13040. /**
  13041. * Updates the current size from the given one.
  13042. * @param src the given size
  13043. */
  13044. copyFrom(src: Size): void;
  13045. /**
  13046. * Updates in place the current Size from the given floats.
  13047. * @param width width of the new size
  13048. * @param height height of the new size
  13049. * @returns the updated Size.
  13050. */
  13051. copyFromFloats(width: number, height: number): Size;
  13052. /**
  13053. * Updates in place the current Size from the given floats.
  13054. * @param width width to set
  13055. * @param height height to set
  13056. * @returns the updated Size.
  13057. */
  13058. set(width: number, height: number): Size;
  13059. /**
  13060. * Multiplies the width and height by numbers
  13061. * @param w factor to multiple the width by
  13062. * @param h factor to multiple the height by
  13063. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13064. */
  13065. multiplyByFloats(w: number, h: number): Size;
  13066. /**
  13067. * Clones the size
  13068. * @returns a new Size copied from the given one.
  13069. */
  13070. clone(): Size;
  13071. /**
  13072. * True if the current Size and the given one width and height are strictly equal.
  13073. * @param other the other size to compare against
  13074. * @returns True if the current Size and the given one width and height are strictly equal.
  13075. */
  13076. equals(other: Size): boolean;
  13077. /**
  13078. * The surface of the Size : width * height (float).
  13079. */
  13080. readonly surface: number;
  13081. /**
  13082. * Create a new size of zero
  13083. * @returns a new Size set to (0.0, 0.0)
  13084. */
  13085. static Zero(): Size;
  13086. /**
  13087. * Sums the width and height of two sizes
  13088. * @param otherSize size to add to this size
  13089. * @returns a new Size set as the addition result of the current Size and the given one.
  13090. */
  13091. add(otherSize: Size): Size;
  13092. /**
  13093. * Subtracts the width and height of two
  13094. * @param otherSize size to subtract to this size
  13095. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13096. */
  13097. subtract(otherSize: Size): Size;
  13098. /**
  13099. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13100. * @param start starting size to lerp between
  13101. * @param end end size to lerp between
  13102. * @param amount amount to lerp between the start and end values
  13103. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13104. */
  13105. static Lerp(start: Size, end: Size, amount: number): Size;
  13106. }
  13107. }
  13108. declare module "babylonjs/Animations/runtimeAnimation" {
  13109. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13110. import { Animatable } from "babylonjs/Animations/animatable";
  13111. import { Scene } from "babylonjs/scene";
  13112. /**
  13113. * Defines a runtime animation
  13114. */
  13115. export class RuntimeAnimation {
  13116. private _events;
  13117. /**
  13118. * The current frame of the runtime animation
  13119. */
  13120. private _currentFrame;
  13121. /**
  13122. * The animation used by the runtime animation
  13123. */
  13124. private _animation;
  13125. /**
  13126. * The target of the runtime animation
  13127. */
  13128. private _target;
  13129. /**
  13130. * The initiating animatable
  13131. */
  13132. private _host;
  13133. /**
  13134. * The original value of the runtime animation
  13135. */
  13136. private _originalValue;
  13137. /**
  13138. * The original blend value of the runtime animation
  13139. */
  13140. private _originalBlendValue;
  13141. /**
  13142. * The offsets cache of the runtime animation
  13143. */
  13144. private _offsetsCache;
  13145. /**
  13146. * The high limits cache of the runtime animation
  13147. */
  13148. private _highLimitsCache;
  13149. /**
  13150. * Specifies if the runtime animation has been stopped
  13151. */
  13152. private _stopped;
  13153. /**
  13154. * The blending factor of the runtime animation
  13155. */
  13156. private _blendingFactor;
  13157. /**
  13158. * The BabylonJS scene
  13159. */
  13160. private _scene;
  13161. /**
  13162. * The current value of the runtime animation
  13163. */
  13164. private _currentValue;
  13165. /** @hidden */
  13166. _animationState: _IAnimationState;
  13167. /**
  13168. * The active target of the runtime animation
  13169. */
  13170. private _activeTargets;
  13171. private _currentActiveTarget;
  13172. private _directTarget;
  13173. /**
  13174. * The target path of the runtime animation
  13175. */
  13176. private _targetPath;
  13177. /**
  13178. * The weight of the runtime animation
  13179. */
  13180. private _weight;
  13181. /**
  13182. * The ratio offset of the runtime animation
  13183. */
  13184. private _ratioOffset;
  13185. /**
  13186. * The previous delay of the runtime animation
  13187. */
  13188. private _previousDelay;
  13189. /**
  13190. * The previous ratio of the runtime animation
  13191. */
  13192. private _previousRatio;
  13193. private _enableBlending;
  13194. private _keys;
  13195. private _minFrame;
  13196. private _maxFrame;
  13197. private _minValue;
  13198. private _maxValue;
  13199. private _targetIsArray;
  13200. /**
  13201. * Gets the current frame of the runtime animation
  13202. */
  13203. readonly currentFrame: number;
  13204. /**
  13205. * Gets the weight of the runtime animation
  13206. */
  13207. readonly weight: number;
  13208. /**
  13209. * Gets the current value of the runtime animation
  13210. */
  13211. readonly currentValue: any;
  13212. /**
  13213. * Gets the target path of the runtime animation
  13214. */
  13215. readonly targetPath: string;
  13216. /**
  13217. * Gets the actual target of the runtime animation
  13218. */
  13219. readonly target: any;
  13220. /** @hidden */
  13221. _onLoop: () => void;
  13222. /**
  13223. * Create a new RuntimeAnimation object
  13224. * @param target defines the target of the animation
  13225. * @param animation defines the source animation object
  13226. * @param scene defines the hosting scene
  13227. * @param host defines the initiating Animatable
  13228. */
  13229. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13230. private _preparePath;
  13231. /**
  13232. * Gets the animation from the runtime animation
  13233. */
  13234. readonly animation: Animation;
  13235. /**
  13236. * Resets the runtime animation to the beginning
  13237. * @param restoreOriginal defines whether to restore the target property to the original value
  13238. */
  13239. reset(restoreOriginal?: boolean): void;
  13240. /**
  13241. * Specifies if the runtime animation is stopped
  13242. * @returns Boolean specifying if the runtime animation is stopped
  13243. */
  13244. isStopped(): boolean;
  13245. /**
  13246. * Disposes of the runtime animation
  13247. */
  13248. dispose(): void;
  13249. /**
  13250. * Apply the interpolated value to the target
  13251. * @param currentValue defines the value computed by the animation
  13252. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13253. */
  13254. setValue(currentValue: any, weight: number): void;
  13255. private _getOriginalValues;
  13256. private _setValue;
  13257. /**
  13258. * Gets the loop pmode of the runtime animation
  13259. * @returns Loop Mode
  13260. */
  13261. private _getCorrectLoopMode;
  13262. /**
  13263. * Move the current animation to a given frame
  13264. * @param frame defines the frame to move to
  13265. */
  13266. goToFrame(frame: number): void;
  13267. /**
  13268. * @hidden Internal use only
  13269. */
  13270. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13271. /**
  13272. * Execute the current animation
  13273. * @param delay defines the delay to add to the current frame
  13274. * @param from defines the lower bound of the animation range
  13275. * @param to defines the upper bound of the animation range
  13276. * @param loop defines if the current animation must loop
  13277. * @param speedRatio defines the current speed ratio
  13278. * @param weight defines the weight of the animation (default is -1 so no weight)
  13279. * @param onLoop optional callback called when animation loops
  13280. * @returns a boolean indicating if the animation is running
  13281. */
  13282. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13283. }
  13284. }
  13285. declare module "babylonjs/Animations/animatable" {
  13286. import { Animation } from "babylonjs/Animations/animation";
  13287. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13288. import { Nullable } from "babylonjs/types";
  13289. import { Observable } from "babylonjs/Misc/observable";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13292. import { Node } from "babylonjs/node";
  13293. /**
  13294. * Class used to store an actual running animation
  13295. */
  13296. export class Animatable {
  13297. /** defines the target object */
  13298. target: any;
  13299. /** defines the starting frame number (default is 0) */
  13300. fromFrame: number;
  13301. /** defines the ending frame number (default is 100) */
  13302. toFrame: number;
  13303. /** defines if the animation must loop (default is false) */
  13304. loopAnimation: boolean;
  13305. /** defines a callback to call when animation ends if it is not looping */
  13306. onAnimationEnd?: (() => void) | null | undefined;
  13307. /** defines a callback to call when animation loops */
  13308. onAnimationLoop?: (() => void) | null | undefined;
  13309. private _localDelayOffset;
  13310. private _pausedDelay;
  13311. private _runtimeAnimations;
  13312. private _paused;
  13313. private _scene;
  13314. private _speedRatio;
  13315. private _weight;
  13316. private _syncRoot;
  13317. /**
  13318. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13319. * This will only apply for non looping animation (default is true)
  13320. */
  13321. disposeOnEnd: boolean;
  13322. /**
  13323. * Gets a boolean indicating if the animation has started
  13324. */
  13325. animationStarted: boolean;
  13326. /**
  13327. * Observer raised when the animation ends
  13328. */
  13329. onAnimationEndObservable: Observable<Animatable>;
  13330. /**
  13331. * Observer raised when the animation loops
  13332. */
  13333. onAnimationLoopObservable: Observable<Animatable>;
  13334. /**
  13335. * Gets the root Animatable used to synchronize and normalize animations
  13336. */
  13337. readonly syncRoot: Nullable<Animatable>;
  13338. /**
  13339. * Gets the current frame of the first RuntimeAnimation
  13340. * Used to synchronize Animatables
  13341. */
  13342. readonly masterFrame: number;
  13343. /**
  13344. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13345. */
  13346. weight: number;
  13347. /**
  13348. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13349. */
  13350. speedRatio: number;
  13351. /**
  13352. * Creates a new Animatable
  13353. * @param scene defines the hosting scene
  13354. * @param target defines the target object
  13355. * @param fromFrame defines the starting frame number (default is 0)
  13356. * @param toFrame defines the ending frame number (default is 100)
  13357. * @param loopAnimation defines if the animation must loop (default is false)
  13358. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13359. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13360. * @param animations defines a group of animation to add to the new Animatable
  13361. * @param onAnimationLoop defines a callback to call when animation loops
  13362. */
  13363. constructor(scene: Scene,
  13364. /** defines the target object */
  13365. target: any,
  13366. /** defines the starting frame number (default is 0) */
  13367. fromFrame?: number,
  13368. /** defines the ending frame number (default is 100) */
  13369. toFrame?: number,
  13370. /** defines if the animation must loop (default is false) */
  13371. loopAnimation?: boolean, speedRatio?: number,
  13372. /** defines a callback to call when animation ends if it is not looping */
  13373. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13374. /** defines a callback to call when animation loops */
  13375. onAnimationLoop?: (() => void) | null | undefined);
  13376. /**
  13377. * Synchronize and normalize current Animatable with a source Animatable
  13378. * This is useful when using animation weights and when animations are not of the same length
  13379. * @param root defines the root Animatable to synchronize with
  13380. * @returns the current Animatable
  13381. */
  13382. syncWith(root: Animatable): Animatable;
  13383. /**
  13384. * Gets the list of runtime animations
  13385. * @returns an array of RuntimeAnimation
  13386. */
  13387. getAnimations(): RuntimeAnimation[];
  13388. /**
  13389. * Adds more animations to the current animatable
  13390. * @param target defines the target of the animations
  13391. * @param animations defines the new animations to add
  13392. */
  13393. appendAnimations(target: any, animations: Animation[]): void;
  13394. /**
  13395. * Gets the source animation for a specific property
  13396. * @param property defines the propertyu to look for
  13397. * @returns null or the source animation for the given property
  13398. */
  13399. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13400. /**
  13401. * Gets the runtime animation for a specific property
  13402. * @param property defines the propertyu to look for
  13403. * @returns null or the runtime animation for the given property
  13404. */
  13405. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13406. /**
  13407. * Resets the animatable to its original state
  13408. */
  13409. reset(): void;
  13410. /**
  13411. * Allows the animatable to blend with current running animations
  13412. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13413. * @param blendingSpeed defines the blending speed to use
  13414. */
  13415. enableBlending(blendingSpeed: number): void;
  13416. /**
  13417. * Disable animation blending
  13418. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13419. */
  13420. disableBlending(): void;
  13421. /**
  13422. * Jump directly to a given frame
  13423. * @param frame defines the frame to jump to
  13424. */
  13425. goToFrame(frame: number): void;
  13426. /**
  13427. * Pause the animation
  13428. */
  13429. pause(): void;
  13430. /**
  13431. * Restart the animation
  13432. */
  13433. restart(): void;
  13434. private _raiseOnAnimationEnd;
  13435. /**
  13436. * Stop and delete the current animation
  13437. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13438. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13439. */
  13440. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13441. /**
  13442. * Wait asynchronously for the animation to end
  13443. * @returns a promise which will be fullfilled when the animation ends
  13444. */
  13445. waitAsync(): Promise<Animatable>;
  13446. /** @hidden */
  13447. _animate(delay: number): boolean;
  13448. }
  13449. module "babylonjs/scene" {
  13450. interface Scene {
  13451. /** @hidden */
  13452. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13453. /** @hidden */
  13454. _processLateAnimationBindingsForMatrices(holder: {
  13455. totalWeight: number;
  13456. animations: RuntimeAnimation[];
  13457. originalValue: Matrix;
  13458. }): any;
  13459. /** @hidden */
  13460. _processLateAnimationBindingsForQuaternions(holder: {
  13461. totalWeight: number;
  13462. animations: RuntimeAnimation[];
  13463. originalValue: Quaternion;
  13464. }, refQuaternion: Quaternion): Quaternion;
  13465. /** @hidden */
  13466. _processLateAnimationBindings(): void;
  13467. /**
  13468. * Will start the animation sequence of a given target
  13469. * @param target defines the target
  13470. * @param from defines from which frame should animation start
  13471. * @param to defines until which frame should animation run.
  13472. * @param weight defines the weight to apply to the animation (1.0 by default)
  13473. * @param loop defines if the animation loops
  13474. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13475. * @param onAnimationEnd defines the function to be executed when the animation ends
  13476. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13477. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13478. * @param onAnimationLoop defines the callback to call when an animation loops
  13479. * @returns the animatable object created for this animation
  13480. */
  13481. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13482. /**
  13483. * Will start the animation sequence of a given target
  13484. * @param target defines the target
  13485. * @param from defines from which frame should animation start
  13486. * @param to defines until which frame should animation run.
  13487. * @param loop defines if the animation loops
  13488. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13489. * @param onAnimationEnd defines the function to be executed when the animation ends
  13490. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13491. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13492. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13493. * @param onAnimationLoop defines the callback to call when an animation loops
  13494. * @returns the animatable object created for this animation
  13495. */
  13496. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13497. /**
  13498. * Will start the animation sequence of a given target and its hierarchy
  13499. * @param target defines the target
  13500. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13501. * @param from defines from which frame should animation start
  13502. * @param to defines until which frame should animation run.
  13503. * @param loop defines if the animation loops
  13504. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13505. * @param onAnimationEnd defines the function to be executed when the animation ends
  13506. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13507. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13508. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13509. * @param onAnimationLoop defines the callback to call when an animation loops
  13510. * @returns the list of created animatables
  13511. */
  13512. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13513. /**
  13514. * Begin a new animation on a given node
  13515. * @param target defines the target where the animation will take place
  13516. * @param animations defines the list of animations to start
  13517. * @param from defines the initial value
  13518. * @param to defines the final value
  13519. * @param loop defines if you want animation to loop (off by default)
  13520. * @param speedRatio defines the speed ratio to apply to all animations
  13521. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13522. * @param onAnimationLoop defines the callback to call when an animation loops
  13523. * @returns the list of created animatables
  13524. */
  13525. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13526. /**
  13527. * Begin a new animation on a given node and its hierarchy
  13528. * @param target defines the root node where the animation will take place
  13529. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13530. * @param animations defines the list of animations to start
  13531. * @param from defines the initial value
  13532. * @param to defines the final value
  13533. * @param loop defines if you want animation to loop (off by default)
  13534. * @param speedRatio defines the speed ratio to apply to all animations
  13535. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13536. * @param onAnimationLoop defines the callback to call when an animation loops
  13537. * @returns the list of animatables created for all nodes
  13538. */
  13539. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13540. /**
  13541. * Gets the animatable associated with a specific target
  13542. * @param target defines the target of the animatable
  13543. * @returns the required animatable if found
  13544. */
  13545. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13546. /**
  13547. * Gets all animatables associated with a given target
  13548. * @param target defines the target to look animatables for
  13549. * @returns an array of Animatables
  13550. */
  13551. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13552. /**
  13553. * Stops and removes all animations that have been applied to the scene
  13554. */
  13555. stopAllAnimations(): void;
  13556. /**
  13557. * Gets the current delta time used by animation engine
  13558. */
  13559. deltaTime: number;
  13560. }
  13561. }
  13562. module "babylonjs/Bones/bone" {
  13563. interface Bone {
  13564. /**
  13565. * Copy an animation range from another bone
  13566. * @param source defines the source bone
  13567. * @param rangeName defines the range name to copy
  13568. * @param frameOffset defines the frame offset
  13569. * @param rescaleAsRequired defines if rescaling must be applied if required
  13570. * @param skelDimensionsRatio defines the scaling ratio
  13571. * @returns true if operation was successful
  13572. */
  13573. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13574. }
  13575. }
  13576. }
  13577. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13578. /**
  13579. * Class used to override all child animations of a given target
  13580. */
  13581. export class AnimationPropertiesOverride {
  13582. /**
  13583. * Gets or sets a value indicating if animation blending must be used
  13584. */
  13585. enableBlending: boolean;
  13586. /**
  13587. * Gets or sets the blending speed to use when enableBlending is true
  13588. */
  13589. blendingSpeed: number;
  13590. /**
  13591. * Gets or sets the default loop mode to use
  13592. */
  13593. loopMode: number;
  13594. }
  13595. }
  13596. declare module "babylonjs/Bones/skeleton" {
  13597. import { Bone } from "babylonjs/Bones/bone";
  13598. import { Observable } from "babylonjs/Misc/observable";
  13599. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13600. import { Scene } from "babylonjs/scene";
  13601. import { Nullable } from "babylonjs/types";
  13602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13603. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13604. import { Animatable } from "babylonjs/Animations/animatable";
  13605. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13606. import { Animation } from "babylonjs/Animations/animation";
  13607. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13608. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13609. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13610. /**
  13611. * Class used to handle skinning animations
  13612. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13613. */
  13614. export class Skeleton implements IAnimatable {
  13615. /** defines the skeleton name */
  13616. name: string;
  13617. /** defines the skeleton Id */
  13618. id: string;
  13619. /**
  13620. * Defines the list of child bones
  13621. */
  13622. bones: Bone[];
  13623. /**
  13624. * Defines an estimate of the dimension of the skeleton at rest
  13625. */
  13626. dimensionsAtRest: Vector3;
  13627. /**
  13628. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13629. */
  13630. needInitialSkinMatrix: boolean;
  13631. /**
  13632. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13633. */
  13634. overrideMesh: Nullable<AbstractMesh>;
  13635. /**
  13636. * Gets the list of animations attached to this skeleton
  13637. */
  13638. animations: Array<Animation>;
  13639. private _scene;
  13640. private _isDirty;
  13641. private _transformMatrices;
  13642. private _transformMatrixTexture;
  13643. private _meshesWithPoseMatrix;
  13644. private _animatables;
  13645. private _identity;
  13646. private _synchronizedWithMesh;
  13647. private _ranges;
  13648. private _lastAbsoluteTransformsUpdateId;
  13649. private _canUseTextureForBones;
  13650. private _uniqueId;
  13651. /** @hidden */
  13652. _numBonesWithLinkedTransformNode: number;
  13653. /** @hidden */
  13654. _hasWaitingData: Nullable<boolean>;
  13655. /**
  13656. * Specifies if the skeleton should be serialized
  13657. */
  13658. doNotSerialize: boolean;
  13659. private _useTextureToStoreBoneMatrices;
  13660. /**
  13661. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13662. * Please note that this option is not available if the hardware does not support it
  13663. */
  13664. useTextureToStoreBoneMatrices: boolean;
  13665. private _animationPropertiesOverride;
  13666. /**
  13667. * Gets or sets the animation properties override
  13668. */
  13669. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13670. /**
  13671. * List of inspectable custom properties (used by the Inspector)
  13672. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13673. */
  13674. inspectableCustomProperties: IInspectable[];
  13675. /**
  13676. * An observable triggered before computing the skeleton's matrices
  13677. */
  13678. onBeforeComputeObservable: Observable<Skeleton>;
  13679. /**
  13680. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13681. */
  13682. readonly isUsingTextureForMatrices: boolean;
  13683. /**
  13684. * Gets the unique ID of this skeleton
  13685. */
  13686. readonly uniqueId: number;
  13687. /**
  13688. * Creates a new skeleton
  13689. * @param name defines the skeleton name
  13690. * @param id defines the skeleton Id
  13691. * @param scene defines the hosting scene
  13692. */
  13693. constructor(
  13694. /** defines the skeleton name */
  13695. name: string,
  13696. /** defines the skeleton Id */
  13697. id: string, scene: Scene);
  13698. /**
  13699. * Gets the current object class name.
  13700. * @return the class name
  13701. */
  13702. getClassName(): string;
  13703. /**
  13704. * Returns an array containing the root bones
  13705. * @returns an array containing the root bones
  13706. */
  13707. getChildren(): Array<Bone>;
  13708. /**
  13709. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13710. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13711. * @returns a Float32Array containing matrices data
  13712. */
  13713. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13714. /**
  13715. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13716. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13717. * @returns a raw texture containing the data
  13718. */
  13719. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13720. /**
  13721. * Gets the current hosting scene
  13722. * @returns a scene object
  13723. */
  13724. getScene(): Scene;
  13725. /**
  13726. * Gets a string representing the current skeleton data
  13727. * @param fullDetails defines a boolean indicating if we want a verbose version
  13728. * @returns a string representing the current skeleton data
  13729. */
  13730. toString(fullDetails?: boolean): string;
  13731. /**
  13732. * Get bone's index searching by name
  13733. * @param name defines bone's name to search for
  13734. * @return the indice of the bone. Returns -1 if not found
  13735. */
  13736. getBoneIndexByName(name: string): number;
  13737. /**
  13738. * Creater a new animation range
  13739. * @param name defines the name of the range
  13740. * @param from defines the start key
  13741. * @param to defines the end key
  13742. */
  13743. createAnimationRange(name: string, from: number, to: number): void;
  13744. /**
  13745. * Delete a specific animation range
  13746. * @param name defines the name of the range
  13747. * @param deleteFrames defines if frames must be removed as well
  13748. */
  13749. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13750. /**
  13751. * Gets a specific animation range
  13752. * @param name defines the name of the range to look for
  13753. * @returns the requested animation range or null if not found
  13754. */
  13755. getAnimationRange(name: string): Nullable<AnimationRange>;
  13756. /**
  13757. * Gets the list of all animation ranges defined on this skeleton
  13758. * @returns an array
  13759. */
  13760. getAnimationRanges(): Nullable<AnimationRange>[];
  13761. /**
  13762. * Copy animation range from a source skeleton.
  13763. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13764. * @param source defines the source skeleton
  13765. * @param name defines the name of the range to copy
  13766. * @param rescaleAsRequired defines if rescaling must be applied if required
  13767. * @returns true if operation was successful
  13768. */
  13769. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13770. /**
  13771. * Forces the skeleton to go to rest pose
  13772. */
  13773. returnToRest(): void;
  13774. private _getHighestAnimationFrame;
  13775. /**
  13776. * Begin a specific animation range
  13777. * @param name defines the name of the range to start
  13778. * @param loop defines if looping must be turned on (false by default)
  13779. * @param speedRatio defines the speed ratio to apply (1 by default)
  13780. * @param onAnimationEnd defines a callback which will be called when animation will end
  13781. * @returns a new animatable
  13782. */
  13783. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13784. /** @hidden */
  13785. _markAsDirty(): void;
  13786. /** @hidden */
  13787. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13788. /** @hidden */
  13789. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13790. private _computeTransformMatrices;
  13791. /**
  13792. * Build all resources required to render a skeleton
  13793. */
  13794. prepare(): void;
  13795. /**
  13796. * Gets the list of animatables currently running for this skeleton
  13797. * @returns an array of animatables
  13798. */
  13799. getAnimatables(): IAnimatable[];
  13800. /**
  13801. * Clone the current skeleton
  13802. * @param name defines the name of the new skeleton
  13803. * @param id defines the id of the new skeleton
  13804. * @returns the new skeleton
  13805. */
  13806. clone(name: string, id?: string): Skeleton;
  13807. /**
  13808. * Enable animation blending for this skeleton
  13809. * @param blendingSpeed defines the blending speed to apply
  13810. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13811. */
  13812. enableBlending(blendingSpeed?: number): void;
  13813. /**
  13814. * Releases all resources associated with the current skeleton
  13815. */
  13816. dispose(): void;
  13817. /**
  13818. * Serialize the skeleton in a JSON object
  13819. * @returns a JSON object
  13820. */
  13821. serialize(): any;
  13822. /**
  13823. * Creates a new skeleton from serialized data
  13824. * @param parsedSkeleton defines the serialized data
  13825. * @param scene defines the hosting scene
  13826. * @returns a new skeleton
  13827. */
  13828. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13829. /**
  13830. * Compute all node absolute transforms
  13831. * @param forceUpdate defines if computation must be done even if cache is up to date
  13832. */
  13833. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13834. /**
  13835. * Gets the root pose matrix
  13836. * @returns a matrix
  13837. */
  13838. getPoseMatrix(): Nullable<Matrix>;
  13839. /**
  13840. * Sorts bones per internal index
  13841. */
  13842. sortBones(): void;
  13843. private _sortBones;
  13844. }
  13845. }
  13846. declare module "babylonjs/Bones/bone" {
  13847. import { Skeleton } from "babylonjs/Bones/skeleton";
  13848. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13849. import { Nullable } from "babylonjs/types";
  13850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13852. import { Node } from "babylonjs/node";
  13853. import { Space } from "babylonjs/Maths/math.axis";
  13854. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13855. /**
  13856. * Class used to store bone information
  13857. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13858. */
  13859. export class Bone extends Node {
  13860. /**
  13861. * defines the bone name
  13862. */
  13863. name: string;
  13864. private static _tmpVecs;
  13865. private static _tmpQuat;
  13866. private static _tmpMats;
  13867. /**
  13868. * Gets the list of child bones
  13869. */
  13870. children: Bone[];
  13871. /** Gets the animations associated with this bone */
  13872. animations: import("babylonjs/Animations/animation").Animation[];
  13873. /**
  13874. * Gets or sets bone length
  13875. */
  13876. length: number;
  13877. /**
  13878. * @hidden Internal only
  13879. * Set this value to map this bone to a different index in the transform matrices
  13880. * Set this value to -1 to exclude the bone from the transform matrices
  13881. */
  13882. _index: Nullable<number>;
  13883. private _skeleton;
  13884. private _localMatrix;
  13885. private _restPose;
  13886. private _baseMatrix;
  13887. private _absoluteTransform;
  13888. private _invertedAbsoluteTransform;
  13889. private _parent;
  13890. private _scalingDeterminant;
  13891. private _worldTransform;
  13892. private _localScaling;
  13893. private _localRotation;
  13894. private _localPosition;
  13895. private _needToDecompose;
  13896. private _needToCompose;
  13897. /** @hidden */
  13898. _linkedTransformNode: Nullable<TransformNode>;
  13899. /** @hidden */
  13900. _waitingTransformNodeId: Nullable<string>;
  13901. /** @hidden */
  13902. /** @hidden */
  13903. _matrix: Matrix;
  13904. /**
  13905. * Create a new bone
  13906. * @param name defines the bone name
  13907. * @param skeleton defines the parent skeleton
  13908. * @param parentBone defines the parent (can be null if the bone is the root)
  13909. * @param localMatrix defines the local matrix
  13910. * @param restPose defines the rest pose matrix
  13911. * @param baseMatrix defines the base matrix
  13912. * @param index defines index of the bone in the hiearchy
  13913. */
  13914. constructor(
  13915. /**
  13916. * defines the bone name
  13917. */
  13918. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13919. /**
  13920. * Gets the current object class name.
  13921. * @return the class name
  13922. */
  13923. getClassName(): string;
  13924. /**
  13925. * Gets the parent skeleton
  13926. * @returns a skeleton
  13927. */
  13928. getSkeleton(): Skeleton;
  13929. /**
  13930. * Gets parent bone
  13931. * @returns a bone or null if the bone is the root of the bone hierarchy
  13932. */
  13933. getParent(): Nullable<Bone>;
  13934. /**
  13935. * Returns an array containing the root bones
  13936. * @returns an array containing the root bones
  13937. */
  13938. getChildren(): Array<Bone>;
  13939. /**
  13940. * Gets the node index in matrix array generated for rendering
  13941. * @returns the node index
  13942. */
  13943. getIndex(): number;
  13944. /**
  13945. * Sets the parent bone
  13946. * @param parent defines the parent (can be null if the bone is the root)
  13947. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13948. */
  13949. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13950. /**
  13951. * Gets the local matrix
  13952. * @returns a matrix
  13953. */
  13954. getLocalMatrix(): Matrix;
  13955. /**
  13956. * Gets the base matrix (initial matrix which remains unchanged)
  13957. * @returns a matrix
  13958. */
  13959. getBaseMatrix(): Matrix;
  13960. /**
  13961. * Gets the rest pose matrix
  13962. * @returns a matrix
  13963. */
  13964. getRestPose(): Matrix;
  13965. /**
  13966. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13967. */
  13968. getWorldMatrix(): Matrix;
  13969. /**
  13970. * Sets the local matrix to rest pose matrix
  13971. */
  13972. returnToRest(): void;
  13973. /**
  13974. * Gets the inverse of the absolute transform matrix.
  13975. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13976. * @returns a matrix
  13977. */
  13978. getInvertedAbsoluteTransform(): Matrix;
  13979. /**
  13980. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13981. * @returns a matrix
  13982. */
  13983. getAbsoluteTransform(): Matrix;
  13984. /**
  13985. * Links with the given transform node.
  13986. * The local matrix of this bone is copied from the transform node every frame.
  13987. * @param transformNode defines the transform node to link to
  13988. */
  13989. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13990. /**
  13991. * Gets the node used to drive the bone's transformation
  13992. * @returns a transform node or null
  13993. */
  13994. getTransformNode(): Nullable<TransformNode>;
  13995. /** Gets or sets current position (in local space) */
  13996. position: Vector3;
  13997. /** Gets or sets current rotation (in local space) */
  13998. rotation: Vector3;
  13999. /** Gets or sets current rotation quaternion (in local space) */
  14000. rotationQuaternion: Quaternion;
  14001. /** Gets or sets current scaling (in local space) */
  14002. scaling: Vector3;
  14003. /**
  14004. * Gets the animation properties override
  14005. */
  14006. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  14007. private _decompose;
  14008. private _compose;
  14009. /**
  14010. * Update the base and local matrices
  14011. * @param matrix defines the new base or local matrix
  14012. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14013. * @param updateLocalMatrix defines if the local matrix should be updated
  14014. */
  14015. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14016. /** @hidden */
  14017. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14018. /**
  14019. * Flag the bone as dirty (Forcing it to update everything)
  14020. */
  14021. markAsDirty(): void;
  14022. /** @hidden */
  14023. _markAsDirtyAndCompose(): void;
  14024. private _markAsDirtyAndDecompose;
  14025. /**
  14026. * Translate the bone in local or world space
  14027. * @param vec The amount to translate the bone
  14028. * @param space The space that the translation is in
  14029. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14030. */
  14031. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14032. /**
  14033. * Set the postion of the bone in local or world space
  14034. * @param position The position to set the bone
  14035. * @param space The space that the position is in
  14036. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14037. */
  14038. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14039. /**
  14040. * Set the absolute position of the bone (world space)
  14041. * @param position The position to set the bone
  14042. * @param mesh The mesh that this bone is attached to
  14043. */
  14044. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14045. /**
  14046. * Scale the bone on the x, y and z axes (in local space)
  14047. * @param x The amount to scale the bone on the x axis
  14048. * @param y The amount to scale the bone on the y axis
  14049. * @param z The amount to scale the bone on the z axis
  14050. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14051. */
  14052. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14053. /**
  14054. * Set the bone scaling in local space
  14055. * @param scale defines the scaling vector
  14056. */
  14057. setScale(scale: Vector3): void;
  14058. /**
  14059. * Gets the current scaling in local space
  14060. * @returns the current scaling vector
  14061. */
  14062. getScale(): Vector3;
  14063. /**
  14064. * Gets the current scaling in local space and stores it in a target vector
  14065. * @param result defines the target vector
  14066. */
  14067. getScaleToRef(result: Vector3): void;
  14068. /**
  14069. * Set the yaw, pitch, and roll of the bone in local or world space
  14070. * @param yaw The rotation of the bone on the y axis
  14071. * @param pitch The rotation of the bone on the x axis
  14072. * @param roll The rotation of the bone on the z axis
  14073. * @param space The space that the axes of rotation are in
  14074. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14075. */
  14076. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14077. /**
  14078. * Add a rotation to the bone on an axis in local or world space
  14079. * @param axis The axis to rotate the bone on
  14080. * @param amount The amount to rotate the bone
  14081. * @param space The space that the axis is in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. */
  14084. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14085. /**
  14086. * Set the rotation of the bone to a particular axis angle in local or world space
  14087. * @param axis The axis to rotate the bone on
  14088. * @param angle The angle that the bone should be rotated to
  14089. * @param space The space that the axis is in
  14090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14091. */
  14092. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14093. /**
  14094. * Set the euler rotation of the bone in local of world space
  14095. * @param rotation The euler rotation that the bone should be set to
  14096. * @param space The space that the rotation is in
  14097. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14098. */
  14099. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14100. /**
  14101. * Set the quaternion rotation of the bone in local of world space
  14102. * @param quat The quaternion rotation that the bone should be set to
  14103. * @param space The space that the rotation is in
  14104. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14105. */
  14106. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14107. /**
  14108. * Set the rotation matrix of the bone in local of world space
  14109. * @param rotMat The rotation matrix that the bone should be set to
  14110. * @param space The space that the rotation is in
  14111. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14112. */
  14113. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14114. private _rotateWithMatrix;
  14115. private _getNegativeRotationToRef;
  14116. /**
  14117. * Get the position of the bone in local or world space
  14118. * @param space The space that the returned position is in
  14119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14120. * @returns The position of the bone
  14121. */
  14122. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14123. /**
  14124. * Copy the position of the bone to a vector3 in local or world space
  14125. * @param space The space that the returned position is in
  14126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14127. * @param result The vector3 to copy the position to
  14128. */
  14129. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14130. /**
  14131. * Get the absolute position of the bone (world space)
  14132. * @param mesh The mesh that this bone is attached to
  14133. * @returns The absolute position of the bone
  14134. */
  14135. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14136. /**
  14137. * Copy the absolute position of the bone (world space) to the result param
  14138. * @param mesh The mesh that this bone is attached to
  14139. * @param result The vector3 to copy the absolute position to
  14140. */
  14141. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14142. /**
  14143. * Compute the absolute transforms of this bone and its children
  14144. */
  14145. computeAbsoluteTransforms(): void;
  14146. /**
  14147. * Get the world direction from an axis that is in the local space of the bone
  14148. * @param localAxis The local direction that is used to compute the world direction
  14149. * @param mesh The mesh that this bone is attached to
  14150. * @returns The world direction
  14151. */
  14152. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14153. /**
  14154. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14155. * @param localAxis The local direction that is used to compute the world direction
  14156. * @param mesh The mesh that this bone is attached to
  14157. * @param result The vector3 that the world direction will be copied to
  14158. */
  14159. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14160. /**
  14161. * Get the euler rotation of the bone in local or world space
  14162. * @param space The space that the rotation should be in
  14163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14164. * @returns The euler rotation
  14165. */
  14166. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14167. /**
  14168. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14169. * @param space The space that the rotation should be in
  14170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14171. * @param result The vector3 that the rotation should be copied to
  14172. */
  14173. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14174. /**
  14175. * Get the quaternion rotation of the bone in either local or world space
  14176. * @param space The space that the rotation should be in
  14177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14178. * @returns The quaternion rotation
  14179. */
  14180. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14181. /**
  14182. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14183. * @param space The space that the rotation should be in
  14184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14185. * @param result The quaternion that the rotation should be copied to
  14186. */
  14187. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14188. /**
  14189. * Get the rotation matrix of the bone in local or world space
  14190. * @param space The space that the rotation should be in
  14191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14192. * @returns The rotation matrix
  14193. */
  14194. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14195. /**
  14196. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14197. * @param space The space that the rotation should be in
  14198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14199. * @param result The quaternion that the rotation should be copied to
  14200. */
  14201. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14202. /**
  14203. * Get the world position of a point that is in the local space of the bone
  14204. * @param position The local position
  14205. * @param mesh The mesh that this bone is attached to
  14206. * @returns The world position
  14207. */
  14208. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14209. /**
  14210. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14211. * @param position The local position
  14212. * @param mesh The mesh that this bone is attached to
  14213. * @param result The vector3 that the world position should be copied to
  14214. */
  14215. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14216. /**
  14217. * Get the local position of a point that is in world space
  14218. * @param position The world position
  14219. * @param mesh The mesh that this bone is attached to
  14220. * @returns The local position
  14221. */
  14222. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14223. /**
  14224. * Get the local position of a point that is in world space and copy it to the result param
  14225. * @param position The world position
  14226. * @param mesh The mesh that this bone is attached to
  14227. * @param result The vector3 that the local position should be copied to
  14228. */
  14229. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14230. }
  14231. }
  14232. declare module "babylonjs/Meshes/transformNode" {
  14233. import { DeepImmutable } from "babylonjs/types";
  14234. import { Observable } from "babylonjs/Misc/observable";
  14235. import { Nullable } from "babylonjs/types";
  14236. import { Camera } from "babylonjs/Cameras/camera";
  14237. import { Scene } from "babylonjs/scene";
  14238. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14239. import { Node } from "babylonjs/node";
  14240. import { Bone } from "babylonjs/Bones/bone";
  14241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14242. import { Space } from "babylonjs/Maths/math.axis";
  14243. /**
  14244. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  14245. * @see https://doc.babylonjs.com/how_to/transformnode
  14246. */
  14247. export class TransformNode extends Node {
  14248. /**
  14249. * Object will not rotate to face the camera
  14250. */
  14251. static BILLBOARDMODE_NONE: number;
  14252. /**
  14253. * Object will rotate to face the camera but only on the x axis
  14254. */
  14255. static BILLBOARDMODE_X: number;
  14256. /**
  14257. * Object will rotate to face the camera but only on the y axis
  14258. */
  14259. static BILLBOARDMODE_Y: number;
  14260. /**
  14261. * Object will rotate to face the camera but only on the z axis
  14262. */
  14263. static BILLBOARDMODE_Z: number;
  14264. /**
  14265. * Object will rotate to face the camera
  14266. */
  14267. static BILLBOARDMODE_ALL: number;
  14268. /**
  14269. * Object will rotate to face the camera's position instead of orientation
  14270. */
  14271. static BILLBOARDMODE_USE_POSITION: number;
  14272. private _forward;
  14273. private _forwardInverted;
  14274. private _up;
  14275. private _right;
  14276. private _rightInverted;
  14277. private _position;
  14278. private _rotation;
  14279. private _rotationQuaternion;
  14280. protected _scaling: Vector3;
  14281. protected _isDirty: boolean;
  14282. private _transformToBoneReferal;
  14283. private _isAbsoluteSynced;
  14284. private _billboardMode;
  14285. /**
  14286. * Gets or sets the billboard mode. Default is 0.
  14287. *
  14288. * | Value | Type | Description |
  14289. * | --- | --- | --- |
  14290. * | 0 | BILLBOARDMODE_NONE | |
  14291. * | 1 | BILLBOARDMODE_X | |
  14292. * | 2 | BILLBOARDMODE_Y | |
  14293. * | 4 | BILLBOARDMODE_Z | |
  14294. * | 7 | BILLBOARDMODE_ALL | |
  14295. *
  14296. */
  14297. billboardMode: number;
  14298. private _preserveParentRotationForBillboard;
  14299. /**
  14300. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14301. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14302. */
  14303. preserveParentRotationForBillboard: boolean;
  14304. /**
  14305. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14306. */
  14307. scalingDeterminant: number;
  14308. private _infiniteDistance;
  14309. /**
  14310. * Gets or sets the distance of the object to max, often used by skybox
  14311. */
  14312. infiniteDistance: boolean;
  14313. /**
  14314. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14315. * By default the system will update normals to compensate
  14316. */
  14317. ignoreNonUniformScaling: boolean;
  14318. /**
  14319. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14320. */
  14321. reIntegrateRotationIntoRotationQuaternion: boolean;
  14322. /** @hidden */
  14323. _poseMatrix: Nullable<Matrix>;
  14324. /** @hidden */
  14325. _localMatrix: Matrix;
  14326. private _usePivotMatrix;
  14327. private _absolutePosition;
  14328. private _absoluteScaling;
  14329. private _absoluteRotationQuaternion;
  14330. private _pivotMatrix;
  14331. private _pivotMatrixInverse;
  14332. protected _postMultiplyPivotMatrix: boolean;
  14333. protected _isWorldMatrixFrozen: boolean;
  14334. /** @hidden */
  14335. _indexInSceneTransformNodesArray: number;
  14336. /**
  14337. * An event triggered after the world matrix is updated
  14338. */
  14339. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14340. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14341. /**
  14342. * Gets a string identifying the name of the class
  14343. * @returns "TransformNode" string
  14344. */
  14345. getClassName(): string;
  14346. /**
  14347. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14348. */
  14349. position: Vector3;
  14350. /**
  14351. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14352. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14353. */
  14354. rotation: Vector3;
  14355. /**
  14356. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14357. */
  14358. scaling: Vector3;
  14359. /**
  14360. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14361. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14362. */
  14363. rotationQuaternion: Nullable<Quaternion>;
  14364. /**
  14365. * The forward direction of that transform in world space.
  14366. */
  14367. readonly forward: Vector3;
  14368. /**
  14369. * The up direction of that transform in world space.
  14370. */
  14371. readonly up: Vector3;
  14372. /**
  14373. * The right direction of that transform in world space.
  14374. */
  14375. readonly right: Vector3;
  14376. /**
  14377. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14378. * @param matrix the matrix to copy the pose from
  14379. * @returns this TransformNode.
  14380. */
  14381. updatePoseMatrix(matrix: Matrix): TransformNode;
  14382. /**
  14383. * Returns the mesh Pose matrix.
  14384. * @returns the pose matrix
  14385. */
  14386. getPoseMatrix(): Matrix;
  14387. /** @hidden */
  14388. _isSynchronized(): boolean;
  14389. /** @hidden */
  14390. _initCache(): void;
  14391. /**
  14392. * Flag the transform node as dirty (Forcing it to update everything)
  14393. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14394. * @returns this transform node
  14395. */
  14396. markAsDirty(property: string): TransformNode;
  14397. /**
  14398. * Returns the current mesh absolute position.
  14399. * Returns a Vector3.
  14400. */
  14401. readonly absolutePosition: Vector3;
  14402. /**
  14403. * Returns the current mesh absolute scaling.
  14404. * Returns a Vector3.
  14405. */
  14406. readonly absoluteScaling: Vector3;
  14407. /**
  14408. * Returns the current mesh absolute rotation.
  14409. * Returns a Quaternion.
  14410. */
  14411. readonly absoluteRotationQuaternion: Quaternion;
  14412. /**
  14413. * Sets a new matrix to apply before all other transformation
  14414. * @param matrix defines the transform matrix
  14415. * @returns the current TransformNode
  14416. */
  14417. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14418. /**
  14419. * Sets a new pivot matrix to the current node
  14420. * @param matrix defines the new pivot matrix to use
  14421. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14422. * @returns the current TransformNode
  14423. */
  14424. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14425. /**
  14426. * Returns the mesh pivot matrix.
  14427. * Default : Identity.
  14428. * @returns the matrix
  14429. */
  14430. getPivotMatrix(): Matrix;
  14431. /**
  14432. * Instantiate (when possible) or clone that node with its hierarchy
  14433. * @param newParent defines the new parent to use for the instance (or clone)
  14434. * @param options defines options to configure how copy is done
  14435. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14436. * @returns an instance (or a clone) of the current node with its hiearchy
  14437. */
  14438. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14439. doNotInstantiate: boolean;
  14440. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14441. /**
  14442. * Prevents the World matrix to be computed any longer
  14443. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14444. * @returns the TransformNode.
  14445. */
  14446. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14447. /**
  14448. * Allows back the World matrix computation.
  14449. * @returns the TransformNode.
  14450. */
  14451. unfreezeWorldMatrix(): this;
  14452. /**
  14453. * True if the World matrix has been frozen.
  14454. */
  14455. readonly isWorldMatrixFrozen: boolean;
  14456. /**
  14457. * Retuns the mesh absolute position in the World.
  14458. * @returns a Vector3.
  14459. */
  14460. getAbsolutePosition(): Vector3;
  14461. /**
  14462. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14463. * @param absolutePosition the absolute position to set
  14464. * @returns the TransformNode.
  14465. */
  14466. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14467. /**
  14468. * Sets the mesh position in its local space.
  14469. * @param vector3 the position to set in localspace
  14470. * @returns the TransformNode.
  14471. */
  14472. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14473. /**
  14474. * Returns the mesh position in the local space from the current World matrix values.
  14475. * @returns a new Vector3.
  14476. */
  14477. getPositionExpressedInLocalSpace(): Vector3;
  14478. /**
  14479. * Translates the mesh along the passed Vector3 in its local space.
  14480. * @param vector3 the distance to translate in localspace
  14481. * @returns the TransformNode.
  14482. */
  14483. locallyTranslate(vector3: Vector3): TransformNode;
  14484. private static _lookAtVectorCache;
  14485. /**
  14486. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14487. * @param targetPoint the position (must be in same space as current mesh) to look at
  14488. * @param yawCor optional yaw (y-axis) correction in radians
  14489. * @param pitchCor optional pitch (x-axis) correction in radians
  14490. * @param rollCor optional roll (z-axis) correction in radians
  14491. * @param space the choosen space of the target
  14492. * @returns the TransformNode.
  14493. */
  14494. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14495. /**
  14496. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14497. * This Vector3 is expressed in the World space.
  14498. * @param localAxis axis to rotate
  14499. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14500. */
  14501. getDirection(localAxis: Vector3): Vector3;
  14502. /**
  14503. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14504. * localAxis is expressed in the mesh local space.
  14505. * result is computed in the Wordl space from the mesh World matrix.
  14506. * @param localAxis axis to rotate
  14507. * @param result the resulting transformnode
  14508. * @returns this TransformNode.
  14509. */
  14510. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14511. /**
  14512. * Sets this transform node rotation to the given local axis.
  14513. * @param localAxis the axis in local space
  14514. * @param yawCor optional yaw (y-axis) correction in radians
  14515. * @param pitchCor optional pitch (x-axis) correction in radians
  14516. * @param rollCor optional roll (z-axis) correction in radians
  14517. * @returns this TransformNode
  14518. */
  14519. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14520. /**
  14521. * Sets a new pivot point to the current node
  14522. * @param point defines the new pivot point to use
  14523. * @param space defines if the point is in world or local space (local by default)
  14524. * @returns the current TransformNode
  14525. */
  14526. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14527. /**
  14528. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14529. * @returns the pivot point
  14530. */
  14531. getPivotPoint(): Vector3;
  14532. /**
  14533. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14534. * @param result the vector3 to store the result
  14535. * @returns this TransformNode.
  14536. */
  14537. getPivotPointToRef(result: Vector3): TransformNode;
  14538. /**
  14539. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14540. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14541. */
  14542. getAbsolutePivotPoint(): Vector3;
  14543. /**
  14544. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14545. * @param result vector3 to store the result
  14546. * @returns this TransformNode.
  14547. */
  14548. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14549. /**
  14550. * Defines the passed node as the parent of the current node.
  14551. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14552. * @see https://doc.babylonjs.com/how_to/parenting
  14553. * @param node the node ot set as the parent
  14554. * @returns this TransformNode.
  14555. */
  14556. setParent(node: Nullable<Node>): TransformNode;
  14557. private _nonUniformScaling;
  14558. /**
  14559. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14560. */
  14561. readonly nonUniformScaling: boolean;
  14562. /** @hidden */
  14563. _updateNonUniformScalingState(value: boolean): boolean;
  14564. /**
  14565. * Attach the current TransformNode to another TransformNode associated with a bone
  14566. * @param bone Bone affecting the TransformNode
  14567. * @param affectedTransformNode TransformNode associated with the bone
  14568. * @returns this object
  14569. */
  14570. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14571. /**
  14572. * Detach the transform node if its associated with a bone
  14573. * @returns this object
  14574. */
  14575. detachFromBone(): TransformNode;
  14576. private static _rotationAxisCache;
  14577. /**
  14578. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14579. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14580. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14581. * The passed axis is also normalized.
  14582. * @param axis the axis to rotate around
  14583. * @param amount the amount to rotate in radians
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14588. /**
  14589. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14590. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14591. * The passed axis is also normalized. .
  14592. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14593. * @param point the point to rotate around
  14594. * @param axis the axis to rotate around
  14595. * @param amount the amount to rotate in radians
  14596. * @returns the TransformNode
  14597. */
  14598. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14599. /**
  14600. * Translates the mesh along the axis vector for the passed distance in the given space.
  14601. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14602. * @param axis the axis to translate in
  14603. * @param distance the distance to translate
  14604. * @param space Space to rotate in (Default: local)
  14605. * @returns the TransformNode.
  14606. */
  14607. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14608. /**
  14609. * Adds a rotation step to the mesh current rotation.
  14610. * x, y, z are Euler angles expressed in radians.
  14611. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14612. * This means this rotation is made in the mesh local space only.
  14613. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14614. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14615. * ```javascript
  14616. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14617. * ```
  14618. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14619. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14620. * @param x Rotation to add
  14621. * @param y Rotation to add
  14622. * @param z Rotation to add
  14623. * @returns the TransformNode.
  14624. */
  14625. addRotation(x: number, y: number, z: number): TransformNode;
  14626. /**
  14627. * @hidden
  14628. */
  14629. protected _getEffectiveParent(): Nullable<Node>;
  14630. /**
  14631. * Computes the world matrix of the node
  14632. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14633. * @returns the world matrix
  14634. */
  14635. computeWorldMatrix(force?: boolean): Matrix;
  14636. protected _afterComputeWorldMatrix(): void;
  14637. /**
  14638. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14639. * @param func callback function to add
  14640. *
  14641. * @returns the TransformNode.
  14642. */
  14643. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14644. /**
  14645. * Removes a registered callback function.
  14646. * @param func callback function to remove
  14647. * @returns the TransformNode.
  14648. */
  14649. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14650. /**
  14651. * Gets the position of the current mesh in camera space
  14652. * @param camera defines the camera to use
  14653. * @returns a position
  14654. */
  14655. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14656. /**
  14657. * Returns the distance from the mesh to the active camera
  14658. * @param camera defines the camera to use
  14659. * @returns the distance
  14660. */
  14661. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14662. /**
  14663. * Clone the current transform node
  14664. * @param name Name of the new clone
  14665. * @param newParent New parent for the clone
  14666. * @param doNotCloneChildren Do not clone children hierarchy
  14667. * @returns the new transform node
  14668. */
  14669. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14670. /**
  14671. * Serializes the objects information.
  14672. * @param currentSerializationObject defines the object to serialize in
  14673. * @returns the serialized object
  14674. */
  14675. serialize(currentSerializationObject?: any): any;
  14676. /**
  14677. * Returns a new TransformNode object parsed from the source provided.
  14678. * @param parsedTransformNode is the source.
  14679. * @param scene the scne the object belongs to
  14680. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14681. * @returns a new TransformNode object parsed from the source provided.
  14682. */
  14683. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14684. /**
  14685. * Get all child-transformNodes of this node
  14686. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14687. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14688. * @returns an array of TransformNode
  14689. */
  14690. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14691. /**
  14692. * Releases resources associated with this transform node.
  14693. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14694. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14695. */
  14696. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14697. /**
  14698. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14699. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14700. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14701. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14702. * @returns the current mesh
  14703. */
  14704. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14705. private _syncAbsoluteScalingAndRotation;
  14706. }
  14707. }
  14708. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14709. import { Observable } from "babylonjs/Misc/observable";
  14710. import { Nullable } from "babylonjs/types";
  14711. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14712. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14713. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14714. import { Ray } from "babylonjs/Culling/ray";
  14715. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14716. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14717. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14718. /**
  14719. * Defines the types of pose enabled controllers that are supported
  14720. */
  14721. export enum PoseEnabledControllerType {
  14722. /**
  14723. * HTC Vive
  14724. */
  14725. VIVE = 0,
  14726. /**
  14727. * Oculus Rift
  14728. */
  14729. OCULUS = 1,
  14730. /**
  14731. * Windows mixed reality
  14732. */
  14733. WINDOWS = 2,
  14734. /**
  14735. * Samsung gear VR
  14736. */
  14737. GEAR_VR = 3,
  14738. /**
  14739. * Google Daydream
  14740. */
  14741. DAYDREAM = 4,
  14742. /**
  14743. * Generic
  14744. */
  14745. GENERIC = 5
  14746. }
  14747. /**
  14748. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14749. */
  14750. export interface MutableGamepadButton {
  14751. /**
  14752. * Value of the button/trigger
  14753. */
  14754. value: number;
  14755. /**
  14756. * If the button/trigger is currently touched
  14757. */
  14758. touched: boolean;
  14759. /**
  14760. * If the button/trigger is currently pressed
  14761. */
  14762. pressed: boolean;
  14763. }
  14764. /**
  14765. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14766. * @hidden
  14767. */
  14768. export interface ExtendedGamepadButton extends GamepadButton {
  14769. /**
  14770. * If the button/trigger is currently pressed
  14771. */
  14772. readonly pressed: boolean;
  14773. /**
  14774. * If the button/trigger is currently touched
  14775. */
  14776. readonly touched: boolean;
  14777. /**
  14778. * Value of the button/trigger
  14779. */
  14780. readonly value: number;
  14781. }
  14782. /** @hidden */
  14783. export interface _GamePadFactory {
  14784. /**
  14785. * Returns wether or not the current gamepad can be created for this type of controller.
  14786. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14787. * @returns true if it can be created, otherwise false
  14788. */
  14789. canCreate(gamepadInfo: any): boolean;
  14790. /**
  14791. * Creates a new instance of the Gamepad.
  14792. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14793. * @returns the new gamepad instance
  14794. */
  14795. create(gamepadInfo: any): Gamepad;
  14796. }
  14797. /**
  14798. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14799. */
  14800. export class PoseEnabledControllerHelper {
  14801. /** @hidden */
  14802. static _ControllerFactories: _GamePadFactory[];
  14803. /** @hidden */
  14804. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14805. /**
  14806. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14807. * @param vrGamepad the gamepad to initialized
  14808. * @returns a vr controller of the type the gamepad identified as
  14809. */
  14810. static InitiateController(vrGamepad: any): Gamepad;
  14811. }
  14812. /**
  14813. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14814. */
  14815. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14816. /**
  14817. * If the controller is used in a webXR session
  14818. */
  14819. isXR: boolean;
  14820. private _deviceRoomPosition;
  14821. private _deviceRoomRotationQuaternion;
  14822. /**
  14823. * The device position in babylon space
  14824. */
  14825. devicePosition: Vector3;
  14826. /**
  14827. * The device rotation in babylon space
  14828. */
  14829. deviceRotationQuaternion: Quaternion;
  14830. /**
  14831. * The scale factor of the device in babylon space
  14832. */
  14833. deviceScaleFactor: number;
  14834. /**
  14835. * (Likely devicePosition should be used instead) The device position in its room space
  14836. */
  14837. position: Vector3;
  14838. /**
  14839. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14840. */
  14841. rotationQuaternion: Quaternion;
  14842. /**
  14843. * The type of controller (Eg. Windows mixed reality)
  14844. */
  14845. controllerType: PoseEnabledControllerType;
  14846. protected _calculatedPosition: Vector3;
  14847. private _calculatedRotation;
  14848. /**
  14849. * The raw pose from the device
  14850. */
  14851. rawPose: DevicePose;
  14852. private _trackPosition;
  14853. private _maxRotationDistFromHeadset;
  14854. private _draggedRoomRotation;
  14855. /**
  14856. * @hidden
  14857. */
  14858. _disableTrackPosition(fixedPosition: Vector3): void;
  14859. /**
  14860. * Internal, the mesh attached to the controller
  14861. * @hidden
  14862. */
  14863. _mesh: Nullable<AbstractMesh>;
  14864. private _poseControlledCamera;
  14865. private _leftHandSystemQuaternion;
  14866. /**
  14867. * Internal, matrix used to convert room space to babylon space
  14868. * @hidden
  14869. */
  14870. _deviceToWorld: Matrix;
  14871. /**
  14872. * Node to be used when casting a ray from the controller
  14873. * @hidden
  14874. */
  14875. _pointingPoseNode: Nullable<TransformNode>;
  14876. /**
  14877. * Name of the child mesh that can be used to cast a ray from the controller
  14878. */
  14879. static readonly POINTING_POSE: string;
  14880. /**
  14881. * Creates a new PoseEnabledController from a gamepad
  14882. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14883. */
  14884. constructor(browserGamepad: any);
  14885. private _workingMatrix;
  14886. /**
  14887. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14888. */
  14889. update(): void;
  14890. /**
  14891. * Updates only the pose device and mesh without doing any button event checking
  14892. */
  14893. protected _updatePoseAndMesh(): void;
  14894. /**
  14895. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14896. * @param poseData raw pose fromthe device
  14897. */
  14898. updateFromDevice(poseData: DevicePose): void;
  14899. /**
  14900. * @hidden
  14901. */
  14902. _meshAttachedObservable: Observable<AbstractMesh>;
  14903. /**
  14904. * Attaches a mesh to the controller
  14905. * @param mesh the mesh to be attached
  14906. */
  14907. attachToMesh(mesh: AbstractMesh): void;
  14908. /**
  14909. * Attaches the controllers mesh to a camera
  14910. * @param camera the camera the mesh should be attached to
  14911. */
  14912. attachToPoseControlledCamera(camera: TargetCamera): void;
  14913. /**
  14914. * Disposes of the controller
  14915. */
  14916. dispose(): void;
  14917. /**
  14918. * The mesh that is attached to the controller
  14919. */
  14920. readonly mesh: Nullable<AbstractMesh>;
  14921. /**
  14922. * Gets the ray of the controller in the direction the controller is pointing
  14923. * @param length the length the resulting ray should be
  14924. * @returns a ray in the direction the controller is pointing
  14925. */
  14926. getForwardRay(length?: number): Ray;
  14927. }
  14928. }
  14929. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. import { Scene } from "babylonjs/scene";
  14932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14933. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14934. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14935. import { Nullable } from "babylonjs/types";
  14936. /**
  14937. * Defines the WebVRController object that represents controllers tracked in 3D space
  14938. */
  14939. export abstract class WebVRController extends PoseEnabledController {
  14940. /**
  14941. * Internal, the default controller model for the controller
  14942. */
  14943. protected _defaultModel: Nullable<AbstractMesh>;
  14944. /**
  14945. * Fired when the trigger state has changed
  14946. */
  14947. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14948. /**
  14949. * Fired when the main button state has changed
  14950. */
  14951. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14952. /**
  14953. * Fired when the secondary button state has changed
  14954. */
  14955. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14956. /**
  14957. * Fired when the pad state has changed
  14958. */
  14959. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14960. /**
  14961. * Fired when controllers stick values have changed
  14962. */
  14963. onPadValuesChangedObservable: Observable<StickValues>;
  14964. /**
  14965. * Array of button availible on the controller
  14966. */
  14967. protected _buttons: Array<MutableGamepadButton>;
  14968. private _onButtonStateChange;
  14969. /**
  14970. * Fired when a controller button's state has changed
  14971. * @param callback the callback containing the button that was modified
  14972. */
  14973. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14974. /**
  14975. * X and Y axis corresponding to the controllers joystick
  14976. */
  14977. pad: StickValues;
  14978. /**
  14979. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14980. */
  14981. hand: string;
  14982. /**
  14983. * The default controller model for the controller
  14984. */
  14985. readonly defaultModel: Nullable<AbstractMesh>;
  14986. /**
  14987. * Creates a new WebVRController from a gamepad
  14988. * @param vrGamepad the gamepad that the WebVRController should be created from
  14989. */
  14990. constructor(vrGamepad: any);
  14991. /**
  14992. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14993. */
  14994. update(): void;
  14995. /**
  14996. * Function to be called when a button is modified
  14997. */
  14998. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14999. /**
  15000. * Loads a mesh and attaches it to the controller
  15001. * @param scene the scene the mesh should be added to
  15002. * @param meshLoaded callback for when the mesh has been loaded
  15003. */
  15004. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15005. private _setButtonValue;
  15006. private _changes;
  15007. private _checkChanges;
  15008. /**
  15009. * Disposes of th webVRCOntroller
  15010. */
  15011. dispose(): void;
  15012. }
  15013. }
  15014. declare module "babylonjs/Lights/hemisphericLight" {
  15015. import { Nullable } from "babylonjs/types";
  15016. import { Scene } from "babylonjs/scene";
  15017. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15018. import { Color3 } from "babylonjs/Maths/math.color";
  15019. import { Effect } from "babylonjs/Materials/effect";
  15020. import { Light } from "babylonjs/Lights/light";
  15021. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15022. /**
  15023. * The HemisphericLight simulates the ambient environment light,
  15024. * so the passed direction is the light reflection direction, not the incoming direction.
  15025. */
  15026. export class HemisphericLight extends Light {
  15027. /**
  15028. * The groundColor is the light in the opposite direction to the one specified during creation.
  15029. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  15030. */
  15031. groundColor: Color3;
  15032. /**
  15033. * The light reflection direction, not the incoming direction.
  15034. */
  15035. direction: Vector3;
  15036. /**
  15037. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15038. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15039. * The HemisphericLight can't cast shadows.
  15040. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15041. * @param name The friendly name of the light
  15042. * @param direction The direction of the light reflection
  15043. * @param scene The scene the light belongs to
  15044. */
  15045. constructor(name: string, direction: Vector3, scene: Scene);
  15046. protected _buildUniformLayout(): void;
  15047. /**
  15048. * Returns the string "HemisphericLight".
  15049. * @return The class name
  15050. */
  15051. getClassName(): string;
  15052. /**
  15053. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15054. * Returns the updated direction.
  15055. * @param target The target the direction should point to
  15056. * @return The computed direction
  15057. */
  15058. setDirectionToTarget(target: Vector3): Vector3;
  15059. /**
  15060. * Returns the shadow generator associated to the light.
  15061. * @returns Always null for hemispheric lights because it does not support shadows.
  15062. */
  15063. getShadowGenerator(): Nullable<IShadowGenerator>;
  15064. /**
  15065. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15066. * @param effect The effect to update
  15067. * @param lightIndex The index of the light in the effect to update
  15068. * @returns The hemispheric light
  15069. */
  15070. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15071. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15072. /**
  15073. * Computes the world matrix of the node
  15074. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15075. * @param useWasUpdatedFlag defines a reserved property
  15076. * @returns the world matrix
  15077. */
  15078. computeWorldMatrix(): Matrix;
  15079. /**
  15080. * Returns the integer 3.
  15081. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15082. */
  15083. getTypeID(): number;
  15084. /**
  15085. * Prepares the list of defines specific to the light type.
  15086. * @param defines the list of defines
  15087. * @param lightIndex defines the index of the light for the effect
  15088. */
  15089. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15090. }
  15091. }
  15092. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15093. /** @hidden */
  15094. export var vrMultiviewToSingleviewPixelShader: {
  15095. name: string;
  15096. shader: string;
  15097. };
  15098. }
  15099. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15100. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15101. import { Scene } from "babylonjs/scene";
  15102. /**
  15103. * Renders to multiple views with a single draw call
  15104. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15105. */
  15106. export class MultiviewRenderTarget extends RenderTargetTexture {
  15107. /**
  15108. * Creates a multiview render target
  15109. * @param scene scene used with the render target
  15110. * @param size the size of the render target (used for each view)
  15111. */
  15112. constructor(scene: Scene, size?: number | {
  15113. width: number;
  15114. height: number;
  15115. } | {
  15116. ratio: number;
  15117. });
  15118. /**
  15119. * @hidden
  15120. * @param faceIndex the face index, if its a cube texture
  15121. */
  15122. _bindFrameBuffer(faceIndex?: number): void;
  15123. /**
  15124. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15125. * @returns the view count
  15126. */
  15127. getViewCount(): number;
  15128. }
  15129. }
  15130. declare module "babylonjs/Maths/math.frustum" {
  15131. import { Matrix } from "babylonjs/Maths/math.vector";
  15132. import { DeepImmutable } from "babylonjs/types";
  15133. import { Plane } from "babylonjs/Maths/math.plane";
  15134. /**
  15135. * Represents a camera frustum
  15136. */
  15137. export class Frustum {
  15138. /**
  15139. * Gets the planes representing the frustum
  15140. * @param transform matrix to be applied to the returned planes
  15141. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15142. */
  15143. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15144. /**
  15145. * Gets the near frustum plane transformed by the transform matrix
  15146. * @param transform transformation matrix to be applied to the resulting frustum plane
  15147. * @param frustumPlane the resuling frustum plane
  15148. */
  15149. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15150. /**
  15151. * Gets the far frustum plane transformed by the transform matrix
  15152. * @param transform transformation matrix to be applied to the resulting frustum plane
  15153. * @param frustumPlane the resuling frustum plane
  15154. */
  15155. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15156. /**
  15157. * Gets the left frustum plane transformed by the transform matrix
  15158. * @param transform transformation matrix to be applied to the resulting frustum plane
  15159. * @param frustumPlane the resuling frustum plane
  15160. */
  15161. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15162. /**
  15163. * Gets the right frustum plane transformed by the transform matrix
  15164. * @param transform transformation matrix to be applied to the resulting frustum plane
  15165. * @param frustumPlane the resuling frustum plane
  15166. */
  15167. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15168. /**
  15169. * Gets the top frustum plane transformed by the transform matrix
  15170. * @param transform transformation matrix to be applied to the resulting frustum plane
  15171. * @param frustumPlane the resuling frustum plane
  15172. */
  15173. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15174. /**
  15175. * Gets the bottom frustum plane transformed by the transform matrix
  15176. * @param transform transformation matrix to be applied to the resulting frustum plane
  15177. * @param frustumPlane the resuling frustum plane
  15178. */
  15179. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15180. /**
  15181. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15182. * @param transform transformation matrix to be applied to the resulting frustum planes
  15183. * @param frustumPlanes the resuling frustum planes
  15184. */
  15185. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15186. }
  15187. }
  15188. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15189. import { Camera } from "babylonjs/Cameras/camera";
  15190. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15191. import { Nullable } from "babylonjs/types";
  15192. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15193. import { Matrix } from "babylonjs/Maths/math.vector";
  15194. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15195. module "babylonjs/Engines/engine" {
  15196. interface Engine {
  15197. /**
  15198. * Creates a new multiview render target
  15199. * @param width defines the width of the texture
  15200. * @param height defines the height of the texture
  15201. * @returns the created multiview texture
  15202. */
  15203. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15204. /**
  15205. * Binds a multiview framebuffer to be drawn to
  15206. * @param multiviewTexture texture to bind
  15207. */
  15208. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15209. }
  15210. }
  15211. module "babylonjs/Cameras/camera" {
  15212. interface Camera {
  15213. /**
  15214. * @hidden
  15215. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15216. */
  15217. _useMultiviewToSingleView: boolean;
  15218. /**
  15219. * @hidden
  15220. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15221. */
  15222. _multiviewTexture: Nullable<RenderTargetTexture>;
  15223. /**
  15224. * @hidden
  15225. * ensures the multiview texture of the camera exists and has the specified width/height
  15226. * @param width height to set on the multiview texture
  15227. * @param height width to set on the multiview texture
  15228. */
  15229. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15230. }
  15231. }
  15232. module "babylonjs/scene" {
  15233. interface Scene {
  15234. /** @hidden */
  15235. _transformMatrixR: Matrix;
  15236. /** @hidden */
  15237. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15238. /** @hidden */
  15239. _createMultiviewUbo(): void;
  15240. /** @hidden */
  15241. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15242. /** @hidden */
  15243. _renderMultiviewToSingleView(camera: Camera): void;
  15244. }
  15245. }
  15246. }
  15247. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15248. import { Camera } from "babylonjs/Cameras/camera";
  15249. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15250. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15251. import "babylonjs/Engines/Extensions/engine.multiview";
  15252. /**
  15253. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15254. * This will not be used for webXR as it supports displaying texture arrays directly
  15255. */
  15256. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15257. /**
  15258. * Initializes a VRMultiviewToSingleview
  15259. * @param name name of the post process
  15260. * @param camera camera to be applied to
  15261. * @param scaleFactor scaling factor to the size of the output texture
  15262. */
  15263. constructor(name: string, camera: Camera, scaleFactor: number);
  15264. }
  15265. }
  15266. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15267. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15268. import { Nullable } from "babylonjs/types";
  15269. import { Size } from "babylonjs/Maths/math.size";
  15270. import { Observable } from "babylonjs/Misc/observable";
  15271. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15272. /**
  15273. * Interface used to define additional presentation attributes
  15274. */
  15275. export interface IVRPresentationAttributes {
  15276. /**
  15277. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15278. */
  15279. highRefreshRate: boolean;
  15280. /**
  15281. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15282. */
  15283. foveationLevel: number;
  15284. }
  15285. module "babylonjs/Engines/engine" {
  15286. interface Engine {
  15287. /** @hidden */
  15288. _vrDisplay: any;
  15289. /** @hidden */
  15290. _vrSupported: boolean;
  15291. /** @hidden */
  15292. _oldSize: Size;
  15293. /** @hidden */
  15294. _oldHardwareScaleFactor: number;
  15295. /** @hidden */
  15296. _vrExclusivePointerMode: boolean;
  15297. /** @hidden */
  15298. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15299. /** @hidden */
  15300. _onVRDisplayPointerRestricted: () => void;
  15301. /** @hidden */
  15302. _onVRDisplayPointerUnrestricted: () => void;
  15303. /** @hidden */
  15304. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15305. /** @hidden */
  15306. _onVrDisplayDisconnect: Nullable<() => void>;
  15307. /** @hidden */
  15308. _onVrDisplayPresentChange: Nullable<() => void>;
  15309. /**
  15310. * Observable signaled when VR display mode changes
  15311. */
  15312. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15313. /**
  15314. * Observable signaled when VR request present is complete
  15315. */
  15316. onVRRequestPresentComplete: Observable<boolean>;
  15317. /**
  15318. * Observable signaled when VR request present starts
  15319. */
  15320. onVRRequestPresentStart: Observable<Engine>;
  15321. /**
  15322. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15323. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15324. */
  15325. isInVRExclusivePointerMode: boolean;
  15326. /**
  15327. * Gets a boolean indicating if a webVR device was detected
  15328. * @returns true if a webVR device was detected
  15329. */
  15330. isVRDevicePresent(): boolean;
  15331. /**
  15332. * Gets the current webVR device
  15333. * @returns the current webVR device (or null)
  15334. */
  15335. getVRDevice(): any;
  15336. /**
  15337. * Initializes a webVR display and starts listening to display change events
  15338. * The onVRDisplayChangedObservable will be notified upon these changes
  15339. * @returns A promise containing a VRDisplay and if vr is supported
  15340. */
  15341. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15342. /** @hidden */
  15343. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15344. /**
  15345. * Gets or sets the presentation attributes used to configure VR rendering
  15346. */
  15347. vrPresentationAttributes?: IVRPresentationAttributes;
  15348. /**
  15349. * Call this function to switch to webVR mode
  15350. * Will do nothing if webVR is not supported or if there is no webVR device
  15351. * @param options the webvr options provided to the camera. mainly used for multiview
  15352. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15353. */
  15354. enableVR(options: WebVROptions): void;
  15355. /** @hidden */
  15356. _onVRFullScreenTriggered(): void;
  15357. }
  15358. }
  15359. }
  15360. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15361. import { Nullable } from "babylonjs/types";
  15362. import { Observable } from "babylonjs/Misc/observable";
  15363. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15364. import { Scene } from "babylonjs/scene";
  15365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15366. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15367. import { Node } from "babylonjs/node";
  15368. import { Ray } from "babylonjs/Culling/ray";
  15369. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15370. import "babylonjs/Engines/Extensions/engine.webVR";
  15371. /**
  15372. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15373. * IMPORTANT!! The data is right-hand data.
  15374. * @export
  15375. * @interface DevicePose
  15376. */
  15377. export interface DevicePose {
  15378. /**
  15379. * The position of the device, values in array are [x,y,z].
  15380. */
  15381. readonly position: Nullable<Float32Array>;
  15382. /**
  15383. * The linearVelocity of the device, values in array are [x,y,z].
  15384. */
  15385. readonly linearVelocity: Nullable<Float32Array>;
  15386. /**
  15387. * The linearAcceleration of the device, values in array are [x,y,z].
  15388. */
  15389. readonly linearAcceleration: Nullable<Float32Array>;
  15390. /**
  15391. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15392. */
  15393. readonly orientation: Nullable<Float32Array>;
  15394. /**
  15395. * The angularVelocity of the device, values in array are [x,y,z].
  15396. */
  15397. readonly angularVelocity: Nullable<Float32Array>;
  15398. /**
  15399. * The angularAcceleration of the device, values in array are [x,y,z].
  15400. */
  15401. readonly angularAcceleration: Nullable<Float32Array>;
  15402. }
  15403. /**
  15404. * Interface representing a pose controlled object in Babylon.
  15405. * A pose controlled object has both regular pose values as well as pose values
  15406. * from an external device such as a VR head mounted display
  15407. */
  15408. export interface PoseControlled {
  15409. /**
  15410. * The position of the object in babylon space.
  15411. */
  15412. position: Vector3;
  15413. /**
  15414. * The rotation quaternion of the object in babylon space.
  15415. */
  15416. rotationQuaternion: Quaternion;
  15417. /**
  15418. * The position of the device in babylon space.
  15419. */
  15420. devicePosition?: Vector3;
  15421. /**
  15422. * The rotation quaternion of the device in babylon space.
  15423. */
  15424. deviceRotationQuaternion: Quaternion;
  15425. /**
  15426. * The raw pose coming from the device.
  15427. */
  15428. rawPose: Nullable<DevicePose>;
  15429. /**
  15430. * The scale of the device to be used when translating from device space to babylon space.
  15431. */
  15432. deviceScaleFactor: number;
  15433. /**
  15434. * Updates the poseControlled values based on the input device pose.
  15435. * @param poseData the pose data to update the object with
  15436. */
  15437. updateFromDevice(poseData: DevicePose): void;
  15438. }
  15439. /**
  15440. * Set of options to customize the webVRCamera
  15441. */
  15442. export interface WebVROptions {
  15443. /**
  15444. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15445. */
  15446. trackPosition?: boolean;
  15447. /**
  15448. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15449. */
  15450. positionScale?: number;
  15451. /**
  15452. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15453. */
  15454. displayName?: string;
  15455. /**
  15456. * Should the native controller meshes be initialized. (default: true)
  15457. */
  15458. controllerMeshes?: boolean;
  15459. /**
  15460. * Creating a default HemiLight only on controllers. (default: true)
  15461. */
  15462. defaultLightingOnControllers?: boolean;
  15463. /**
  15464. * If you don't want to use the default VR button of the helper. (default: false)
  15465. */
  15466. useCustomVRButton?: boolean;
  15467. /**
  15468. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15469. */
  15470. customVRButton?: HTMLButtonElement;
  15471. /**
  15472. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15473. */
  15474. rayLength?: number;
  15475. /**
  15476. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15477. */
  15478. defaultHeight?: number;
  15479. /**
  15480. * If multiview should be used if availible (default: false)
  15481. */
  15482. useMultiview?: boolean;
  15483. }
  15484. /**
  15485. * This represents a WebVR camera.
  15486. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15487. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15488. */
  15489. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15490. private webVROptions;
  15491. /**
  15492. * @hidden
  15493. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15494. */
  15495. _vrDevice: any;
  15496. /**
  15497. * The rawPose of the vrDevice.
  15498. */
  15499. rawPose: Nullable<DevicePose>;
  15500. private _onVREnabled;
  15501. private _specsVersion;
  15502. private _attached;
  15503. private _frameData;
  15504. protected _descendants: Array<Node>;
  15505. private _deviceRoomPosition;
  15506. /** @hidden */
  15507. _deviceRoomRotationQuaternion: Quaternion;
  15508. private _standingMatrix;
  15509. /**
  15510. * Represents device position in babylon space.
  15511. */
  15512. devicePosition: Vector3;
  15513. /**
  15514. * Represents device rotation in babylon space.
  15515. */
  15516. deviceRotationQuaternion: Quaternion;
  15517. /**
  15518. * The scale of the device to be used when translating from device space to babylon space.
  15519. */
  15520. deviceScaleFactor: number;
  15521. private _deviceToWorld;
  15522. private _worldToDevice;
  15523. /**
  15524. * References to the webVR controllers for the vrDevice.
  15525. */
  15526. controllers: Array<WebVRController>;
  15527. /**
  15528. * Emits an event when a controller is attached.
  15529. */
  15530. onControllersAttachedObservable: Observable<WebVRController[]>;
  15531. /**
  15532. * Emits an event when a controller's mesh has been loaded;
  15533. */
  15534. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15535. /**
  15536. * Emits an event when the HMD's pose has been updated.
  15537. */
  15538. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15539. private _poseSet;
  15540. /**
  15541. * If the rig cameras be used as parent instead of this camera.
  15542. */
  15543. rigParenting: boolean;
  15544. private _lightOnControllers;
  15545. private _defaultHeight?;
  15546. /**
  15547. * Instantiates a WebVRFreeCamera.
  15548. * @param name The name of the WebVRFreeCamera
  15549. * @param position The starting anchor position for the camera
  15550. * @param scene The scene the camera belongs to
  15551. * @param webVROptions a set of customizable options for the webVRCamera
  15552. */
  15553. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15554. /**
  15555. * Gets the device distance from the ground in meters.
  15556. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15557. */
  15558. deviceDistanceToRoomGround(): number;
  15559. /**
  15560. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15561. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15562. */
  15563. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15564. /**
  15565. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15566. * @returns A promise with a boolean set to if the standing matrix is supported.
  15567. */
  15568. useStandingMatrixAsync(): Promise<boolean>;
  15569. /**
  15570. * Disposes the camera
  15571. */
  15572. dispose(): void;
  15573. /**
  15574. * Gets a vrController by name.
  15575. * @param name The name of the controller to retreive
  15576. * @returns the controller matching the name specified or null if not found
  15577. */
  15578. getControllerByName(name: string): Nullable<WebVRController>;
  15579. private _leftController;
  15580. /**
  15581. * The controller corresponding to the users left hand.
  15582. */
  15583. readonly leftController: Nullable<WebVRController>;
  15584. private _rightController;
  15585. /**
  15586. * The controller corresponding to the users right hand.
  15587. */
  15588. readonly rightController: Nullable<WebVRController>;
  15589. /**
  15590. * Casts a ray forward from the vrCamera's gaze.
  15591. * @param length Length of the ray (default: 100)
  15592. * @returns the ray corresponding to the gaze
  15593. */
  15594. getForwardRay(length?: number): Ray;
  15595. /**
  15596. * @hidden
  15597. * Updates the camera based on device's frame data
  15598. */
  15599. _checkInputs(): void;
  15600. /**
  15601. * Updates the poseControlled values based on the input device pose.
  15602. * @param poseData Pose coming from the device
  15603. */
  15604. updateFromDevice(poseData: DevicePose): void;
  15605. private _htmlElementAttached;
  15606. private _detachIfAttached;
  15607. /**
  15608. * WebVR's attach control will start broadcasting frames to the device.
  15609. * Note that in certain browsers (chrome for example) this function must be called
  15610. * within a user-interaction callback. Example:
  15611. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15612. *
  15613. * @param element html element to attach the vrDevice to
  15614. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15615. */
  15616. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15617. /**
  15618. * Detaches the camera from the html element and disables VR
  15619. *
  15620. * @param element html element to detach from
  15621. */
  15622. detachControl(element: HTMLElement): void;
  15623. /**
  15624. * @returns the name of this class
  15625. */
  15626. getClassName(): string;
  15627. /**
  15628. * Calls resetPose on the vrDisplay
  15629. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15630. */
  15631. resetToCurrentRotation(): void;
  15632. /**
  15633. * @hidden
  15634. * Updates the rig cameras (left and right eye)
  15635. */
  15636. _updateRigCameras(): void;
  15637. private _workingVector;
  15638. private _oneVector;
  15639. private _workingMatrix;
  15640. private updateCacheCalled;
  15641. private _correctPositionIfNotTrackPosition;
  15642. /**
  15643. * @hidden
  15644. * Updates the cached values of the camera
  15645. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15646. */
  15647. _updateCache(ignoreParentClass?: boolean): void;
  15648. /**
  15649. * @hidden
  15650. * Get current device position in babylon world
  15651. */
  15652. _computeDevicePosition(): void;
  15653. /**
  15654. * Updates the current device position and rotation in the babylon world
  15655. */
  15656. update(): void;
  15657. /**
  15658. * @hidden
  15659. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15660. * @returns an identity matrix
  15661. */
  15662. _getViewMatrix(): Matrix;
  15663. private _tmpMatrix;
  15664. /**
  15665. * This function is called by the two RIG cameras.
  15666. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15667. * @hidden
  15668. */
  15669. _getWebVRViewMatrix(): Matrix;
  15670. /** @hidden */
  15671. _getWebVRProjectionMatrix(): Matrix;
  15672. private _onGamepadConnectedObserver;
  15673. private _onGamepadDisconnectedObserver;
  15674. private _updateCacheWhenTrackingDisabledObserver;
  15675. /**
  15676. * Initializes the controllers and their meshes
  15677. */
  15678. initControllers(): void;
  15679. }
  15680. }
  15681. declare module "babylonjs/PostProcesses/postProcess" {
  15682. import { Nullable } from "babylonjs/types";
  15683. import { SmartArray } from "babylonjs/Misc/smartArray";
  15684. import { Observable } from "babylonjs/Misc/observable";
  15685. import { Vector2 } from "babylonjs/Maths/math.vector";
  15686. import { Camera } from "babylonjs/Cameras/camera";
  15687. import { Effect } from "babylonjs/Materials/effect";
  15688. import "babylonjs/Shaders/postprocess.vertex";
  15689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15690. import { Engine } from "babylonjs/Engines/engine";
  15691. import { Color4 } from "babylonjs/Maths/math.color";
  15692. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15693. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15694. /**
  15695. * Size options for a post process
  15696. */
  15697. export type PostProcessOptions = {
  15698. width: number;
  15699. height: number;
  15700. };
  15701. /**
  15702. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15703. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15704. */
  15705. export class PostProcess {
  15706. /** Name of the PostProcess. */
  15707. name: string;
  15708. /**
  15709. * Gets or sets the unique id of the post process
  15710. */
  15711. uniqueId: number;
  15712. /**
  15713. * Width of the texture to apply the post process on
  15714. */
  15715. width: number;
  15716. /**
  15717. * Height of the texture to apply the post process on
  15718. */
  15719. height: number;
  15720. /**
  15721. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15722. * @hidden
  15723. */
  15724. _outputTexture: Nullable<InternalTexture>;
  15725. /**
  15726. * Sampling mode used by the shader
  15727. * See https://doc.babylonjs.com/classes/3.1/texture
  15728. */
  15729. renderTargetSamplingMode: number;
  15730. /**
  15731. * Clear color to use when screen clearing
  15732. */
  15733. clearColor: Color4;
  15734. /**
  15735. * If the buffer needs to be cleared before applying the post process. (default: true)
  15736. * Should be set to false if shader will overwrite all previous pixels.
  15737. */
  15738. autoClear: boolean;
  15739. /**
  15740. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15741. */
  15742. alphaMode: number;
  15743. /**
  15744. * Sets the setAlphaBlendConstants of the babylon engine
  15745. */
  15746. alphaConstants: Color4;
  15747. /**
  15748. * Animations to be used for the post processing
  15749. */
  15750. animations: import("babylonjs/Animations/animation").Animation[];
  15751. /**
  15752. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15753. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15754. */
  15755. enablePixelPerfectMode: boolean;
  15756. /**
  15757. * Force the postprocess to be applied without taking in account viewport
  15758. */
  15759. forceFullscreenViewport: boolean;
  15760. /**
  15761. * List of inspectable custom properties (used by the Inspector)
  15762. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15763. */
  15764. inspectableCustomProperties: IInspectable[];
  15765. /**
  15766. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15767. *
  15768. * | Value | Type | Description |
  15769. * | ----- | ----------------------------------- | ----------- |
  15770. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15771. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15772. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15773. *
  15774. */
  15775. scaleMode: number;
  15776. /**
  15777. * Force textures to be a power of two (default: false)
  15778. */
  15779. alwaysForcePOT: boolean;
  15780. private _samples;
  15781. /**
  15782. * Number of sample textures (default: 1)
  15783. */
  15784. samples: number;
  15785. /**
  15786. * Modify the scale of the post process to be the same as the viewport (default: false)
  15787. */
  15788. adaptScaleToCurrentViewport: boolean;
  15789. private _camera;
  15790. private _scene;
  15791. private _engine;
  15792. private _options;
  15793. private _reusable;
  15794. private _textureType;
  15795. /**
  15796. * Smart array of input and output textures for the post process.
  15797. * @hidden
  15798. */
  15799. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15800. /**
  15801. * The index in _textures that corresponds to the output texture.
  15802. * @hidden
  15803. */
  15804. _currentRenderTextureInd: number;
  15805. private _effect;
  15806. private _samplers;
  15807. private _fragmentUrl;
  15808. private _vertexUrl;
  15809. private _parameters;
  15810. private _scaleRatio;
  15811. protected _indexParameters: any;
  15812. private _shareOutputWithPostProcess;
  15813. private _texelSize;
  15814. private _forcedOutputTexture;
  15815. /**
  15816. * Returns the fragment url or shader name used in the post process.
  15817. * @returns the fragment url or name in the shader store.
  15818. */
  15819. getEffectName(): string;
  15820. /**
  15821. * An event triggered when the postprocess is activated.
  15822. */
  15823. onActivateObservable: Observable<Camera>;
  15824. private _onActivateObserver;
  15825. /**
  15826. * A function that is added to the onActivateObservable
  15827. */
  15828. onActivate: Nullable<(camera: Camera) => void>;
  15829. /**
  15830. * An event triggered when the postprocess changes its size.
  15831. */
  15832. onSizeChangedObservable: Observable<PostProcess>;
  15833. private _onSizeChangedObserver;
  15834. /**
  15835. * A function that is added to the onSizeChangedObservable
  15836. */
  15837. onSizeChanged: (postProcess: PostProcess) => void;
  15838. /**
  15839. * An event triggered when the postprocess applies its effect.
  15840. */
  15841. onApplyObservable: Observable<Effect>;
  15842. private _onApplyObserver;
  15843. /**
  15844. * A function that is added to the onApplyObservable
  15845. */
  15846. onApply: (effect: Effect) => void;
  15847. /**
  15848. * An event triggered before rendering the postprocess
  15849. */
  15850. onBeforeRenderObservable: Observable<Effect>;
  15851. private _onBeforeRenderObserver;
  15852. /**
  15853. * A function that is added to the onBeforeRenderObservable
  15854. */
  15855. onBeforeRender: (effect: Effect) => void;
  15856. /**
  15857. * An event triggered after rendering the postprocess
  15858. */
  15859. onAfterRenderObservable: Observable<Effect>;
  15860. private _onAfterRenderObserver;
  15861. /**
  15862. * A function that is added to the onAfterRenderObservable
  15863. */
  15864. onAfterRender: (efect: Effect) => void;
  15865. /**
  15866. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15867. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15868. */
  15869. inputTexture: InternalTexture;
  15870. /**
  15871. * Gets the camera which post process is applied to.
  15872. * @returns The camera the post process is applied to.
  15873. */
  15874. getCamera(): Camera;
  15875. /**
  15876. * Gets the texel size of the postprocess.
  15877. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15878. */
  15879. readonly texelSize: Vector2;
  15880. /**
  15881. * Creates a new instance PostProcess
  15882. * @param name The name of the PostProcess.
  15883. * @param fragmentUrl The url of the fragment shader to be used.
  15884. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15885. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15886. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15887. * @param camera The camera to apply the render pass to.
  15888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15889. * @param engine The engine which the post process will be applied. (default: current engine)
  15890. * @param reusable If the post process can be reused on the same frame. (default: false)
  15891. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15892. * @param textureType Type of textures used when performing the post process. (default: 0)
  15893. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15894. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15895. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15896. */
  15897. constructor(
  15898. /** Name of the PostProcess. */
  15899. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15900. /**
  15901. * Gets a string idenfifying the name of the class
  15902. * @returns "PostProcess" string
  15903. */
  15904. getClassName(): string;
  15905. /**
  15906. * Gets the engine which this post process belongs to.
  15907. * @returns The engine the post process was enabled with.
  15908. */
  15909. getEngine(): Engine;
  15910. /**
  15911. * The effect that is created when initializing the post process.
  15912. * @returns The created effect corresponding the the postprocess.
  15913. */
  15914. getEffect(): Effect;
  15915. /**
  15916. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15917. * @param postProcess The post process to share the output with.
  15918. * @returns This post process.
  15919. */
  15920. shareOutputWith(postProcess: PostProcess): PostProcess;
  15921. /**
  15922. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15923. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15924. */
  15925. useOwnOutput(): void;
  15926. /**
  15927. * Updates the effect with the current post process compile time values and recompiles the shader.
  15928. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15929. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15930. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15931. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15932. * @param onCompiled Called when the shader has been compiled.
  15933. * @param onError Called if there is an error when compiling a shader.
  15934. */
  15935. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15936. /**
  15937. * The post process is reusable if it can be used multiple times within one frame.
  15938. * @returns If the post process is reusable
  15939. */
  15940. isReusable(): boolean;
  15941. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15942. markTextureDirty(): void;
  15943. /**
  15944. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15945. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15946. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15947. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15948. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15949. * @returns The target texture that was bound to be written to.
  15950. */
  15951. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15952. /**
  15953. * If the post process is supported.
  15954. */
  15955. readonly isSupported: boolean;
  15956. /**
  15957. * The aspect ratio of the output texture.
  15958. */
  15959. readonly aspectRatio: number;
  15960. /**
  15961. * Get a value indicating if the post-process is ready to be used
  15962. * @returns true if the post-process is ready (shader is compiled)
  15963. */
  15964. isReady(): boolean;
  15965. /**
  15966. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15967. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15968. */
  15969. apply(): Nullable<Effect>;
  15970. private _disposeTextures;
  15971. /**
  15972. * Disposes the post process.
  15973. * @param camera The camera to dispose the post process on.
  15974. */
  15975. dispose(camera?: Camera): void;
  15976. }
  15977. }
  15978. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15979. /** @hidden */
  15980. export var kernelBlurVaryingDeclaration: {
  15981. name: string;
  15982. shader: string;
  15983. };
  15984. }
  15985. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15986. /** @hidden */
  15987. export var kernelBlurFragment: {
  15988. name: string;
  15989. shader: string;
  15990. };
  15991. }
  15992. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15993. /** @hidden */
  15994. export var kernelBlurFragment2: {
  15995. name: string;
  15996. shader: string;
  15997. };
  15998. }
  15999. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16000. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16001. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16002. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16003. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16004. /** @hidden */
  16005. export var kernelBlurPixelShader: {
  16006. name: string;
  16007. shader: string;
  16008. };
  16009. }
  16010. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16011. /** @hidden */
  16012. export var kernelBlurVertex: {
  16013. name: string;
  16014. shader: string;
  16015. };
  16016. }
  16017. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16018. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16019. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16020. /** @hidden */
  16021. export var kernelBlurVertexShader: {
  16022. name: string;
  16023. shader: string;
  16024. };
  16025. }
  16026. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16027. import { Vector2 } from "babylonjs/Maths/math.vector";
  16028. import { Nullable } from "babylonjs/types";
  16029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16030. import { Camera } from "babylonjs/Cameras/camera";
  16031. import { Effect } from "babylonjs/Materials/effect";
  16032. import { Engine } from "babylonjs/Engines/engine";
  16033. import "babylonjs/Shaders/kernelBlur.fragment";
  16034. import "babylonjs/Shaders/kernelBlur.vertex";
  16035. /**
  16036. * The Blur Post Process which blurs an image based on a kernel and direction.
  16037. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16038. */
  16039. export class BlurPostProcess extends PostProcess {
  16040. /** The direction in which to blur the image. */
  16041. direction: Vector2;
  16042. private blockCompilation;
  16043. protected _kernel: number;
  16044. protected _idealKernel: number;
  16045. protected _packedFloat: boolean;
  16046. private _staticDefines;
  16047. /**
  16048. * Sets the length in pixels of the blur sample region
  16049. */
  16050. /**
  16051. * Gets the length in pixels of the blur sample region
  16052. */
  16053. kernel: number;
  16054. /**
  16055. * Sets wether or not the blur needs to unpack/repack floats
  16056. */
  16057. /**
  16058. * Gets wether or not the blur is unpacking/repacking floats
  16059. */
  16060. packedFloat: boolean;
  16061. /**
  16062. * Creates a new instance BlurPostProcess
  16063. * @param name The name of the effect.
  16064. * @param direction The direction in which to blur the image.
  16065. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  16066. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16067. * @param camera The camera to apply the render pass to.
  16068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16069. * @param engine The engine which the post process will be applied. (default: current engine)
  16070. * @param reusable If the post process can be reused on the same frame. (default: false)
  16071. * @param textureType Type of textures used when performing the post process. (default: 0)
  16072. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  16073. */
  16074. constructor(name: string,
  16075. /** The direction in which to blur the image. */
  16076. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16077. /**
  16078. * Updates the effect with the current post process compile time values and recompiles the shader.
  16079. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16080. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16081. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16082. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  16083. * @param onCompiled Called when the shader has been compiled.
  16084. * @param onError Called if there is an error when compiling a shader.
  16085. */
  16086. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16087. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16088. /**
  16089. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16090. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16091. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16092. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16093. * The gaps between physical kernels are compensated for in the weighting of the samples
  16094. * @param idealKernel Ideal blur kernel.
  16095. * @return Nearest best kernel.
  16096. */
  16097. protected _nearestBestKernel(idealKernel: number): number;
  16098. /**
  16099. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16100. * @param x The point on the Gaussian distribution to sample.
  16101. * @return the value of the Gaussian function at x.
  16102. */
  16103. protected _gaussianWeight(x: number): number;
  16104. /**
  16105. * Generates a string that can be used as a floating point number in GLSL.
  16106. * @param x Value to print.
  16107. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16108. * @return GLSL float string.
  16109. */
  16110. protected _glslFloat(x: number, decimalFigures?: number): string;
  16111. }
  16112. }
  16113. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16114. import { Scene } from "babylonjs/scene";
  16115. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16116. import { Plane } from "babylonjs/Maths/math.plane";
  16117. /**
  16118. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16119. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16120. * You can then easily use it as a reflectionTexture on a flat surface.
  16121. * In case the surface is not a plane, please consider relying on reflection probes.
  16122. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16123. */
  16124. export class MirrorTexture extends RenderTargetTexture {
  16125. private scene;
  16126. /**
  16127. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16128. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  16129. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16130. */
  16131. mirrorPlane: Plane;
  16132. /**
  16133. * Define the blur ratio used to blur the reflection if needed.
  16134. */
  16135. blurRatio: number;
  16136. /**
  16137. * Define the adaptive blur kernel used to blur the reflection if needed.
  16138. * This will autocompute the closest best match for the `blurKernel`
  16139. */
  16140. adaptiveBlurKernel: number;
  16141. /**
  16142. * Define the blur kernel used to blur the reflection if needed.
  16143. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16144. */
  16145. blurKernel: number;
  16146. /**
  16147. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16148. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16149. */
  16150. blurKernelX: number;
  16151. /**
  16152. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16153. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16154. */
  16155. blurKernelY: number;
  16156. private _autoComputeBlurKernel;
  16157. protected _onRatioRescale(): void;
  16158. private _updateGammaSpace;
  16159. private _imageProcessingConfigChangeObserver;
  16160. private _transformMatrix;
  16161. private _mirrorMatrix;
  16162. private _savedViewMatrix;
  16163. private _blurX;
  16164. private _blurY;
  16165. private _adaptiveBlurKernel;
  16166. private _blurKernelX;
  16167. private _blurKernelY;
  16168. private _blurRatio;
  16169. /**
  16170. * Instantiates a Mirror Texture.
  16171. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16172. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16173. * You can then easily use it as a reflectionTexture on a flat surface.
  16174. * In case the surface is not a plane, please consider relying on reflection probes.
  16175. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16176. * @param name
  16177. * @param size
  16178. * @param scene
  16179. * @param generateMipMaps
  16180. * @param type
  16181. * @param samplingMode
  16182. * @param generateDepthBuffer
  16183. */
  16184. constructor(name: string, size: number | {
  16185. width: number;
  16186. height: number;
  16187. } | {
  16188. ratio: number;
  16189. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16190. private _preparePostProcesses;
  16191. /**
  16192. * Clone the mirror texture.
  16193. * @returns the cloned texture
  16194. */
  16195. clone(): MirrorTexture;
  16196. /**
  16197. * Serialize the texture to a JSON representation you could use in Parse later on
  16198. * @returns the serialized JSON representation
  16199. */
  16200. serialize(): any;
  16201. /**
  16202. * Dispose the texture and release its associated resources.
  16203. */
  16204. dispose(): void;
  16205. }
  16206. }
  16207. declare module "babylonjs/Materials/Textures/texture" {
  16208. import { Observable } from "babylonjs/Misc/observable";
  16209. import { Nullable } from "babylonjs/types";
  16210. import { Matrix } from "babylonjs/Maths/math.vector";
  16211. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16213. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16214. import { Scene } from "babylonjs/scene";
  16215. /**
  16216. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16217. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16218. */
  16219. export class Texture extends BaseTexture {
  16220. /**
  16221. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16222. */
  16223. static SerializeBuffers: boolean;
  16224. /** @hidden */
  16225. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16226. /** @hidden */
  16227. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16228. /** @hidden */
  16229. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16230. /** nearest is mag = nearest and min = nearest and mip = linear */
  16231. static readonly NEAREST_SAMPLINGMODE: number;
  16232. /** nearest is mag = nearest and min = nearest and mip = linear */
  16233. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16234. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16235. static readonly BILINEAR_SAMPLINGMODE: number;
  16236. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16237. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16238. /** Trilinear is mag = linear and min = linear and mip = linear */
  16239. static readonly TRILINEAR_SAMPLINGMODE: number;
  16240. /** Trilinear is mag = linear and min = linear and mip = linear */
  16241. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16242. /** mag = nearest and min = nearest and mip = nearest */
  16243. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16244. /** mag = nearest and min = linear and mip = nearest */
  16245. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16246. /** mag = nearest and min = linear and mip = linear */
  16247. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16248. /** mag = nearest and min = linear and mip = none */
  16249. static readonly NEAREST_LINEAR: number;
  16250. /** mag = nearest and min = nearest and mip = none */
  16251. static readonly NEAREST_NEAREST: number;
  16252. /** mag = linear and min = nearest and mip = nearest */
  16253. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16254. /** mag = linear and min = nearest and mip = linear */
  16255. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16256. /** mag = linear and min = linear and mip = none */
  16257. static readonly LINEAR_LINEAR: number;
  16258. /** mag = linear and min = nearest and mip = none */
  16259. static readonly LINEAR_NEAREST: number;
  16260. /** Explicit coordinates mode */
  16261. static readonly EXPLICIT_MODE: number;
  16262. /** Spherical coordinates mode */
  16263. static readonly SPHERICAL_MODE: number;
  16264. /** Planar coordinates mode */
  16265. static readonly PLANAR_MODE: number;
  16266. /** Cubic coordinates mode */
  16267. static readonly CUBIC_MODE: number;
  16268. /** Projection coordinates mode */
  16269. static readonly PROJECTION_MODE: number;
  16270. /** Inverse Cubic coordinates mode */
  16271. static readonly SKYBOX_MODE: number;
  16272. /** Inverse Cubic coordinates mode */
  16273. static readonly INVCUBIC_MODE: number;
  16274. /** Equirectangular coordinates mode */
  16275. static readonly EQUIRECTANGULAR_MODE: number;
  16276. /** Equirectangular Fixed coordinates mode */
  16277. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16278. /** Equirectangular Fixed Mirrored coordinates mode */
  16279. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16280. /** Texture is not repeating outside of 0..1 UVs */
  16281. static readonly CLAMP_ADDRESSMODE: number;
  16282. /** Texture is repeating outside of 0..1 UVs */
  16283. static readonly WRAP_ADDRESSMODE: number;
  16284. /** Texture is repeating and mirrored */
  16285. static readonly MIRROR_ADDRESSMODE: number;
  16286. /**
  16287. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  16288. */
  16289. static UseSerializedUrlIfAny: boolean;
  16290. /**
  16291. * Define the url of the texture.
  16292. */
  16293. url: Nullable<string>;
  16294. /**
  16295. * Define an offset on the texture to offset the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16297. */
  16298. uOffset: number;
  16299. /**
  16300. * Define an offset on the texture to offset the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16302. */
  16303. vOffset: number;
  16304. /**
  16305. * Define an offset on the texture to scale the u coordinates of the UVs
  16306. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16307. */
  16308. uScale: number;
  16309. /**
  16310. * Define an offset on the texture to scale the v coordinates of the UVs
  16311. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16312. */
  16313. vScale: number;
  16314. /**
  16315. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16316. * @see http://doc.babylonjs.com/how_to/more_materials
  16317. */
  16318. uAng: number;
  16319. /**
  16320. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16321. * @see http://doc.babylonjs.com/how_to/more_materials
  16322. */
  16323. vAng: number;
  16324. /**
  16325. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16326. * @see http://doc.babylonjs.com/how_to/more_materials
  16327. */
  16328. wAng: number;
  16329. /**
  16330. * Defines the center of rotation (U)
  16331. */
  16332. uRotationCenter: number;
  16333. /**
  16334. * Defines the center of rotation (V)
  16335. */
  16336. vRotationCenter: number;
  16337. /**
  16338. * Defines the center of rotation (W)
  16339. */
  16340. wRotationCenter: number;
  16341. /**
  16342. * Are mip maps generated for this texture or not.
  16343. */
  16344. readonly noMipmap: boolean;
  16345. /**
  16346. * List of inspectable custom properties (used by the Inspector)
  16347. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16348. */
  16349. inspectableCustomProperties: Nullable<IInspectable[]>;
  16350. private _noMipmap;
  16351. /** @hidden */
  16352. _invertY: boolean;
  16353. private _rowGenerationMatrix;
  16354. private _cachedTextureMatrix;
  16355. private _projectionModeMatrix;
  16356. private _t0;
  16357. private _t1;
  16358. private _t2;
  16359. private _cachedUOffset;
  16360. private _cachedVOffset;
  16361. private _cachedUScale;
  16362. private _cachedVScale;
  16363. private _cachedUAng;
  16364. private _cachedVAng;
  16365. private _cachedWAng;
  16366. private _cachedProjectionMatrixId;
  16367. private _cachedCoordinatesMode;
  16368. /** @hidden */
  16369. protected _initialSamplingMode: number;
  16370. /** @hidden */
  16371. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16372. private _deleteBuffer;
  16373. protected _format: Nullable<number>;
  16374. private _delayedOnLoad;
  16375. private _delayedOnError;
  16376. private _mimeType?;
  16377. /**
  16378. * Observable triggered once the texture has been loaded.
  16379. */
  16380. onLoadObservable: Observable<Texture>;
  16381. protected _isBlocking: boolean;
  16382. /**
  16383. * Is the texture preventing material to render while loading.
  16384. * If false, a default texture will be used instead of the loading one during the preparation step.
  16385. */
  16386. isBlocking: boolean;
  16387. /**
  16388. * Get the current sampling mode associated with the texture.
  16389. */
  16390. readonly samplingMode: number;
  16391. /**
  16392. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16393. */
  16394. readonly invertY: boolean;
  16395. /**
  16396. * Instantiates a new texture.
  16397. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16398. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16399. * @param url defines the url of the picture to load as a texture
  16400. * @param scene defines the scene or engine the texture will belong to
  16401. * @param noMipmap defines if the texture will require mip maps or not
  16402. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16403. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16404. * @param onLoad defines a callback triggered when the texture has been loaded
  16405. * @param onError defines a callback triggered when an error occurred during the loading session
  16406. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16407. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16408. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16409. * @param mimeType defines an optional mime type information
  16410. */
  16411. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16412. /**
  16413. * Update the url (and optional buffer) of this texture if url was null during construction.
  16414. * @param url the url of the texture
  16415. * @param buffer the buffer of the texture (defaults to null)
  16416. * @param onLoad callback called when the texture is loaded (defaults to null)
  16417. */
  16418. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16419. /**
  16420. * Finish the loading sequence of a texture flagged as delayed load.
  16421. * @hidden
  16422. */
  16423. delayLoad(): void;
  16424. private _prepareRowForTextureGeneration;
  16425. /**
  16426. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16427. * @returns the transform matrix of the texture.
  16428. */
  16429. getTextureMatrix(uBase?: number): Matrix;
  16430. /**
  16431. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16432. * @returns The reflection texture transform
  16433. */
  16434. getReflectionTextureMatrix(): Matrix;
  16435. /**
  16436. * Clones the texture.
  16437. * @returns the cloned texture
  16438. */
  16439. clone(): Texture;
  16440. /**
  16441. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16442. * @returns The JSON representation of the texture
  16443. */
  16444. serialize(): any;
  16445. /**
  16446. * Get the current class name of the texture useful for serialization or dynamic coding.
  16447. * @returns "Texture"
  16448. */
  16449. getClassName(): string;
  16450. /**
  16451. * Dispose the texture and release its associated resources.
  16452. */
  16453. dispose(): void;
  16454. /**
  16455. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16456. * @param parsedTexture Define the JSON representation of the texture
  16457. * @param scene Define the scene the parsed texture should be instantiated in
  16458. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16459. * @returns The parsed texture if successful
  16460. */
  16461. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16462. /**
  16463. * Creates a texture from its base 64 representation.
  16464. * @param data Define the base64 payload without the data: prefix
  16465. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16466. * @param scene Define the scene the texture should belong to
  16467. * @param noMipmap Forces the texture to not create mip map information if true
  16468. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16469. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16470. * @param onLoad define a callback triggered when the texture has been loaded
  16471. * @param onError define a callback triggered when an error occurred during the loading session
  16472. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16473. * @returns the created texture
  16474. */
  16475. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16476. /**
  16477. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16478. * @param data Define the base64 payload without the data: prefix
  16479. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16480. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16481. * @param scene Define the scene the texture should belong to
  16482. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16483. * @param noMipmap Forces the texture to not create mip map information if true
  16484. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16485. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16486. * @param onLoad define a callback triggered when the texture has been loaded
  16487. * @param onError define a callback triggered when an error occurred during the loading session
  16488. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16489. * @returns the created texture
  16490. */
  16491. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16492. }
  16493. }
  16494. declare module "babylonjs/PostProcesses/postProcessManager" {
  16495. import { Nullable } from "babylonjs/types";
  16496. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16497. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16498. import { Scene } from "babylonjs/scene";
  16499. /**
  16500. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16501. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16502. */
  16503. export class PostProcessManager {
  16504. private _scene;
  16505. private _indexBuffer;
  16506. private _vertexBuffers;
  16507. /**
  16508. * Creates a new instance PostProcess
  16509. * @param scene The scene that the post process is associated with.
  16510. */
  16511. constructor(scene: Scene);
  16512. private _prepareBuffers;
  16513. private _buildIndexBuffer;
  16514. /**
  16515. * Rebuilds the vertex buffers of the manager.
  16516. * @hidden
  16517. */
  16518. _rebuild(): void;
  16519. /**
  16520. * Prepares a frame to be run through a post process.
  16521. * @param sourceTexture The input texture to the post procesess. (default: null)
  16522. * @param postProcesses An array of post processes to be run. (default: null)
  16523. * @returns True if the post processes were able to be run.
  16524. * @hidden
  16525. */
  16526. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16527. /**
  16528. * Manually render a set of post processes to a texture.
  16529. * @param postProcesses An array of post processes to be run.
  16530. * @param targetTexture The target texture to render to.
  16531. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16532. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16533. * @param lodLevel defines which lod of the texture to render to
  16534. */
  16535. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16536. /**
  16537. * Finalize the result of the output of the postprocesses.
  16538. * @param doNotPresent If true the result will not be displayed to the screen.
  16539. * @param targetTexture The target texture to render to.
  16540. * @param faceIndex The index of the face to bind the target texture to.
  16541. * @param postProcesses The array of post processes to render.
  16542. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16543. * @hidden
  16544. */
  16545. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16546. /**
  16547. * Disposes of the post process manager.
  16548. */
  16549. dispose(): void;
  16550. }
  16551. }
  16552. declare module "babylonjs/Misc/gradients" {
  16553. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16554. /** Interface used by value gradients (color, factor, ...) */
  16555. export interface IValueGradient {
  16556. /**
  16557. * Gets or sets the gradient value (between 0 and 1)
  16558. */
  16559. gradient: number;
  16560. }
  16561. /** Class used to store color4 gradient */
  16562. export class ColorGradient implements IValueGradient {
  16563. /**
  16564. * Gets or sets the gradient value (between 0 and 1)
  16565. */
  16566. gradient: number;
  16567. /**
  16568. * Gets or sets first associated color
  16569. */
  16570. color1: Color4;
  16571. /**
  16572. * Gets or sets second associated color
  16573. */
  16574. color2?: Color4;
  16575. /**
  16576. * Will get a color picked randomly between color1 and color2.
  16577. * If color2 is undefined then color1 will be used
  16578. * @param result defines the target Color4 to store the result in
  16579. */
  16580. getColorToRef(result: Color4): void;
  16581. }
  16582. /** Class used to store color 3 gradient */
  16583. export class Color3Gradient implements IValueGradient {
  16584. /**
  16585. * Gets or sets the gradient value (between 0 and 1)
  16586. */
  16587. gradient: number;
  16588. /**
  16589. * Gets or sets the associated color
  16590. */
  16591. color: Color3;
  16592. }
  16593. /** Class used to store factor gradient */
  16594. export class FactorGradient implements IValueGradient {
  16595. /**
  16596. * Gets or sets the gradient value (between 0 and 1)
  16597. */
  16598. gradient: number;
  16599. /**
  16600. * Gets or sets first associated factor
  16601. */
  16602. factor1: number;
  16603. /**
  16604. * Gets or sets second associated factor
  16605. */
  16606. factor2?: number;
  16607. /**
  16608. * Will get a number picked randomly between factor1 and factor2.
  16609. * If factor2 is undefined then factor1 will be used
  16610. * @returns the picked number
  16611. */
  16612. getFactor(): number;
  16613. }
  16614. /**
  16615. * Helper used to simplify some generic gradient tasks
  16616. */
  16617. export class GradientHelper {
  16618. /**
  16619. * Gets the current gradient from an array of IValueGradient
  16620. * @param ratio defines the current ratio to get
  16621. * @param gradients defines the array of IValueGradient
  16622. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16623. */
  16624. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16625. }
  16626. }
  16627. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16629. import { Nullable } from "babylonjs/types";
  16630. module "babylonjs/Engines/thinEngine" {
  16631. interface ThinEngine {
  16632. /**
  16633. * Creates a dynamic texture
  16634. * @param width defines the width of the texture
  16635. * @param height defines the height of the texture
  16636. * @param generateMipMaps defines if the engine should generate the mip levels
  16637. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16638. * @returns the dynamic texture inside an InternalTexture
  16639. */
  16640. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16641. /**
  16642. * Update the content of a dynamic texture
  16643. * @param texture defines the texture to update
  16644. * @param canvas defines the canvas containing the source
  16645. * @param invertY defines if data must be stored with Y axis inverted
  16646. * @param premulAlpha defines if alpha is stored as premultiplied
  16647. * @param format defines the format of the data
  16648. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16649. */
  16650. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16651. }
  16652. }
  16653. }
  16654. declare module "babylonjs/Misc/canvasGenerator" {
  16655. /**
  16656. * Helper class used to generate a canvas to manipulate images
  16657. */
  16658. export class CanvasGenerator {
  16659. /**
  16660. * Create a new canvas (or offscreen canvas depending on the context)
  16661. * @param width defines the expected width
  16662. * @param height defines the expected height
  16663. * @return a new canvas or offscreen canvas
  16664. */
  16665. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16666. }
  16667. }
  16668. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16669. import { Scene } from "babylonjs/scene";
  16670. import { Texture } from "babylonjs/Materials/Textures/texture";
  16671. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16672. /**
  16673. * A class extending Texture allowing drawing on a texture
  16674. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16675. */
  16676. export class DynamicTexture extends Texture {
  16677. private _generateMipMaps;
  16678. private _canvas;
  16679. private _context;
  16680. private _engine;
  16681. /**
  16682. * Creates a DynamicTexture
  16683. * @param name defines the name of the texture
  16684. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16685. * @param scene defines the scene where you want the texture
  16686. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16687. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16688. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16689. */
  16690. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16691. /**
  16692. * Get the current class name of the texture useful for serialization or dynamic coding.
  16693. * @returns "DynamicTexture"
  16694. */
  16695. getClassName(): string;
  16696. /**
  16697. * Gets the current state of canRescale
  16698. */
  16699. readonly canRescale: boolean;
  16700. private _recreate;
  16701. /**
  16702. * Scales the texture
  16703. * @param ratio the scale factor to apply to both width and height
  16704. */
  16705. scale(ratio: number): void;
  16706. /**
  16707. * Resizes the texture
  16708. * @param width the new width
  16709. * @param height the new height
  16710. */
  16711. scaleTo(width: number, height: number): void;
  16712. /**
  16713. * Gets the context of the canvas used by the texture
  16714. * @returns the canvas context of the dynamic texture
  16715. */
  16716. getContext(): CanvasRenderingContext2D;
  16717. /**
  16718. * Clears the texture
  16719. */
  16720. clear(): void;
  16721. /**
  16722. * Updates the texture
  16723. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16724. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16725. */
  16726. update(invertY?: boolean, premulAlpha?: boolean): void;
  16727. /**
  16728. * Draws text onto the texture
  16729. * @param text defines the text to be drawn
  16730. * @param x defines the placement of the text from the left
  16731. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16732. * @param font defines the font to be used with font-style, font-size, font-name
  16733. * @param color defines the color used for the text
  16734. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16735. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16736. * @param update defines whether texture is immediately update (default is true)
  16737. */
  16738. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16739. /**
  16740. * Clones the texture
  16741. * @returns the clone of the texture.
  16742. */
  16743. clone(): DynamicTexture;
  16744. /**
  16745. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16746. * @returns a serialized dynamic texture object
  16747. */
  16748. serialize(): any;
  16749. /** @hidden */
  16750. _rebuild(): void;
  16751. }
  16752. }
  16753. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16754. import { Scene } from "babylonjs/scene";
  16755. import { ISceneComponent } from "babylonjs/sceneComponent";
  16756. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16757. module "babylonjs/abstractScene" {
  16758. interface AbstractScene {
  16759. /**
  16760. * The list of procedural textures added to the scene
  16761. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16762. */
  16763. proceduralTextures: Array<ProceduralTexture>;
  16764. }
  16765. }
  16766. /**
  16767. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16768. * in a given scene.
  16769. */
  16770. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16771. /**
  16772. * The component name helpfull to identify the component in the list of scene components.
  16773. */
  16774. readonly name: string;
  16775. /**
  16776. * The scene the component belongs to.
  16777. */
  16778. scene: Scene;
  16779. /**
  16780. * Creates a new instance of the component for the given scene
  16781. * @param scene Defines the scene to register the component in
  16782. */
  16783. constructor(scene: Scene);
  16784. /**
  16785. * Registers the component in a given scene
  16786. */
  16787. register(): void;
  16788. /**
  16789. * Rebuilds the elements related to this component in case of
  16790. * context lost for instance.
  16791. */
  16792. rebuild(): void;
  16793. /**
  16794. * Disposes the component and the associated ressources.
  16795. */
  16796. dispose(): void;
  16797. private _beforeClear;
  16798. }
  16799. }
  16800. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16801. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16802. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16803. module "babylonjs/Engines/thinEngine" {
  16804. interface ThinEngine {
  16805. /**
  16806. * Creates a new render target cube texture
  16807. * @param size defines the size of the texture
  16808. * @param options defines the options used to create the texture
  16809. * @returns a new render target cube texture stored in an InternalTexture
  16810. */
  16811. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16812. }
  16813. }
  16814. }
  16815. declare module "babylonjs/Shaders/procedural.vertex" {
  16816. /** @hidden */
  16817. export var proceduralVertexShader: {
  16818. name: string;
  16819. shader: string;
  16820. };
  16821. }
  16822. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16823. import { Observable } from "babylonjs/Misc/observable";
  16824. import { Nullable } from "babylonjs/types";
  16825. import { Scene } from "babylonjs/scene";
  16826. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16827. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16828. import { Effect } from "babylonjs/Materials/effect";
  16829. import { Texture } from "babylonjs/Materials/Textures/texture";
  16830. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16831. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16832. import "babylonjs/Shaders/procedural.vertex";
  16833. /**
  16834. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16835. * This is the base class of any Procedural texture and contains most of the shareable code.
  16836. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16837. */
  16838. export class ProceduralTexture extends Texture {
  16839. isCube: boolean;
  16840. /**
  16841. * Define if the texture is enabled or not (disabled texture will not render)
  16842. */
  16843. isEnabled: boolean;
  16844. /**
  16845. * Define if the texture must be cleared before rendering (default is true)
  16846. */
  16847. autoClear: boolean;
  16848. /**
  16849. * Callback called when the texture is generated
  16850. */
  16851. onGenerated: () => void;
  16852. /**
  16853. * Event raised when the texture is generated
  16854. */
  16855. onGeneratedObservable: Observable<ProceduralTexture>;
  16856. /** @hidden */
  16857. _generateMipMaps: boolean;
  16858. /** @hidden **/
  16859. _effect: Effect;
  16860. /** @hidden */
  16861. _textures: {
  16862. [key: string]: Texture;
  16863. };
  16864. private _size;
  16865. private _currentRefreshId;
  16866. private _refreshRate;
  16867. private _vertexBuffers;
  16868. private _indexBuffer;
  16869. private _uniforms;
  16870. private _samplers;
  16871. private _fragment;
  16872. private _floats;
  16873. private _ints;
  16874. private _floatsArrays;
  16875. private _colors3;
  16876. private _colors4;
  16877. private _vectors2;
  16878. private _vectors3;
  16879. private _matrices;
  16880. private _fallbackTexture;
  16881. private _fallbackTextureUsed;
  16882. private _engine;
  16883. private _cachedDefines;
  16884. private _contentUpdateId;
  16885. private _contentData;
  16886. /**
  16887. * Instantiates a new procedural texture.
  16888. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16889. * This is the base class of any Procedural texture and contains most of the shareable code.
  16890. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16891. * @param name Define the name of the texture
  16892. * @param size Define the size of the texture to create
  16893. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16894. * @param scene Define the scene the texture belongs to
  16895. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16896. * @param generateMipMaps Define if the texture should creates mip maps or not
  16897. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16898. */
  16899. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16900. /**
  16901. * The effect that is created when initializing the post process.
  16902. * @returns The created effect corresponding the the postprocess.
  16903. */
  16904. getEffect(): Effect;
  16905. /**
  16906. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16907. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16908. */
  16909. getContent(): Nullable<ArrayBufferView>;
  16910. private _createIndexBuffer;
  16911. /** @hidden */
  16912. _rebuild(): void;
  16913. /**
  16914. * Resets the texture in order to recreate its associated resources.
  16915. * This can be called in case of context loss
  16916. */
  16917. reset(): void;
  16918. protected _getDefines(): string;
  16919. /**
  16920. * Is the texture ready to be used ? (rendered at least once)
  16921. * @returns true if ready, otherwise, false.
  16922. */
  16923. isReady(): boolean;
  16924. /**
  16925. * Resets the refresh counter of the texture and start bak from scratch.
  16926. * Could be useful to regenerate the texture if it is setup to render only once.
  16927. */
  16928. resetRefreshCounter(): void;
  16929. /**
  16930. * Set the fragment shader to use in order to render the texture.
  16931. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16932. */
  16933. setFragment(fragment: any): void;
  16934. /**
  16935. * Define the refresh rate of the texture or the rendering frequency.
  16936. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16937. */
  16938. refreshRate: number;
  16939. /** @hidden */
  16940. _shouldRender(): boolean;
  16941. /**
  16942. * Get the size the texture is rendering at.
  16943. * @returns the size (texture is always squared)
  16944. */
  16945. getRenderSize(): number;
  16946. /**
  16947. * Resize the texture to new value.
  16948. * @param size Define the new size the texture should have
  16949. * @param generateMipMaps Define whether the new texture should create mip maps
  16950. */
  16951. resize(size: number, generateMipMaps: boolean): void;
  16952. private _checkUniform;
  16953. /**
  16954. * Set a texture in the shader program used to render.
  16955. * @param name Define the name of the uniform samplers as defined in the shader
  16956. * @param texture Define the texture to bind to this sampler
  16957. * @return the texture itself allowing "fluent" like uniform updates
  16958. */
  16959. setTexture(name: string, texture: Texture): ProceduralTexture;
  16960. /**
  16961. * Set a float in the shader.
  16962. * @param name Define the name of the uniform as defined in the shader
  16963. * @param value Define the value to give to the uniform
  16964. * @return the texture itself allowing "fluent" like uniform updates
  16965. */
  16966. setFloat(name: string, value: number): ProceduralTexture;
  16967. /**
  16968. * Set a int in the shader.
  16969. * @param name Define the name of the uniform as defined in the shader
  16970. * @param value Define the value to give to the uniform
  16971. * @return the texture itself allowing "fluent" like uniform updates
  16972. */
  16973. setInt(name: string, value: number): ProceduralTexture;
  16974. /**
  16975. * Set an array of floats in the shader.
  16976. * @param name Define the name of the uniform as defined in the shader
  16977. * @param value Define the value to give to the uniform
  16978. * @return the texture itself allowing "fluent" like uniform updates
  16979. */
  16980. setFloats(name: string, value: number[]): ProceduralTexture;
  16981. /**
  16982. * Set a vec3 in the shader from a Color3.
  16983. * @param name Define the name of the uniform as defined in the shader
  16984. * @param value Define the value to give to the uniform
  16985. * @return the texture itself allowing "fluent" like uniform updates
  16986. */
  16987. setColor3(name: string, value: Color3): ProceduralTexture;
  16988. /**
  16989. * Set a vec4 in the shader from a Color4.
  16990. * @param name Define the name of the uniform as defined in the shader
  16991. * @param value Define the value to give to the uniform
  16992. * @return the texture itself allowing "fluent" like uniform updates
  16993. */
  16994. setColor4(name: string, value: Color4): ProceduralTexture;
  16995. /**
  16996. * Set a vec2 in the shader from a Vector2.
  16997. * @param name Define the name of the uniform as defined in the shader
  16998. * @param value Define the value to give to the uniform
  16999. * @return the texture itself allowing "fluent" like uniform updates
  17000. */
  17001. setVector2(name: string, value: Vector2): ProceduralTexture;
  17002. /**
  17003. * Set a vec3 in the shader from a Vector3.
  17004. * @param name Define the name of the uniform as defined in the shader
  17005. * @param value Define the value to give to the uniform
  17006. * @return the texture itself allowing "fluent" like uniform updates
  17007. */
  17008. setVector3(name: string, value: Vector3): ProceduralTexture;
  17009. /**
  17010. * Set a mat4 in the shader from a MAtrix.
  17011. * @param name Define the name of the uniform as defined in the shader
  17012. * @param value Define the value to give to the uniform
  17013. * @return the texture itself allowing "fluent" like uniform updates
  17014. */
  17015. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17016. /**
  17017. * Render the texture to its associated render target.
  17018. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17019. */
  17020. render(useCameraPostProcess?: boolean): void;
  17021. /**
  17022. * Clone the texture.
  17023. * @returns the cloned texture
  17024. */
  17025. clone(): ProceduralTexture;
  17026. /**
  17027. * Dispose the texture and release its asoociated resources.
  17028. */
  17029. dispose(): void;
  17030. }
  17031. }
  17032. declare module "babylonjs/Particles/baseParticleSystem" {
  17033. import { Nullable } from "babylonjs/types";
  17034. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17036. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17037. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17038. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17039. import { Scene } from "babylonjs/scene";
  17040. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17041. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17042. import { Texture } from "babylonjs/Materials/Textures/texture";
  17043. import { Color4 } from "babylonjs/Maths/math.color";
  17044. import { Animation } from "babylonjs/Animations/animation";
  17045. /**
  17046. * This represents the base class for particle system in Babylon.
  17047. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17048. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17049. * @example https://doc.babylonjs.com/babylon101/particles
  17050. */
  17051. export class BaseParticleSystem {
  17052. /**
  17053. * Source color is added to the destination color without alpha affecting the result
  17054. */
  17055. static BLENDMODE_ONEONE: number;
  17056. /**
  17057. * Blend current color and particle color using particle’s alpha
  17058. */
  17059. static BLENDMODE_STANDARD: number;
  17060. /**
  17061. * Add current color and particle color multiplied by particle’s alpha
  17062. */
  17063. static BLENDMODE_ADD: number;
  17064. /**
  17065. * Multiply current color with particle color
  17066. */
  17067. static BLENDMODE_MULTIPLY: number;
  17068. /**
  17069. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17070. */
  17071. static BLENDMODE_MULTIPLYADD: number;
  17072. /**
  17073. * List of animations used by the particle system.
  17074. */
  17075. animations: Animation[];
  17076. /**
  17077. * The id of the Particle system.
  17078. */
  17079. id: string;
  17080. /**
  17081. * The friendly name of the Particle system.
  17082. */
  17083. name: string;
  17084. /**
  17085. * The rendering group used by the Particle system to chose when to render.
  17086. */
  17087. renderingGroupId: number;
  17088. /**
  17089. * The emitter represents the Mesh or position we are attaching the particle system to.
  17090. */
  17091. emitter: Nullable<AbstractMesh | Vector3>;
  17092. /**
  17093. * The maximum number of particles to emit per frame
  17094. */
  17095. emitRate: number;
  17096. /**
  17097. * If you want to launch only a few particles at once, that can be done, as well.
  17098. */
  17099. manualEmitCount: number;
  17100. /**
  17101. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17102. */
  17103. updateSpeed: number;
  17104. /**
  17105. * The amount of time the particle system is running (depends of the overall update speed).
  17106. */
  17107. targetStopDuration: number;
  17108. /**
  17109. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17110. */
  17111. disposeOnStop: boolean;
  17112. /**
  17113. * Minimum power of emitting particles.
  17114. */
  17115. minEmitPower: number;
  17116. /**
  17117. * Maximum power of emitting particles.
  17118. */
  17119. maxEmitPower: number;
  17120. /**
  17121. * Minimum life time of emitting particles.
  17122. */
  17123. minLifeTime: number;
  17124. /**
  17125. * Maximum life time of emitting particles.
  17126. */
  17127. maxLifeTime: number;
  17128. /**
  17129. * Minimum Size of emitting particles.
  17130. */
  17131. minSize: number;
  17132. /**
  17133. * Maximum Size of emitting particles.
  17134. */
  17135. maxSize: number;
  17136. /**
  17137. * Minimum scale of emitting particles on X axis.
  17138. */
  17139. minScaleX: number;
  17140. /**
  17141. * Maximum scale of emitting particles on X axis.
  17142. */
  17143. maxScaleX: number;
  17144. /**
  17145. * Minimum scale of emitting particles on Y axis.
  17146. */
  17147. minScaleY: number;
  17148. /**
  17149. * Maximum scale of emitting particles on Y axis.
  17150. */
  17151. maxScaleY: number;
  17152. /**
  17153. * Gets or sets the minimal initial rotation in radians.
  17154. */
  17155. minInitialRotation: number;
  17156. /**
  17157. * Gets or sets the maximal initial rotation in radians.
  17158. */
  17159. maxInitialRotation: number;
  17160. /**
  17161. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17162. */
  17163. minAngularSpeed: number;
  17164. /**
  17165. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17166. */
  17167. maxAngularSpeed: number;
  17168. /**
  17169. * The texture used to render each particle. (this can be a spritesheet)
  17170. */
  17171. particleTexture: Nullable<Texture>;
  17172. /**
  17173. * The layer mask we are rendering the particles through.
  17174. */
  17175. layerMask: number;
  17176. /**
  17177. * This can help using your own shader to render the particle system.
  17178. * The according effect will be created
  17179. */
  17180. customShader: any;
  17181. /**
  17182. * By default particle system starts as soon as they are created. This prevents the
  17183. * automatic start to happen and let you decide when to start emitting particles.
  17184. */
  17185. preventAutoStart: boolean;
  17186. private _noiseTexture;
  17187. /**
  17188. * Gets or sets a texture used to add random noise to particle positions
  17189. */
  17190. noiseTexture: Nullable<ProceduralTexture>;
  17191. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17192. noiseStrength: Vector3;
  17193. /**
  17194. * Callback triggered when the particle animation is ending.
  17195. */
  17196. onAnimationEnd: Nullable<() => void>;
  17197. /**
  17198. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17199. */
  17200. blendMode: number;
  17201. /**
  17202. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17203. * to override the particles.
  17204. */
  17205. forceDepthWrite: boolean;
  17206. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  17207. preWarmCycles: number;
  17208. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17209. preWarmStepOffset: number;
  17210. /**
  17211. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  17212. */
  17213. spriteCellChangeSpeed: number;
  17214. /**
  17215. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17216. */
  17217. startSpriteCellID: number;
  17218. /**
  17219. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17220. */
  17221. endSpriteCellID: number;
  17222. /**
  17223. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17224. */
  17225. spriteCellWidth: number;
  17226. /**
  17227. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17228. */
  17229. spriteCellHeight: number;
  17230. /**
  17231. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17232. */
  17233. spriteRandomStartCell: boolean;
  17234. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17235. translationPivot: Vector2;
  17236. /** @hidden */
  17237. protected _isAnimationSheetEnabled: boolean;
  17238. /**
  17239. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17240. */
  17241. beginAnimationOnStart: boolean;
  17242. /**
  17243. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17244. */
  17245. beginAnimationFrom: number;
  17246. /**
  17247. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17248. */
  17249. beginAnimationTo: number;
  17250. /**
  17251. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17252. */
  17253. beginAnimationLoop: boolean;
  17254. /**
  17255. * Gets or sets a world offset applied to all particles
  17256. */
  17257. worldOffset: Vector3;
  17258. /**
  17259. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17260. */
  17261. isAnimationSheetEnabled: boolean;
  17262. /**
  17263. * Get hosting scene
  17264. * @returns the scene
  17265. */
  17266. getScene(): Scene;
  17267. /**
  17268. * You can use gravity if you want to give an orientation to your particles.
  17269. */
  17270. gravity: Vector3;
  17271. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17272. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17273. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17274. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17275. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17276. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17277. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17278. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17279. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17280. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17281. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17282. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17283. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17284. /**
  17285. * Defines the delay in milliseconds before starting the system (0 by default)
  17286. */
  17287. startDelay: number;
  17288. /**
  17289. * Gets the current list of drag gradients.
  17290. * You must use addDragGradient and removeDragGradient to udpate this list
  17291. * @returns the list of drag gradients
  17292. */
  17293. getDragGradients(): Nullable<Array<FactorGradient>>;
  17294. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17295. limitVelocityDamping: number;
  17296. /**
  17297. * Gets the current list of limit velocity gradients.
  17298. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17299. * @returns the list of limit velocity gradients
  17300. */
  17301. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17302. /**
  17303. * Gets the current list of color gradients.
  17304. * You must use addColorGradient and removeColorGradient to udpate this list
  17305. * @returns the list of color gradients
  17306. */
  17307. getColorGradients(): Nullable<Array<ColorGradient>>;
  17308. /**
  17309. * Gets the current list of size gradients.
  17310. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17311. * @returns the list of size gradients
  17312. */
  17313. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17314. /**
  17315. * Gets the current list of color remap gradients.
  17316. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17317. * @returns the list of color remap gradients
  17318. */
  17319. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17320. /**
  17321. * Gets the current list of alpha remap gradients.
  17322. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17323. * @returns the list of alpha remap gradients
  17324. */
  17325. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17326. /**
  17327. * Gets the current list of life time gradients.
  17328. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17329. * @returns the list of life time gradients
  17330. */
  17331. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17332. /**
  17333. * Gets the current list of angular speed gradients.
  17334. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17335. * @returns the list of angular speed gradients
  17336. */
  17337. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17338. /**
  17339. * Gets the current list of velocity gradients.
  17340. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17341. * @returns the list of velocity gradients
  17342. */
  17343. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17344. /**
  17345. * Gets the current list of start size gradients.
  17346. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17347. * @returns the list of start size gradients
  17348. */
  17349. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17350. /**
  17351. * Gets the current list of emit rate gradients.
  17352. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17353. * @returns the list of emit rate gradients
  17354. */
  17355. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17356. /**
  17357. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17358. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17359. */
  17360. direction1: Vector3;
  17361. /**
  17362. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17363. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17364. */
  17365. direction2: Vector3;
  17366. /**
  17367. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17368. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17369. */
  17370. minEmitBox: Vector3;
  17371. /**
  17372. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17373. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17374. */
  17375. maxEmitBox: Vector3;
  17376. /**
  17377. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17378. */
  17379. color1: Color4;
  17380. /**
  17381. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17382. */
  17383. color2: Color4;
  17384. /**
  17385. * Color the particle will have at the end of its lifetime
  17386. */
  17387. colorDead: Color4;
  17388. /**
  17389. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17390. */
  17391. textureMask: Color4;
  17392. /**
  17393. * The particle emitter type defines the emitter used by the particle system.
  17394. * It can be for example box, sphere, or cone...
  17395. */
  17396. particleEmitterType: IParticleEmitterType;
  17397. /** @hidden */
  17398. _isSubEmitter: boolean;
  17399. /**
  17400. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17401. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17402. */
  17403. billboardMode: number;
  17404. protected _isBillboardBased: boolean;
  17405. /**
  17406. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17407. */
  17408. isBillboardBased: boolean;
  17409. /**
  17410. * The scene the particle system belongs to.
  17411. */
  17412. protected _scene: Scene;
  17413. /**
  17414. * Local cache of defines for image processing.
  17415. */
  17416. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17417. /**
  17418. * Default configuration related to image processing available in the standard Material.
  17419. */
  17420. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17421. /**
  17422. * Gets the image processing configuration used either in this material.
  17423. */
  17424. /**
  17425. * Sets the Default image processing configuration used either in the this material.
  17426. *
  17427. * If sets to null, the scene one is in use.
  17428. */
  17429. imageProcessingConfiguration: ImageProcessingConfiguration;
  17430. /**
  17431. * Attaches a new image processing configuration to the Standard Material.
  17432. * @param configuration
  17433. */
  17434. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17435. /** @hidden */
  17436. protected _reset(): void;
  17437. /** @hidden */
  17438. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17439. /**
  17440. * Instantiates a particle system.
  17441. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17442. * @param name The name of the particle system
  17443. */
  17444. constructor(name: string);
  17445. /**
  17446. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17447. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17448. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17449. * @returns the emitter
  17450. */
  17451. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17452. /**
  17453. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17454. * @param radius The radius of the hemisphere to emit from
  17455. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17456. * @returns the emitter
  17457. */
  17458. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17459. /**
  17460. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17461. * @param radius The radius of the sphere to emit from
  17462. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17463. * @returns the emitter
  17464. */
  17465. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17466. /**
  17467. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17468. * @param radius The radius of the sphere to emit from
  17469. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17470. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17471. * @returns the emitter
  17472. */
  17473. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17474. /**
  17475. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17476. * @param radius The radius of the emission cylinder
  17477. * @param height The height of the emission cylinder
  17478. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17479. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17480. * @returns the emitter
  17481. */
  17482. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17483. /**
  17484. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17485. * @param radius The radius of the cylinder to emit from
  17486. * @param height The height of the emission cylinder
  17487. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17488. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17489. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17490. * @returns the emitter
  17491. */
  17492. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17493. /**
  17494. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17495. * @param radius The radius of the cone to emit from
  17496. * @param angle The base angle of the cone
  17497. * @returns the emitter
  17498. */
  17499. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17500. /**
  17501. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17502. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17503. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17504. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17505. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17506. * @returns the emitter
  17507. */
  17508. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17509. }
  17510. }
  17511. declare module "babylonjs/Particles/subEmitter" {
  17512. import { Scene } from "babylonjs/scene";
  17513. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17514. /**
  17515. * Type of sub emitter
  17516. */
  17517. export enum SubEmitterType {
  17518. /**
  17519. * Attached to the particle over it's lifetime
  17520. */
  17521. ATTACHED = 0,
  17522. /**
  17523. * Created when the particle dies
  17524. */
  17525. END = 1
  17526. }
  17527. /**
  17528. * Sub emitter class used to emit particles from an existing particle
  17529. */
  17530. export class SubEmitter {
  17531. /**
  17532. * the particle system to be used by the sub emitter
  17533. */
  17534. particleSystem: ParticleSystem;
  17535. /**
  17536. * Type of the submitter (Default: END)
  17537. */
  17538. type: SubEmitterType;
  17539. /**
  17540. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17541. * Note: This only is supported when using an emitter of type Mesh
  17542. */
  17543. inheritDirection: boolean;
  17544. /**
  17545. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17546. */
  17547. inheritedVelocityAmount: number;
  17548. /**
  17549. * Creates a sub emitter
  17550. * @param particleSystem the particle system to be used by the sub emitter
  17551. */
  17552. constructor(
  17553. /**
  17554. * the particle system to be used by the sub emitter
  17555. */
  17556. particleSystem: ParticleSystem);
  17557. /**
  17558. * Clones the sub emitter
  17559. * @returns the cloned sub emitter
  17560. */
  17561. clone(): SubEmitter;
  17562. /**
  17563. * Serialize current object to a JSON object
  17564. * @returns the serialized object
  17565. */
  17566. serialize(): any;
  17567. /** @hidden */
  17568. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17569. /**
  17570. * Creates a new SubEmitter from a serialized JSON version
  17571. * @param serializationObject defines the JSON object to read from
  17572. * @param scene defines the hosting scene
  17573. * @param rootUrl defines the rootUrl for data loading
  17574. * @returns a new SubEmitter
  17575. */
  17576. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17577. /** Release associated resources */
  17578. dispose(): void;
  17579. }
  17580. }
  17581. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17582. /** @hidden */
  17583. export var clipPlaneFragmentDeclaration: {
  17584. name: string;
  17585. shader: string;
  17586. };
  17587. }
  17588. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17589. /** @hidden */
  17590. export var imageProcessingDeclaration: {
  17591. name: string;
  17592. shader: string;
  17593. };
  17594. }
  17595. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17596. /** @hidden */
  17597. export var imageProcessingFunctions: {
  17598. name: string;
  17599. shader: string;
  17600. };
  17601. }
  17602. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17603. /** @hidden */
  17604. export var clipPlaneFragment: {
  17605. name: string;
  17606. shader: string;
  17607. };
  17608. }
  17609. declare module "babylonjs/Shaders/particles.fragment" {
  17610. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17611. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17612. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17613. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17614. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17615. /** @hidden */
  17616. export var particlesPixelShader: {
  17617. name: string;
  17618. shader: string;
  17619. };
  17620. }
  17621. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17622. /** @hidden */
  17623. export var clipPlaneVertexDeclaration: {
  17624. name: string;
  17625. shader: string;
  17626. };
  17627. }
  17628. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17629. /** @hidden */
  17630. export var clipPlaneVertex: {
  17631. name: string;
  17632. shader: string;
  17633. };
  17634. }
  17635. declare module "babylonjs/Shaders/particles.vertex" {
  17636. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17637. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17638. /** @hidden */
  17639. export var particlesVertexShader: {
  17640. name: string;
  17641. shader: string;
  17642. };
  17643. }
  17644. declare module "babylonjs/Particles/particleSystem" {
  17645. import { Nullable } from "babylonjs/types";
  17646. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17647. import { Observable } from "babylonjs/Misc/observable";
  17648. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17649. import { Effect } from "babylonjs/Materials/effect";
  17650. import { Scene, IDisposable } from "babylonjs/scene";
  17651. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17652. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17653. import { Particle } from "babylonjs/Particles/particle";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17656. import "babylonjs/Shaders/particles.fragment";
  17657. import "babylonjs/Shaders/particles.vertex";
  17658. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17659. /**
  17660. * This represents a particle system in Babylon.
  17661. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17662. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17663. * @example https://doc.babylonjs.com/babylon101/particles
  17664. */
  17665. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17666. /**
  17667. * Billboard mode will only apply to Y axis
  17668. */
  17669. static readonly BILLBOARDMODE_Y: number;
  17670. /**
  17671. * Billboard mode will apply to all axes
  17672. */
  17673. static readonly BILLBOARDMODE_ALL: number;
  17674. /**
  17675. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17676. */
  17677. static readonly BILLBOARDMODE_STRETCHED: number;
  17678. /**
  17679. * This function can be defined to provide custom update for active particles.
  17680. * This function will be called instead of regular update (age, position, color, etc.).
  17681. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17682. */
  17683. updateFunction: (particles: Particle[]) => void;
  17684. private _emitterWorldMatrix;
  17685. /**
  17686. * This function can be defined to specify initial direction for every new particle.
  17687. * It by default use the emitterType defined function
  17688. */
  17689. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17690. /**
  17691. * This function can be defined to specify initial position for every new particle.
  17692. * It by default use the emitterType defined function
  17693. */
  17694. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17695. /**
  17696. * @hidden
  17697. */
  17698. _inheritedVelocityOffset: Vector3;
  17699. /**
  17700. * An event triggered when the system is disposed
  17701. */
  17702. onDisposeObservable: Observable<ParticleSystem>;
  17703. private _onDisposeObserver;
  17704. /**
  17705. * Sets a callback that will be triggered when the system is disposed
  17706. */
  17707. onDispose: () => void;
  17708. private _particles;
  17709. private _epsilon;
  17710. private _capacity;
  17711. private _stockParticles;
  17712. private _newPartsExcess;
  17713. private _vertexData;
  17714. private _vertexBuffer;
  17715. private _vertexBuffers;
  17716. private _spriteBuffer;
  17717. private _indexBuffer;
  17718. private _effect;
  17719. private _customEffect;
  17720. private _cachedDefines;
  17721. private _scaledColorStep;
  17722. private _colorDiff;
  17723. private _scaledDirection;
  17724. private _scaledGravity;
  17725. private _currentRenderId;
  17726. private _alive;
  17727. private _useInstancing;
  17728. private _started;
  17729. private _stopped;
  17730. private _actualFrame;
  17731. private _scaledUpdateSpeed;
  17732. private _vertexBufferSize;
  17733. /** @hidden */
  17734. _currentEmitRateGradient: Nullable<FactorGradient>;
  17735. /** @hidden */
  17736. _currentEmitRate1: number;
  17737. /** @hidden */
  17738. _currentEmitRate2: number;
  17739. /** @hidden */
  17740. _currentStartSizeGradient: Nullable<FactorGradient>;
  17741. /** @hidden */
  17742. _currentStartSize1: number;
  17743. /** @hidden */
  17744. _currentStartSize2: number;
  17745. private readonly _rawTextureWidth;
  17746. private _rampGradientsTexture;
  17747. private _useRampGradients;
  17748. /** Gets or sets a boolean indicating that ramp gradients must be used
  17749. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17750. */
  17751. useRampGradients: boolean;
  17752. /**
  17753. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17754. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17755. */
  17756. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17757. private _subEmitters;
  17758. /**
  17759. * @hidden
  17760. * If the particle systems emitter should be disposed when the particle system is disposed
  17761. */
  17762. _disposeEmitterOnDispose: boolean;
  17763. /**
  17764. * The current active Sub-systems, this property is used by the root particle system only.
  17765. */
  17766. activeSubSystems: Array<ParticleSystem>;
  17767. private _rootParticleSystem;
  17768. /**
  17769. * Gets the current list of active particles
  17770. */
  17771. readonly particles: Particle[];
  17772. /**
  17773. * Returns the string "ParticleSystem"
  17774. * @returns a string containing the class name
  17775. */
  17776. getClassName(): string;
  17777. /**
  17778. * Instantiates a particle system.
  17779. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17780. * @param name The name of the particle system
  17781. * @param capacity The max number of particles alive at the same time
  17782. * @param scene The scene the particle system belongs to
  17783. * @param customEffect a custom effect used to change the way particles are rendered by default
  17784. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17785. * @param epsilon Offset used to render the particles
  17786. */
  17787. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17788. private _addFactorGradient;
  17789. private _removeFactorGradient;
  17790. /**
  17791. * Adds a new life time gradient
  17792. * @param gradient defines the gradient to use (between 0 and 1)
  17793. * @param factor defines the life time factor to affect to the specified gradient
  17794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17795. * @returns the current particle system
  17796. */
  17797. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17798. /**
  17799. * Remove a specific life time gradient
  17800. * @param gradient defines the gradient to remove
  17801. * @returns the current particle system
  17802. */
  17803. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17804. /**
  17805. * Adds a new size gradient
  17806. * @param gradient defines the gradient to use (between 0 and 1)
  17807. * @param factor defines the size factor to affect to the specified gradient
  17808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17809. * @returns the current particle system
  17810. */
  17811. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17812. /**
  17813. * Remove a specific size gradient
  17814. * @param gradient defines the gradient to remove
  17815. * @returns the current particle system
  17816. */
  17817. removeSizeGradient(gradient: number): IParticleSystem;
  17818. /**
  17819. * Adds a new color remap gradient
  17820. * @param gradient defines the gradient to use (between 0 and 1)
  17821. * @param min defines the color remap minimal range
  17822. * @param max defines the color remap maximal range
  17823. * @returns the current particle system
  17824. */
  17825. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17826. /**
  17827. * Remove a specific color remap gradient
  17828. * @param gradient defines the gradient to remove
  17829. * @returns the current particle system
  17830. */
  17831. removeColorRemapGradient(gradient: number): IParticleSystem;
  17832. /**
  17833. * Adds a new alpha remap gradient
  17834. * @param gradient defines the gradient to use (between 0 and 1)
  17835. * @param min defines the alpha remap minimal range
  17836. * @param max defines the alpha remap maximal range
  17837. * @returns the current particle system
  17838. */
  17839. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17840. /**
  17841. * Remove a specific alpha remap gradient
  17842. * @param gradient defines the gradient to remove
  17843. * @returns the current particle system
  17844. */
  17845. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17846. /**
  17847. * Adds a new angular speed gradient
  17848. * @param gradient defines the gradient to use (between 0 and 1)
  17849. * @param factor defines the angular speed to affect to the specified gradient
  17850. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17851. * @returns the current particle system
  17852. */
  17853. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17854. /**
  17855. * Remove a specific angular speed gradient
  17856. * @param gradient defines the gradient to remove
  17857. * @returns the current particle system
  17858. */
  17859. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17860. /**
  17861. * Adds a new velocity gradient
  17862. * @param gradient defines the gradient to use (between 0 and 1)
  17863. * @param factor defines the velocity to affect to the specified gradient
  17864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17865. * @returns the current particle system
  17866. */
  17867. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17868. /**
  17869. * Remove a specific velocity gradient
  17870. * @param gradient defines the gradient to remove
  17871. * @returns the current particle system
  17872. */
  17873. removeVelocityGradient(gradient: number): IParticleSystem;
  17874. /**
  17875. * Adds a new limit velocity gradient
  17876. * @param gradient defines the gradient to use (between 0 and 1)
  17877. * @param factor defines the limit velocity value to affect to the specified gradient
  17878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17879. * @returns the current particle system
  17880. */
  17881. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17882. /**
  17883. * Remove a specific limit velocity gradient
  17884. * @param gradient defines the gradient to remove
  17885. * @returns the current particle system
  17886. */
  17887. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17888. /**
  17889. * Adds a new drag gradient
  17890. * @param gradient defines the gradient to use (between 0 and 1)
  17891. * @param factor defines the drag value to affect to the specified gradient
  17892. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17893. * @returns the current particle system
  17894. */
  17895. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17896. /**
  17897. * Remove a specific drag gradient
  17898. * @param gradient defines the gradient to remove
  17899. * @returns the current particle system
  17900. */
  17901. removeDragGradient(gradient: number): IParticleSystem;
  17902. /**
  17903. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17904. * @param gradient defines the gradient to use (between 0 and 1)
  17905. * @param factor defines the emit rate value to affect to the specified gradient
  17906. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17907. * @returns the current particle system
  17908. */
  17909. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17910. /**
  17911. * Remove a specific emit rate gradient
  17912. * @param gradient defines the gradient to remove
  17913. * @returns the current particle system
  17914. */
  17915. removeEmitRateGradient(gradient: number): IParticleSystem;
  17916. /**
  17917. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17918. * @param gradient defines the gradient to use (between 0 and 1)
  17919. * @param factor defines the start size value to affect to the specified gradient
  17920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17921. * @returns the current particle system
  17922. */
  17923. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17924. /**
  17925. * Remove a specific start size gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeStartSizeGradient(gradient: number): IParticleSystem;
  17930. private _createRampGradientTexture;
  17931. /**
  17932. * Gets the current list of ramp gradients.
  17933. * You must use addRampGradient and removeRampGradient to udpate this list
  17934. * @returns the list of ramp gradients
  17935. */
  17936. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17937. /**
  17938. * Adds a new ramp gradient used to remap particle colors
  17939. * @param gradient defines the gradient to use (between 0 and 1)
  17940. * @param color defines the color to affect to the specified gradient
  17941. * @returns the current particle system
  17942. */
  17943. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17944. /**
  17945. * Remove a specific ramp gradient
  17946. * @param gradient defines the gradient to remove
  17947. * @returns the current particle system
  17948. */
  17949. removeRampGradient(gradient: number): ParticleSystem;
  17950. /**
  17951. * Adds a new color gradient
  17952. * @param gradient defines the gradient to use (between 0 and 1)
  17953. * @param color1 defines the color to affect to the specified gradient
  17954. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17955. * @returns this particle system
  17956. */
  17957. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17958. /**
  17959. * Remove a specific color gradient
  17960. * @param gradient defines the gradient to remove
  17961. * @returns this particle system
  17962. */
  17963. removeColorGradient(gradient: number): IParticleSystem;
  17964. private _fetchR;
  17965. protected _reset(): void;
  17966. private _resetEffect;
  17967. private _createVertexBuffers;
  17968. private _createIndexBuffer;
  17969. /**
  17970. * Gets the maximum number of particles active at the same time.
  17971. * @returns The max number of active particles.
  17972. */
  17973. getCapacity(): number;
  17974. /**
  17975. * Gets whether there are still active particles in the system.
  17976. * @returns True if it is alive, otherwise false.
  17977. */
  17978. isAlive(): boolean;
  17979. /**
  17980. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17981. * @returns True if it has been started, otherwise false.
  17982. */
  17983. isStarted(): boolean;
  17984. private _prepareSubEmitterInternalArray;
  17985. /**
  17986. * Starts the particle system and begins to emit
  17987. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17988. */
  17989. start(delay?: number): void;
  17990. /**
  17991. * Stops the particle system.
  17992. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17993. */
  17994. stop(stopSubEmitters?: boolean): void;
  17995. /**
  17996. * Remove all active particles
  17997. */
  17998. reset(): void;
  17999. /**
  18000. * @hidden (for internal use only)
  18001. */
  18002. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18003. /**
  18004. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18005. * Its lifetime will start back at 0.
  18006. */
  18007. recycleParticle: (particle: Particle) => void;
  18008. private _stopSubEmitters;
  18009. private _createParticle;
  18010. private _removeFromRoot;
  18011. private _emitFromParticle;
  18012. private _update;
  18013. /** @hidden */
  18014. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18015. /** @hidden */
  18016. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18017. /** @hidden */
  18018. private _getEffect;
  18019. /**
  18020. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18021. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18022. */
  18023. animate(preWarmOnly?: boolean): void;
  18024. private _appendParticleVertices;
  18025. /**
  18026. * Rebuilds the particle system.
  18027. */
  18028. rebuild(): void;
  18029. /**
  18030. * Is this system ready to be used/rendered
  18031. * @return true if the system is ready
  18032. */
  18033. isReady(): boolean;
  18034. private _render;
  18035. /**
  18036. * Renders the particle system in its current state.
  18037. * @returns the current number of particles
  18038. */
  18039. render(): number;
  18040. /**
  18041. * Disposes the particle system and free the associated resources
  18042. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18043. */
  18044. dispose(disposeTexture?: boolean): void;
  18045. /**
  18046. * Clones the particle system.
  18047. * @param name The name of the cloned object
  18048. * @param newEmitter The new emitter to use
  18049. * @returns the cloned particle system
  18050. */
  18051. clone(name: string, newEmitter: any): ParticleSystem;
  18052. /**
  18053. * Serializes the particle system to a JSON object.
  18054. * @returns the JSON object
  18055. */
  18056. serialize(): any;
  18057. /** @hidden */
  18058. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18059. /** @hidden */
  18060. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18061. /**
  18062. * Parses a JSON object to create a particle system.
  18063. * @param parsedParticleSystem The JSON object to parse
  18064. * @param scene The scene to create the particle system in
  18065. * @param rootUrl The root url to use to load external dependencies like texture
  18066. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18067. * @returns the Parsed particle system
  18068. */
  18069. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18070. }
  18071. }
  18072. declare module "babylonjs/Particles/particle" {
  18073. import { Nullable } from "babylonjs/types";
  18074. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18075. import { Color4 } from "babylonjs/Maths/math.color";
  18076. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18077. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18078. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18079. /**
  18080. * A particle represents one of the element emitted by a particle system.
  18081. * This is mainly define by its coordinates, direction, velocity and age.
  18082. */
  18083. export class Particle {
  18084. /**
  18085. * The particle system the particle belongs to.
  18086. */
  18087. particleSystem: ParticleSystem;
  18088. private static _Count;
  18089. /**
  18090. * Unique ID of the particle
  18091. */
  18092. id: number;
  18093. /**
  18094. * The world position of the particle in the scene.
  18095. */
  18096. position: Vector3;
  18097. /**
  18098. * The world direction of the particle in the scene.
  18099. */
  18100. direction: Vector3;
  18101. /**
  18102. * The color of the particle.
  18103. */
  18104. color: Color4;
  18105. /**
  18106. * The color change of the particle per step.
  18107. */
  18108. colorStep: Color4;
  18109. /**
  18110. * Defines how long will the life of the particle be.
  18111. */
  18112. lifeTime: number;
  18113. /**
  18114. * The current age of the particle.
  18115. */
  18116. age: number;
  18117. /**
  18118. * The current size of the particle.
  18119. */
  18120. size: number;
  18121. /**
  18122. * The current scale of the particle.
  18123. */
  18124. scale: Vector2;
  18125. /**
  18126. * The current angle of the particle.
  18127. */
  18128. angle: number;
  18129. /**
  18130. * Defines how fast is the angle changing.
  18131. */
  18132. angularSpeed: number;
  18133. /**
  18134. * Defines the cell index used by the particle to be rendered from a sprite.
  18135. */
  18136. cellIndex: number;
  18137. /**
  18138. * The information required to support color remapping
  18139. */
  18140. remapData: Vector4;
  18141. /** @hidden */
  18142. _randomCellOffset?: number;
  18143. /** @hidden */
  18144. _initialDirection: Nullable<Vector3>;
  18145. /** @hidden */
  18146. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18147. /** @hidden */
  18148. _initialStartSpriteCellID: number;
  18149. /** @hidden */
  18150. _initialEndSpriteCellID: number;
  18151. /** @hidden */
  18152. _currentColorGradient: Nullable<ColorGradient>;
  18153. /** @hidden */
  18154. _currentColor1: Color4;
  18155. /** @hidden */
  18156. _currentColor2: Color4;
  18157. /** @hidden */
  18158. _currentSizeGradient: Nullable<FactorGradient>;
  18159. /** @hidden */
  18160. _currentSize1: number;
  18161. /** @hidden */
  18162. _currentSize2: number;
  18163. /** @hidden */
  18164. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18165. /** @hidden */
  18166. _currentAngularSpeed1: number;
  18167. /** @hidden */
  18168. _currentAngularSpeed2: number;
  18169. /** @hidden */
  18170. _currentVelocityGradient: Nullable<FactorGradient>;
  18171. /** @hidden */
  18172. _currentVelocity1: number;
  18173. /** @hidden */
  18174. _currentVelocity2: number;
  18175. /** @hidden */
  18176. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18177. /** @hidden */
  18178. _currentLimitVelocity1: number;
  18179. /** @hidden */
  18180. _currentLimitVelocity2: number;
  18181. /** @hidden */
  18182. _currentDragGradient: Nullable<FactorGradient>;
  18183. /** @hidden */
  18184. _currentDrag1: number;
  18185. /** @hidden */
  18186. _currentDrag2: number;
  18187. /** @hidden */
  18188. _randomNoiseCoordinates1: Vector3;
  18189. /** @hidden */
  18190. _randomNoiseCoordinates2: Vector3;
  18191. /**
  18192. * Creates a new instance Particle
  18193. * @param particleSystem the particle system the particle belongs to
  18194. */
  18195. constructor(
  18196. /**
  18197. * The particle system the particle belongs to.
  18198. */
  18199. particleSystem: ParticleSystem);
  18200. private updateCellInfoFromSystem;
  18201. /**
  18202. * Defines how the sprite cell index is updated for the particle
  18203. */
  18204. updateCellIndex(): void;
  18205. /** @hidden */
  18206. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18207. /** @hidden */
  18208. _inheritParticleInfoToSubEmitters(): void;
  18209. /** @hidden */
  18210. _reset(): void;
  18211. /**
  18212. * Copy the properties of particle to another one.
  18213. * @param other the particle to copy the information to.
  18214. */
  18215. copyTo(other: Particle): void;
  18216. }
  18217. }
  18218. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18219. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18220. import { Effect } from "babylonjs/Materials/effect";
  18221. import { Particle } from "babylonjs/Particles/particle";
  18222. /**
  18223. * Particle emitter represents a volume emitting particles.
  18224. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18225. */
  18226. export interface IParticleEmitterType {
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): IParticleEmitterType;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns the effect defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns a string representing the class name
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from the inside of a box.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class BoxParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18293. */
  18294. minEmitBox: Vector3;
  18295. /**
  18296. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18297. */
  18298. maxEmitBox: Vector3;
  18299. /**
  18300. * Creates a new instance BoxParticleEmitter
  18301. */
  18302. constructor();
  18303. /**
  18304. * Called by the particle System when the direction is computed for the created particle.
  18305. * @param worldMatrix is the world matrix of the particle system
  18306. * @param directionToUpdate is the direction vector to update with the result
  18307. * @param particle is the particle we are computed the direction for
  18308. */
  18309. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18310. /**
  18311. * Called by the particle System when the position is computed for the created particle.
  18312. * @param worldMatrix is the world matrix of the particle system
  18313. * @param positionToUpdate is the position vector to update with the result
  18314. * @param particle is the particle we are computed the position for
  18315. */
  18316. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18317. /**
  18318. * Clones the current emitter and returns a copy of it
  18319. * @returns the new emitter
  18320. */
  18321. clone(): BoxParticleEmitter;
  18322. /**
  18323. * Called by the GPUParticleSystem to setup the update shader
  18324. * @param effect defines the update shader
  18325. */
  18326. applyToShader(effect: Effect): void;
  18327. /**
  18328. * Returns a string to use to update the GPU particles update shader
  18329. * @returns a string containng the defines string
  18330. */
  18331. getEffectDefines(): string;
  18332. /**
  18333. * Returns the string "BoxParticleEmitter"
  18334. * @returns a string containing the class name
  18335. */
  18336. getClassName(): string;
  18337. /**
  18338. * Serializes the particle system to a JSON object.
  18339. * @returns the JSON object
  18340. */
  18341. serialize(): any;
  18342. /**
  18343. * Parse properties from a JSON object
  18344. * @param serializationObject defines the JSON object
  18345. */
  18346. parse(serializationObject: any): void;
  18347. }
  18348. }
  18349. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18350. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18351. import { Effect } from "babylonjs/Materials/effect";
  18352. import { Particle } from "babylonjs/Particles/particle";
  18353. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18354. /**
  18355. * Particle emitter emitting particles from the inside of a cone.
  18356. * It emits the particles alongside the cone volume from the base to the particle.
  18357. * The emission direction might be randomized.
  18358. */
  18359. export class ConeParticleEmitter implements IParticleEmitterType {
  18360. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18361. directionRandomizer: number;
  18362. private _radius;
  18363. private _angle;
  18364. private _height;
  18365. /**
  18366. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18367. */
  18368. radiusRange: number;
  18369. /**
  18370. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18371. */
  18372. heightRange: number;
  18373. /**
  18374. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18375. */
  18376. emitFromSpawnPointOnly: boolean;
  18377. /**
  18378. * Gets or sets the radius of the emission cone
  18379. */
  18380. radius: number;
  18381. /**
  18382. * Gets or sets the angle of the emission cone
  18383. */
  18384. angle: number;
  18385. private _buildHeight;
  18386. /**
  18387. * Creates a new instance ConeParticleEmitter
  18388. * @param radius the radius of the emission cone (1 by default)
  18389. * @param angle the cone base angle (PI by default)
  18390. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18391. */
  18392. constructor(radius?: number, angle?: number,
  18393. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18394. directionRandomizer?: number);
  18395. /**
  18396. * Called by the particle System when the direction is computed for the created particle.
  18397. * @param worldMatrix is the world matrix of the particle system
  18398. * @param directionToUpdate is the direction vector to update with the result
  18399. * @param particle is the particle we are computed the direction for
  18400. */
  18401. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18402. /**
  18403. * Called by the particle System when the position is computed for the created particle.
  18404. * @param worldMatrix is the world matrix of the particle system
  18405. * @param positionToUpdate is the position vector to update with the result
  18406. * @param particle is the particle we are computed the position for
  18407. */
  18408. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18409. /**
  18410. * Clones the current emitter and returns a copy of it
  18411. * @returns the new emitter
  18412. */
  18413. clone(): ConeParticleEmitter;
  18414. /**
  18415. * Called by the GPUParticleSystem to setup the update shader
  18416. * @param effect defines the update shader
  18417. */
  18418. applyToShader(effect: Effect): void;
  18419. /**
  18420. * Returns a string to use to update the GPU particles update shader
  18421. * @returns a string containng the defines string
  18422. */
  18423. getEffectDefines(): string;
  18424. /**
  18425. * Returns the string "ConeParticleEmitter"
  18426. * @returns a string containing the class name
  18427. */
  18428. getClassName(): string;
  18429. /**
  18430. * Serializes the particle system to a JSON object.
  18431. * @returns the JSON object
  18432. */
  18433. serialize(): any;
  18434. /**
  18435. * Parse properties from a JSON object
  18436. * @param serializationObject defines the JSON object
  18437. */
  18438. parse(serializationObject: any): void;
  18439. }
  18440. }
  18441. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18442. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18443. import { Effect } from "babylonjs/Materials/effect";
  18444. import { Particle } from "babylonjs/Particles/particle";
  18445. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18446. /**
  18447. * Particle emitter emitting particles from the inside of a cylinder.
  18448. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18449. */
  18450. export class CylinderParticleEmitter implements IParticleEmitterType {
  18451. /**
  18452. * The radius of the emission cylinder.
  18453. */
  18454. radius: number;
  18455. /**
  18456. * The height of the emission cylinder.
  18457. */
  18458. height: number;
  18459. /**
  18460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18461. */
  18462. radiusRange: number;
  18463. /**
  18464. * How much to randomize the particle direction [0-1].
  18465. */
  18466. directionRandomizer: number;
  18467. /**
  18468. * Creates a new instance CylinderParticleEmitter
  18469. * @param radius the radius of the emission cylinder (1 by default)
  18470. * @param height the height of the emission cylinder (1 by default)
  18471. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18472. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18473. */
  18474. constructor(
  18475. /**
  18476. * The radius of the emission cylinder.
  18477. */
  18478. radius?: number,
  18479. /**
  18480. * The height of the emission cylinder.
  18481. */
  18482. height?: number,
  18483. /**
  18484. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18485. */
  18486. radiusRange?: number,
  18487. /**
  18488. * How much to randomize the particle direction [0-1].
  18489. */
  18490. directionRandomizer?: number);
  18491. /**
  18492. * Called by the particle System when the direction is computed for the created particle.
  18493. * @param worldMatrix is the world matrix of the particle system
  18494. * @param directionToUpdate is the direction vector to update with the result
  18495. * @param particle is the particle we are computed the direction for
  18496. */
  18497. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18498. /**
  18499. * Called by the particle System when the position is computed for the created particle.
  18500. * @param worldMatrix is the world matrix of the particle system
  18501. * @param positionToUpdate is the position vector to update with the result
  18502. * @param particle is the particle we are computed the position for
  18503. */
  18504. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18505. /**
  18506. * Clones the current emitter and returns a copy of it
  18507. * @returns the new emitter
  18508. */
  18509. clone(): CylinderParticleEmitter;
  18510. /**
  18511. * Called by the GPUParticleSystem to setup the update shader
  18512. * @param effect defines the update shader
  18513. */
  18514. applyToShader(effect: Effect): void;
  18515. /**
  18516. * Returns a string to use to update the GPU particles update shader
  18517. * @returns a string containng the defines string
  18518. */
  18519. getEffectDefines(): string;
  18520. /**
  18521. * Returns the string "CylinderParticleEmitter"
  18522. * @returns a string containing the class name
  18523. */
  18524. getClassName(): string;
  18525. /**
  18526. * Serializes the particle system to a JSON object.
  18527. * @returns the JSON object
  18528. */
  18529. serialize(): any;
  18530. /**
  18531. * Parse properties from a JSON object
  18532. * @param serializationObject defines the JSON object
  18533. */
  18534. parse(serializationObject: any): void;
  18535. }
  18536. /**
  18537. * Particle emitter emitting particles from the inside of a cylinder.
  18538. * It emits the particles randomly between two vectors.
  18539. */
  18540. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18541. /**
  18542. * The min limit of the emission direction.
  18543. */
  18544. direction1: Vector3;
  18545. /**
  18546. * The max limit of the emission direction.
  18547. */
  18548. direction2: Vector3;
  18549. /**
  18550. * Creates a new instance CylinderDirectedParticleEmitter
  18551. * @param radius the radius of the emission cylinder (1 by default)
  18552. * @param height the height of the emission cylinder (1 by default)
  18553. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18554. * @param direction1 the min limit of the emission direction (up vector by default)
  18555. * @param direction2 the max limit of the emission direction (up vector by default)
  18556. */
  18557. constructor(radius?: number, height?: number, radiusRange?: number,
  18558. /**
  18559. * The min limit of the emission direction.
  18560. */
  18561. direction1?: Vector3,
  18562. /**
  18563. * The max limit of the emission direction.
  18564. */
  18565. direction2?: Vector3);
  18566. /**
  18567. * Called by the particle System when the direction is computed for the created particle.
  18568. * @param worldMatrix is the world matrix of the particle system
  18569. * @param directionToUpdate is the direction vector to update with the result
  18570. * @param particle is the particle we are computed the direction for
  18571. */
  18572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18573. /**
  18574. * Clones the current emitter and returns a copy of it
  18575. * @returns the new emitter
  18576. */
  18577. clone(): CylinderDirectedParticleEmitter;
  18578. /**
  18579. * Called by the GPUParticleSystem to setup the update shader
  18580. * @param effect defines the update shader
  18581. */
  18582. applyToShader(effect: Effect): void;
  18583. /**
  18584. * Returns a string to use to update the GPU particles update shader
  18585. * @returns a string containng the defines string
  18586. */
  18587. getEffectDefines(): string;
  18588. /**
  18589. * Returns the string "CylinderDirectedParticleEmitter"
  18590. * @returns a string containing the class name
  18591. */
  18592. getClassName(): string;
  18593. /**
  18594. * Serializes the particle system to a JSON object.
  18595. * @returns the JSON object
  18596. */
  18597. serialize(): any;
  18598. /**
  18599. * Parse properties from a JSON object
  18600. * @param serializationObject defines the JSON object
  18601. */
  18602. parse(serializationObject: any): void;
  18603. }
  18604. }
  18605. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18606. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18607. import { Effect } from "babylonjs/Materials/effect";
  18608. import { Particle } from "babylonjs/Particles/particle";
  18609. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18610. /**
  18611. * Particle emitter emitting particles from the inside of a hemisphere.
  18612. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18613. */
  18614. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18615. /**
  18616. * The radius of the emission hemisphere.
  18617. */
  18618. radius: number;
  18619. /**
  18620. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18621. */
  18622. radiusRange: number;
  18623. /**
  18624. * How much to randomize the particle direction [0-1].
  18625. */
  18626. directionRandomizer: number;
  18627. /**
  18628. * Creates a new instance HemisphericParticleEmitter
  18629. * @param radius the radius of the emission hemisphere (1 by default)
  18630. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18631. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18632. */
  18633. constructor(
  18634. /**
  18635. * The radius of the emission hemisphere.
  18636. */
  18637. radius?: number,
  18638. /**
  18639. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18640. */
  18641. radiusRange?: number,
  18642. /**
  18643. * How much to randomize the particle direction [0-1].
  18644. */
  18645. directionRandomizer?: number);
  18646. /**
  18647. * Called by the particle System when the direction is computed for the created particle.
  18648. * @param worldMatrix is the world matrix of the particle system
  18649. * @param directionToUpdate is the direction vector to update with the result
  18650. * @param particle is the particle we are computed the direction for
  18651. */
  18652. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18653. /**
  18654. * Called by the particle System when the position is computed for the created particle.
  18655. * @param worldMatrix is the world matrix of the particle system
  18656. * @param positionToUpdate is the position vector to update with the result
  18657. * @param particle is the particle we are computed the position for
  18658. */
  18659. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18660. /**
  18661. * Clones the current emitter and returns a copy of it
  18662. * @returns the new emitter
  18663. */
  18664. clone(): HemisphericParticleEmitter;
  18665. /**
  18666. * Called by the GPUParticleSystem to setup the update shader
  18667. * @param effect defines the update shader
  18668. */
  18669. applyToShader(effect: Effect): void;
  18670. /**
  18671. * Returns a string to use to update the GPU particles update shader
  18672. * @returns a string containng the defines string
  18673. */
  18674. getEffectDefines(): string;
  18675. /**
  18676. * Returns the string "HemisphericParticleEmitter"
  18677. * @returns a string containing the class name
  18678. */
  18679. getClassName(): string;
  18680. /**
  18681. * Serializes the particle system to a JSON object.
  18682. * @returns the JSON object
  18683. */
  18684. serialize(): any;
  18685. /**
  18686. * Parse properties from a JSON object
  18687. * @param serializationObject defines the JSON object
  18688. */
  18689. parse(serializationObject: any): void;
  18690. }
  18691. }
  18692. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18693. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18694. import { Effect } from "babylonjs/Materials/effect";
  18695. import { Particle } from "babylonjs/Particles/particle";
  18696. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18697. /**
  18698. * Particle emitter emitting particles from a point.
  18699. * It emits the particles randomly between 2 given directions.
  18700. */
  18701. export class PointParticleEmitter implements IParticleEmitterType {
  18702. /**
  18703. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18704. */
  18705. direction1: Vector3;
  18706. /**
  18707. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18708. */
  18709. direction2: Vector3;
  18710. /**
  18711. * Creates a new instance PointParticleEmitter
  18712. */
  18713. constructor();
  18714. /**
  18715. * Called by the particle System when the direction is computed for the created particle.
  18716. * @param worldMatrix is the world matrix of the particle system
  18717. * @param directionToUpdate is the direction vector to update with the result
  18718. * @param particle is the particle we are computed the direction for
  18719. */
  18720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18721. /**
  18722. * Called by the particle System when the position is computed for the created particle.
  18723. * @param worldMatrix is the world matrix of the particle system
  18724. * @param positionToUpdate is the position vector to update with the result
  18725. * @param particle is the particle we are computed the position for
  18726. */
  18727. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18728. /**
  18729. * Clones the current emitter and returns a copy of it
  18730. * @returns the new emitter
  18731. */
  18732. clone(): PointParticleEmitter;
  18733. /**
  18734. * Called by the GPUParticleSystem to setup the update shader
  18735. * @param effect defines the update shader
  18736. */
  18737. applyToShader(effect: Effect): void;
  18738. /**
  18739. * Returns a string to use to update the GPU particles update shader
  18740. * @returns a string containng the defines string
  18741. */
  18742. getEffectDefines(): string;
  18743. /**
  18744. * Returns the string "PointParticleEmitter"
  18745. * @returns a string containing the class name
  18746. */
  18747. getClassName(): string;
  18748. /**
  18749. * Serializes the particle system to a JSON object.
  18750. * @returns the JSON object
  18751. */
  18752. serialize(): any;
  18753. /**
  18754. * Parse properties from a JSON object
  18755. * @param serializationObject defines the JSON object
  18756. */
  18757. parse(serializationObject: any): void;
  18758. }
  18759. }
  18760. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18761. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18762. import { Effect } from "babylonjs/Materials/effect";
  18763. import { Particle } from "babylonjs/Particles/particle";
  18764. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18765. /**
  18766. * Particle emitter emitting particles from the inside of a sphere.
  18767. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18768. */
  18769. export class SphereParticleEmitter implements IParticleEmitterType {
  18770. /**
  18771. * The radius of the emission sphere.
  18772. */
  18773. radius: number;
  18774. /**
  18775. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18776. */
  18777. radiusRange: number;
  18778. /**
  18779. * How much to randomize the particle direction [0-1].
  18780. */
  18781. directionRandomizer: number;
  18782. /**
  18783. * Creates a new instance SphereParticleEmitter
  18784. * @param radius the radius of the emission sphere (1 by default)
  18785. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18786. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18787. */
  18788. constructor(
  18789. /**
  18790. * The radius of the emission sphere.
  18791. */
  18792. radius?: number,
  18793. /**
  18794. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18795. */
  18796. radiusRange?: number,
  18797. /**
  18798. * How much to randomize the particle direction [0-1].
  18799. */
  18800. directionRandomizer?: number);
  18801. /**
  18802. * Called by the particle System when the direction is computed for the created particle.
  18803. * @param worldMatrix is the world matrix of the particle system
  18804. * @param directionToUpdate is the direction vector to update with the result
  18805. * @param particle is the particle we are computed the direction for
  18806. */
  18807. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18808. /**
  18809. * Called by the particle System when the position is computed for the created particle.
  18810. * @param worldMatrix is the world matrix of the particle system
  18811. * @param positionToUpdate is the position vector to update with the result
  18812. * @param particle is the particle we are computed the position for
  18813. */
  18814. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18815. /**
  18816. * Clones the current emitter and returns a copy of it
  18817. * @returns the new emitter
  18818. */
  18819. clone(): SphereParticleEmitter;
  18820. /**
  18821. * Called by the GPUParticleSystem to setup the update shader
  18822. * @param effect defines the update shader
  18823. */
  18824. applyToShader(effect: Effect): void;
  18825. /**
  18826. * Returns a string to use to update the GPU particles update shader
  18827. * @returns a string containng the defines string
  18828. */
  18829. getEffectDefines(): string;
  18830. /**
  18831. * Returns the string "SphereParticleEmitter"
  18832. * @returns a string containing the class name
  18833. */
  18834. getClassName(): string;
  18835. /**
  18836. * Serializes the particle system to a JSON object.
  18837. * @returns the JSON object
  18838. */
  18839. serialize(): any;
  18840. /**
  18841. * Parse properties from a JSON object
  18842. * @param serializationObject defines the JSON object
  18843. */
  18844. parse(serializationObject: any): void;
  18845. }
  18846. /**
  18847. * Particle emitter emitting particles from the inside of a sphere.
  18848. * It emits the particles randomly between two vectors.
  18849. */
  18850. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18851. /**
  18852. * The min limit of the emission direction.
  18853. */
  18854. direction1: Vector3;
  18855. /**
  18856. * The max limit of the emission direction.
  18857. */
  18858. direction2: Vector3;
  18859. /**
  18860. * Creates a new instance SphereDirectedParticleEmitter
  18861. * @param radius the radius of the emission sphere (1 by default)
  18862. * @param direction1 the min limit of the emission direction (up vector by default)
  18863. * @param direction2 the max limit of the emission direction (up vector by default)
  18864. */
  18865. constructor(radius?: number,
  18866. /**
  18867. * The min limit of the emission direction.
  18868. */
  18869. direction1?: Vector3,
  18870. /**
  18871. * The max limit of the emission direction.
  18872. */
  18873. direction2?: Vector3);
  18874. /**
  18875. * Called by the particle System when the direction is computed for the created particle.
  18876. * @param worldMatrix is the world matrix of the particle system
  18877. * @param directionToUpdate is the direction vector to update with the result
  18878. * @param particle is the particle we are computed the direction for
  18879. */
  18880. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18881. /**
  18882. * Clones the current emitter and returns a copy of it
  18883. * @returns the new emitter
  18884. */
  18885. clone(): SphereDirectedParticleEmitter;
  18886. /**
  18887. * Called by the GPUParticleSystem to setup the update shader
  18888. * @param effect defines the update shader
  18889. */
  18890. applyToShader(effect: Effect): void;
  18891. /**
  18892. * Returns a string to use to update the GPU particles update shader
  18893. * @returns a string containng the defines string
  18894. */
  18895. getEffectDefines(): string;
  18896. /**
  18897. * Returns the string "SphereDirectedParticleEmitter"
  18898. * @returns a string containing the class name
  18899. */
  18900. getClassName(): string;
  18901. /**
  18902. * Serializes the particle system to a JSON object.
  18903. * @returns the JSON object
  18904. */
  18905. serialize(): any;
  18906. /**
  18907. * Parse properties from a JSON object
  18908. * @param serializationObject defines the JSON object
  18909. */
  18910. parse(serializationObject: any): void;
  18911. }
  18912. }
  18913. declare module "babylonjs/Particles/EmitterTypes/index" {
  18914. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18915. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18916. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18917. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18918. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18919. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18920. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18921. }
  18922. declare module "babylonjs/Particles/IParticleSystem" {
  18923. import { Nullable } from "babylonjs/types";
  18924. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18925. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18927. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18928. import { Texture } from "babylonjs/Materials/Textures/texture";
  18929. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18930. import { Scene } from "babylonjs/scene";
  18931. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18932. import { Animation } from "babylonjs/Animations/animation";
  18933. /**
  18934. * Interface representing a particle system in Babylon.js.
  18935. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18936. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18937. */
  18938. export interface IParticleSystem {
  18939. /**
  18940. * List of animations used by the particle system.
  18941. */
  18942. animations: Animation[];
  18943. /**
  18944. * The id of the Particle system.
  18945. */
  18946. id: string;
  18947. /**
  18948. * The name of the Particle system.
  18949. */
  18950. name: string;
  18951. /**
  18952. * The emitter represents the Mesh or position we are attaching the particle system to.
  18953. */
  18954. emitter: Nullable<AbstractMesh | Vector3>;
  18955. /**
  18956. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18957. */
  18958. isBillboardBased: boolean;
  18959. /**
  18960. * The rendering group used by the Particle system to chose when to render.
  18961. */
  18962. renderingGroupId: number;
  18963. /**
  18964. * The layer mask we are rendering the particles through.
  18965. */
  18966. layerMask: number;
  18967. /**
  18968. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18969. */
  18970. updateSpeed: number;
  18971. /**
  18972. * The amount of time the particle system is running (depends of the overall update speed).
  18973. */
  18974. targetStopDuration: number;
  18975. /**
  18976. * The texture used to render each particle. (this can be a spritesheet)
  18977. */
  18978. particleTexture: Nullable<Texture>;
  18979. /**
  18980. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18981. */
  18982. blendMode: number;
  18983. /**
  18984. * Minimum life time of emitting particles.
  18985. */
  18986. minLifeTime: number;
  18987. /**
  18988. * Maximum life time of emitting particles.
  18989. */
  18990. maxLifeTime: number;
  18991. /**
  18992. * Minimum Size of emitting particles.
  18993. */
  18994. minSize: number;
  18995. /**
  18996. * Maximum Size of emitting particles.
  18997. */
  18998. maxSize: number;
  18999. /**
  19000. * Minimum scale of emitting particles on X axis.
  19001. */
  19002. minScaleX: number;
  19003. /**
  19004. * Maximum scale of emitting particles on X axis.
  19005. */
  19006. maxScaleX: number;
  19007. /**
  19008. * Minimum scale of emitting particles on Y axis.
  19009. */
  19010. minScaleY: number;
  19011. /**
  19012. * Maximum scale of emitting particles on Y axis.
  19013. */
  19014. maxScaleY: number;
  19015. /**
  19016. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19017. */
  19018. color1: Color4;
  19019. /**
  19020. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19021. */
  19022. color2: Color4;
  19023. /**
  19024. * Color the particle will have at the end of its lifetime.
  19025. */
  19026. colorDead: Color4;
  19027. /**
  19028. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19029. */
  19030. emitRate: number;
  19031. /**
  19032. * You can use gravity if you want to give an orientation to your particles.
  19033. */
  19034. gravity: Vector3;
  19035. /**
  19036. * Minimum power of emitting particles.
  19037. */
  19038. minEmitPower: number;
  19039. /**
  19040. * Maximum power of emitting particles.
  19041. */
  19042. maxEmitPower: number;
  19043. /**
  19044. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19045. */
  19046. minAngularSpeed: number;
  19047. /**
  19048. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19049. */
  19050. maxAngularSpeed: number;
  19051. /**
  19052. * Gets or sets the minimal initial rotation in radians.
  19053. */
  19054. minInitialRotation: number;
  19055. /**
  19056. * Gets or sets the maximal initial rotation in radians.
  19057. */
  19058. maxInitialRotation: number;
  19059. /**
  19060. * The particle emitter type defines the emitter used by the particle system.
  19061. * It can be for example box, sphere, or cone...
  19062. */
  19063. particleEmitterType: Nullable<IParticleEmitterType>;
  19064. /**
  19065. * Defines the delay in milliseconds before starting the system (0 by default)
  19066. */
  19067. startDelay: number;
  19068. /**
  19069. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  19070. */
  19071. preWarmCycles: number;
  19072. /**
  19073. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19074. */
  19075. preWarmStepOffset: number;
  19076. /**
  19077. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  19078. */
  19079. spriteCellChangeSpeed: number;
  19080. /**
  19081. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19082. */
  19083. startSpriteCellID: number;
  19084. /**
  19085. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19086. */
  19087. endSpriteCellID: number;
  19088. /**
  19089. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19090. */
  19091. spriteCellWidth: number;
  19092. /**
  19093. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19094. */
  19095. spriteCellHeight: number;
  19096. /**
  19097. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19098. */
  19099. spriteRandomStartCell: boolean;
  19100. /**
  19101. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19102. */
  19103. isAnimationSheetEnabled: boolean;
  19104. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19105. translationPivot: Vector2;
  19106. /**
  19107. * Gets or sets a texture used to add random noise to particle positions
  19108. */
  19109. noiseTexture: Nullable<BaseTexture>;
  19110. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19111. noiseStrength: Vector3;
  19112. /**
  19113. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19114. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19115. */
  19116. billboardMode: number;
  19117. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19118. limitVelocityDamping: number;
  19119. /**
  19120. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19121. */
  19122. beginAnimationOnStart: boolean;
  19123. /**
  19124. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19125. */
  19126. beginAnimationFrom: number;
  19127. /**
  19128. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19129. */
  19130. beginAnimationTo: number;
  19131. /**
  19132. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19133. */
  19134. beginAnimationLoop: boolean;
  19135. /**
  19136. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19137. */
  19138. disposeOnStop: boolean;
  19139. /**
  19140. * Gets the maximum number of particles active at the same time.
  19141. * @returns The max number of active particles.
  19142. */
  19143. getCapacity(): number;
  19144. /**
  19145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19146. * @returns True if it has been started, otherwise false.
  19147. */
  19148. isStarted(): boolean;
  19149. /**
  19150. * Animates the particle system for this frame.
  19151. */
  19152. animate(): void;
  19153. /**
  19154. * Renders the particle system in its current state.
  19155. * @returns the current number of particles
  19156. */
  19157. render(): number;
  19158. /**
  19159. * Dispose the particle system and frees its associated resources.
  19160. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19161. */
  19162. dispose(disposeTexture?: boolean): void;
  19163. /**
  19164. * Clones the particle system.
  19165. * @param name The name of the cloned object
  19166. * @param newEmitter The new emitter to use
  19167. * @returns the cloned particle system
  19168. */
  19169. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19170. /**
  19171. * Serializes the particle system to a JSON object.
  19172. * @returns the JSON object
  19173. */
  19174. serialize(): any;
  19175. /**
  19176. * Rebuild the particle system
  19177. */
  19178. rebuild(): void;
  19179. /**
  19180. * Starts the particle system and begins to emit
  19181. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19182. */
  19183. start(delay?: number): void;
  19184. /**
  19185. * Stops the particle system.
  19186. */
  19187. stop(): void;
  19188. /**
  19189. * Remove all active particles
  19190. */
  19191. reset(): void;
  19192. /**
  19193. * Is this system ready to be used/rendered
  19194. * @return true if the system is ready
  19195. */
  19196. isReady(): boolean;
  19197. /**
  19198. * Adds a new color gradient
  19199. * @param gradient defines the gradient to use (between 0 and 1)
  19200. * @param color1 defines the color to affect to the specified gradient
  19201. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19202. * @returns the current particle system
  19203. */
  19204. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19205. /**
  19206. * Remove a specific color gradient
  19207. * @param gradient defines the gradient to remove
  19208. * @returns the current particle system
  19209. */
  19210. removeColorGradient(gradient: number): IParticleSystem;
  19211. /**
  19212. * Adds a new size gradient
  19213. * @param gradient defines the gradient to use (between 0 and 1)
  19214. * @param factor defines the size factor to affect to the specified gradient
  19215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19216. * @returns the current particle system
  19217. */
  19218. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19219. /**
  19220. * Remove a specific size gradient
  19221. * @param gradient defines the gradient to remove
  19222. * @returns the current particle system
  19223. */
  19224. removeSizeGradient(gradient: number): IParticleSystem;
  19225. /**
  19226. * Gets the current list of color gradients.
  19227. * You must use addColorGradient and removeColorGradient to udpate this list
  19228. * @returns the list of color gradients
  19229. */
  19230. getColorGradients(): Nullable<Array<ColorGradient>>;
  19231. /**
  19232. * Gets the current list of size gradients.
  19233. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19234. * @returns the list of size gradients
  19235. */
  19236. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19237. /**
  19238. * Gets the current list of angular speed gradients.
  19239. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19240. * @returns the list of angular speed gradients
  19241. */
  19242. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new angular speed gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the angular speed to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific angular speed gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of velocity gradients.
  19259. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19260. * @returns the list of velocity gradients
  19261. */
  19262. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Gets the current list of limit velocity gradients.
  19279. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19280. * @returns the list of limit velocity gradients
  19281. */
  19282. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19283. /**
  19284. * Adds a new limit velocity gradient
  19285. * @param gradient defines the gradient to use (between 0 and 1)
  19286. * @param factor defines the limit velocity to affect to the specified gradient
  19287. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19288. * @returns the current particle system
  19289. */
  19290. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19291. /**
  19292. * Remove a specific limit velocity gradient
  19293. * @param gradient defines the gradient to remove
  19294. * @returns the current particle system
  19295. */
  19296. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19297. /**
  19298. * Adds a new drag gradient
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the drag to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific drag gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeDragGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of drag gradients.
  19313. * You must use addDragGradient and removeDragGradient to udpate this list
  19314. * @returns the list of drag gradients
  19315. */
  19316. getDragGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the emit rate to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific emit rate gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeEmitRateGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of emit rate gradients.
  19333. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19334. * @returns the list of emit rate gradients
  19335. */
  19336. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the start size to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific start size gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeStartSizeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of start size gradients.
  19353. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19354. * @returns the list of start size gradients
  19355. */
  19356. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Adds a new life time gradient
  19359. * @param gradient defines the gradient to use (between 0 and 1)
  19360. * @param factor defines the life time factor to affect to the specified gradient
  19361. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19362. * @returns the current particle system
  19363. */
  19364. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19365. /**
  19366. * Remove a specific life time gradient
  19367. * @param gradient defines the gradient to remove
  19368. * @returns the current particle system
  19369. */
  19370. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19371. /**
  19372. * Gets the current list of life time gradients.
  19373. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19374. * @returns the list of life time gradients
  19375. */
  19376. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19377. /**
  19378. * Gets the current list of color gradients.
  19379. * You must use addColorGradient and removeColorGradient to udpate this list
  19380. * @returns the list of color gradients
  19381. */
  19382. getColorGradients(): Nullable<Array<ColorGradient>>;
  19383. /**
  19384. * Adds a new ramp gradient used to remap particle colors
  19385. * @param gradient defines the gradient to use (between 0 and 1)
  19386. * @param color defines the color to affect to the specified gradient
  19387. * @returns the current particle system
  19388. */
  19389. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19390. /**
  19391. * Gets the current list of ramp gradients.
  19392. * You must use addRampGradient and removeRampGradient to udpate this list
  19393. * @returns the list of ramp gradients
  19394. */
  19395. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19396. /** Gets or sets a boolean indicating that ramp gradients must be used
  19397. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19398. */
  19399. useRampGradients: boolean;
  19400. /**
  19401. * Adds a new color remap gradient
  19402. * @param gradient defines the gradient to use (between 0 and 1)
  19403. * @param min defines the color remap minimal range
  19404. * @param max defines the color remap maximal range
  19405. * @returns the current particle system
  19406. */
  19407. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19408. /**
  19409. * Gets the current list of color remap gradients.
  19410. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19411. * @returns the list of color remap gradients
  19412. */
  19413. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19414. /**
  19415. * Adds a new alpha remap gradient
  19416. * @param gradient defines the gradient to use (between 0 and 1)
  19417. * @param min defines the alpha remap minimal range
  19418. * @param max defines the alpha remap maximal range
  19419. * @returns the current particle system
  19420. */
  19421. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19422. /**
  19423. * Gets the current list of alpha remap gradients.
  19424. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19425. * @returns the list of alpha remap gradients
  19426. */
  19427. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19428. /**
  19429. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19430. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19431. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19432. * @returns the emitter
  19433. */
  19434. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19435. /**
  19436. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19437. * @param radius The radius of the hemisphere to emit from
  19438. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19439. * @returns the emitter
  19440. */
  19441. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19442. /**
  19443. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19444. * @param radius The radius of the sphere to emit from
  19445. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19446. * @returns the emitter
  19447. */
  19448. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19449. /**
  19450. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19451. * @param radius The radius of the sphere to emit from
  19452. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19453. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19454. * @returns the emitter
  19455. */
  19456. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19457. /**
  19458. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19459. * @param radius The radius of the emission cylinder
  19460. * @param height The height of the emission cylinder
  19461. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19462. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19463. * @returns the emitter
  19464. */
  19465. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19466. /**
  19467. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19468. * @param radius The radius of the cylinder to emit from
  19469. * @param height The height of the emission cylinder
  19470. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19471. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19472. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19473. * @returns the emitter
  19474. */
  19475. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19476. /**
  19477. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19478. * @param radius The radius of the cone to emit from
  19479. * @param angle The base angle of the cone
  19480. * @returns the emitter
  19481. */
  19482. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19483. /**
  19484. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19485. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19486. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19487. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19488. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19489. * @returns the emitter
  19490. */
  19491. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19492. /**
  19493. * Get hosting scene
  19494. * @returns the scene
  19495. */
  19496. getScene(): Scene;
  19497. }
  19498. }
  19499. declare module "babylonjs/Meshes/instancedMesh" {
  19500. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19501. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19502. import { Camera } from "babylonjs/Cameras/camera";
  19503. import { Node } from "babylonjs/node";
  19504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19505. import { Mesh } from "babylonjs/Meshes/mesh";
  19506. import { Material } from "babylonjs/Materials/material";
  19507. import { Skeleton } from "babylonjs/Bones/skeleton";
  19508. import { Light } from "babylonjs/Lights/light";
  19509. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19510. /**
  19511. * Creates an instance based on a source mesh.
  19512. */
  19513. export class InstancedMesh extends AbstractMesh {
  19514. private _sourceMesh;
  19515. private _currentLOD;
  19516. /** @hidden */
  19517. _indexInSourceMeshInstanceArray: number;
  19518. constructor(name: string, source: Mesh);
  19519. /**
  19520. * Returns the string "InstancedMesh".
  19521. */
  19522. getClassName(): string;
  19523. /** Gets the list of lights affecting that mesh */
  19524. readonly lightSources: Light[];
  19525. _resyncLightSources(): void;
  19526. _resyncLighSource(light: Light): void;
  19527. _removeLightSource(light: Light, dispose: boolean): void;
  19528. /**
  19529. * If the source mesh receives shadows
  19530. */
  19531. readonly receiveShadows: boolean;
  19532. /**
  19533. * The material of the source mesh
  19534. */
  19535. readonly material: Nullable<Material>;
  19536. /**
  19537. * Visibility of the source mesh
  19538. */
  19539. readonly visibility: number;
  19540. /**
  19541. * Skeleton of the source mesh
  19542. */
  19543. readonly skeleton: Nullable<Skeleton>;
  19544. /**
  19545. * Rendering ground id of the source mesh
  19546. */
  19547. renderingGroupId: number;
  19548. /**
  19549. * Returns the total number of vertices (integer).
  19550. */
  19551. getTotalVertices(): number;
  19552. /**
  19553. * Returns a positive integer : the total number of indices in this mesh geometry.
  19554. * @returns the numner of indices or zero if the mesh has no geometry.
  19555. */
  19556. getTotalIndices(): number;
  19557. /**
  19558. * The source mesh of the instance
  19559. */
  19560. readonly sourceMesh: Mesh;
  19561. /**
  19562. * Is this node ready to be used/rendered
  19563. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19564. * @return {boolean} is it ready
  19565. */
  19566. isReady(completeCheck?: boolean): boolean;
  19567. /**
  19568. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19569. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19570. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19571. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19572. */
  19573. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19574. /**
  19575. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19576. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19577. * The `data` are either a numeric array either a Float32Array.
  19578. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19579. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19580. * Note that a new underlying VertexBuffer object is created each call.
  19581. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19582. *
  19583. * Possible `kind` values :
  19584. * - VertexBuffer.PositionKind
  19585. * - VertexBuffer.UVKind
  19586. * - VertexBuffer.UV2Kind
  19587. * - VertexBuffer.UV3Kind
  19588. * - VertexBuffer.UV4Kind
  19589. * - VertexBuffer.UV5Kind
  19590. * - VertexBuffer.UV6Kind
  19591. * - VertexBuffer.ColorKind
  19592. * - VertexBuffer.MatricesIndicesKind
  19593. * - VertexBuffer.MatricesIndicesExtraKind
  19594. * - VertexBuffer.MatricesWeightsKind
  19595. * - VertexBuffer.MatricesWeightsExtraKind
  19596. *
  19597. * Returns the Mesh.
  19598. */
  19599. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19600. /**
  19601. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19602. * If the mesh has no geometry, it is simply returned as it is.
  19603. * The `data` are either a numeric array either a Float32Array.
  19604. * No new underlying VertexBuffer object is created.
  19605. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19606. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19607. *
  19608. * Possible `kind` values :
  19609. * - VertexBuffer.PositionKind
  19610. * - VertexBuffer.UVKind
  19611. * - VertexBuffer.UV2Kind
  19612. * - VertexBuffer.UV3Kind
  19613. * - VertexBuffer.UV4Kind
  19614. * - VertexBuffer.UV5Kind
  19615. * - VertexBuffer.UV6Kind
  19616. * - VertexBuffer.ColorKind
  19617. * - VertexBuffer.MatricesIndicesKind
  19618. * - VertexBuffer.MatricesIndicesExtraKind
  19619. * - VertexBuffer.MatricesWeightsKind
  19620. * - VertexBuffer.MatricesWeightsExtraKind
  19621. *
  19622. * Returns the Mesh.
  19623. */
  19624. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19625. /**
  19626. * Sets the mesh indices.
  19627. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19628. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19629. * This method creates a new index buffer each call.
  19630. * Returns the Mesh.
  19631. */
  19632. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19633. /**
  19634. * Boolean : True if the mesh owns the requested kind of data.
  19635. */
  19636. isVerticesDataPresent(kind: string): boolean;
  19637. /**
  19638. * Returns an array of indices (IndicesArray).
  19639. */
  19640. getIndices(): Nullable<IndicesArray>;
  19641. readonly _positions: Nullable<Vector3[]>;
  19642. /**
  19643. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19644. * This means the mesh underlying bounding box and sphere are recomputed.
  19645. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19646. * @returns the current mesh
  19647. */
  19648. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19649. /** @hidden */
  19650. _preActivate(): InstancedMesh;
  19651. /** @hidden */
  19652. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19653. /** @hidden */
  19654. _postActivate(): void;
  19655. getWorldMatrix(): Matrix;
  19656. readonly isAnInstance: boolean;
  19657. /**
  19658. * Returns the current associated LOD AbstractMesh.
  19659. */
  19660. getLOD(camera: Camera): AbstractMesh;
  19661. /** @hidden */
  19662. _syncSubMeshes(): InstancedMesh;
  19663. /** @hidden */
  19664. _generatePointsArray(): boolean;
  19665. /**
  19666. * Creates a new InstancedMesh from the current mesh.
  19667. * - name (string) : the cloned mesh name
  19668. * - newParent (optional Node) : the optional Node to parent the clone to.
  19669. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19670. *
  19671. * Returns the clone.
  19672. */
  19673. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19674. /**
  19675. * Disposes the InstancedMesh.
  19676. * Returns nothing.
  19677. */
  19678. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19679. }
  19680. module "babylonjs/Meshes/mesh" {
  19681. interface Mesh {
  19682. /**
  19683. * Register a custom buffer that will be instanced
  19684. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19685. * @param kind defines the buffer kind
  19686. * @param stride defines the stride in floats
  19687. */
  19688. registerInstancedBuffer(kind: string, stride: number): void;
  19689. /** @hidden */
  19690. _userInstancedBuffersStorage: {
  19691. data: {
  19692. [key: string]: Float32Array;
  19693. };
  19694. sizes: {
  19695. [key: string]: number;
  19696. };
  19697. vertexBuffers: {
  19698. [key: string]: Nullable<VertexBuffer>;
  19699. };
  19700. strides: {
  19701. [key: string]: number;
  19702. };
  19703. };
  19704. }
  19705. }
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Object used to store instanced buffers defined by user
  19710. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19711. */
  19712. instancedBuffers: {
  19713. [key: string]: any;
  19714. };
  19715. }
  19716. }
  19717. }
  19718. declare module "babylonjs/Materials/shaderMaterial" {
  19719. import { Scene } from "babylonjs/scene";
  19720. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19722. import { Mesh } from "babylonjs/Meshes/mesh";
  19723. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19725. import { Texture } from "babylonjs/Materials/Textures/texture";
  19726. import { Material } from "babylonjs/Materials/material";
  19727. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19728. /**
  19729. * Defines the options associated with the creation of a shader material.
  19730. */
  19731. export interface IShaderMaterialOptions {
  19732. /**
  19733. * Does the material work in alpha blend mode
  19734. */
  19735. needAlphaBlending: boolean;
  19736. /**
  19737. * Does the material work in alpha test mode
  19738. */
  19739. needAlphaTesting: boolean;
  19740. /**
  19741. * The list of attribute names used in the shader
  19742. */
  19743. attributes: string[];
  19744. /**
  19745. * The list of unifrom names used in the shader
  19746. */
  19747. uniforms: string[];
  19748. /**
  19749. * The list of UBO names used in the shader
  19750. */
  19751. uniformBuffers: string[];
  19752. /**
  19753. * The list of sampler names used in the shader
  19754. */
  19755. samplers: string[];
  19756. /**
  19757. * The list of defines used in the shader
  19758. */
  19759. defines: string[];
  19760. }
  19761. /**
  19762. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19763. *
  19764. * This returned material effects how the mesh will look based on the code in the shaders.
  19765. *
  19766. * @see http://doc.babylonjs.com/how_to/shader_material
  19767. */
  19768. export class ShaderMaterial extends Material {
  19769. private _shaderPath;
  19770. private _options;
  19771. private _textures;
  19772. private _textureArrays;
  19773. private _floats;
  19774. private _ints;
  19775. private _floatsArrays;
  19776. private _colors3;
  19777. private _colors3Arrays;
  19778. private _colors4;
  19779. private _colors4Arrays;
  19780. private _vectors2;
  19781. private _vectors3;
  19782. private _vectors4;
  19783. private _matrices;
  19784. private _matrixArrays;
  19785. private _matrices3x3;
  19786. private _matrices2x2;
  19787. private _vectors2Arrays;
  19788. private _vectors3Arrays;
  19789. private _vectors4Arrays;
  19790. private _cachedWorldViewMatrix;
  19791. private _cachedWorldViewProjectionMatrix;
  19792. private _renderId;
  19793. private _multiview;
  19794. /**
  19795. * Instantiate a new shader material.
  19796. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19797. * This returned material effects how the mesh will look based on the code in the shaders.
  19798. * @see http://doc.babylonjs.com/how_to/shader_material
  19799. * @param name Define the name of the material in the scene
  19800. * @param scene Define the scene the material belongs to
  19801. * @param shaderPath Defines the route to the shader code in one of three ways:
  19802. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19803. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19804. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19805. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19806. * @param options Define the options used to create the shader
  19807. */
  19808. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19809. /**
  19810. * Gets the shader path used to define the shader code
  19811. * It can be modified to trigger a new compilation
  19812. */
  19813. /**
  19814. * Sets the shader path used to define the shader code
  19815. * It can be modified to trigger a new compilation
  19816. */
  19817. shaderPath: any;
  19818. /**
  19819. * Gets the options used to compile the shader.
  19820. * They can be modified to trigger a new compilation
  19821. */
  19822. readonly options: IShaderMaterialOptions;
  19823. /**
  19824. * Gets the current class name of the material e.g. "ShaderMaterial"
  19825. * Mainly use in serialization.
  19826. * @returns the class name
  19827. */
  19828. getClassName(): string;
  19829. /**
  19830. * Specifies if the material will require alpha blending
  19831. * @returns a boolean specifying if alpha blending is needed
  19832. */
  19833. needAlphaBlending(): boolean;
  19834. /**
  19835. * Specifies if this material should be rendered in alpha test mode
  19836. * @returns a boolean specifying if an alpha test is needed.
  19837. */
  19838. needAlphaTesting(): boolean;
  19839. private _checkUniform;
  19840. /**
  19841. * Set a texture in the shader.
  19842. * @param name Define the name of the uniform samplers as defined in the shader
  19843. * @param texture Define the texture to bind to this sampler
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setTexture(name: string, texture: Texture): ShaderMaterial;
  19847. /**
  19848. * Set a texture array in the shader.
  19849. * @param name Define the name of the uniform sampler array as defined in the shader
  19850. * @param textures Define the list of textures to bind to this sampler
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19854. /**
  19855. * Set a float in the shader.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setFloat(name: string, value: number): ShaderMaterial;
  19861. /**
  19862. * Set a int in the shader.
  19863. * @param name Define the name of the uniform as defined in the shader
  19864. * @param value Define the value to give to the uniform
  19865. * @return the material itself allowing "fluent" like uniform updates
  19866. */
  19867. setInt(name: string, value: number): ShaderMaterial;
  19868. /**
  19869. * Set an array of floats in the shader.
  19870. * @param name Define the name of the uniform as defined in the shader
  19871. * @param value Define the value to give to the uniform
  19872. * @return the material itself allowing "fluent" like uniform updates
  19873. */
  19874. setFloats(name: string, value: number[]): ShaderMaterial;
  19875. /**
  19876. * Set a vec3 in the shader from a Color3.
  19877. * @param name Define the name of the uniform as defined in the shader
  19878. * @param value Define the value to give to the uniform
  19879. * @return the material itself allowing "fluent" like uniform updates
  19880. */
  19881. setColor3(name: string, value: Color3): ShaderMaterial;
  19882. /**
  19883. * Set a vec3 array in the shader from a Color3 array.
  19884. * @param name Define the name of the uniform as defined in the shader
  19885. * @param value Define the value to give to the uniform
  19886. * @return the material itself allowing "fluent" like uniform updates
  19887. */
  19888. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19889. /**
  19890. * Set a vec4 in the shader from a Color4.
  19891. * @param name Define the name of the uniform as defined in the shader
  19892. * @param value Define the value to give to the uniform
  19893. * @return the material itself allowing "fluent" like uniform updates
  19894. */
  19895. setColor4(name: string, value: Color4): ShaderMaterial;
  19896. /**
  19897. * Set a vec4 array in the shader from a Color4 array.
  19898. * @param name Define the name of the uniform as defined in the shader
  19899. * @param value Define the value to give to the uniform
  19900. * @return the material itself allowing "fluent" like uniform updates
  19901. */
  19902. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19903. /**
  19904. * Set a vec2 in the shader from a Vector2.
  19905. * @param name Define the name of the uniform as defined in the shader
  19906. * @param value Define the value to give to the uniform
  19907. * @return the material itself allowing "fluent" like uniform updates
  19908. */
  19909. setVector2(name: string, value: Vector2): ShaderMaterial;
  19910. /**
  19911. * Set a vec3 in the shader from a Vector3.
  19912. * @param name Define the name of the uniform as defined in the shader
  19913. * @param value Define the value to give to the uniform
  19914. * @return the material itself allowing "fluent" like uniform updates
  19915. */
  19916. setVector3(name: string, value: Vector3): ShaderMaterial;
  19917. /**
  19918. * Set a vec4 in the shader from a Vector4.
  19919. * @param name Define the name of the uniform as defined in the shader
  19920. * @param value Define the value to give to the uniform
  19921. * @return the material itself allowing "fluent" like uniform updates
  19922. */
  19923. setVector4(name: string, value: Vector4): ShaderMaterial;
  19924. /**
  19925. * Set a mat4 in the shader from a Matrix.
  19926. * @param name Define the name of the uniform as defined in the shader
  19927. * @param value Define the value to give to the uniform
  19928. * @return the material itself allowing "fluent" like uniform updates
  19929. */
  19930. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19931. /**
  19932. * Set a float32Array in the shader from a matrix array.
  19933. * @param name Define the name of the uniform as defined in the shader
  19934. * @param value Define the value to give to the uniform
  19935. * @return the material itself allowing "fluent" like uniform updates
  19936. */
  19937. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19938. /**
  19939. * Set a mat3 in the shader from a Float32Array.
  19940. * @param name Define the name of the uniform as defined in the shader
  19941. * @param value Define the value to give to the uniform
  19942. * @return the material itself allowing "fluent" like uniform updates
  19943. */
  19944. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19945. /**
  19946. * Set a mat2 in the shader from a Float32Array.
  19947. * @param name Define the name of the uniform as defined in the shader
  19948. * @param value Define the value to give to the uniform
  19949. * @return the material itself allowing "fluent" like uniform updates
  19950. */
  19951. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19952. /**
  19953. * Set a vec2 array in the shader from a number array.
  19954. * @param name Define the name of the uniform as defined in the shader
  19955. * @param value Define the value to give to the uniform
  19956. * @return the material itself allowing "fluent" like uniform updates
  19957. */
  19958. setArray2(name: string, value: number[]): ShaderMaterial;
  19959. /**
  19960. * Set a vec3 array in the shader from a number array.
  19961. * @param name Define the name of the uniform as defined in the shader
  19962. * @param value Define the value to give to the uniform
  19963. * @return the material itself allowing "fluent" like uniform updates
  19964. */
  19965. setArray3(name: string, value: number[]): ShaderMaterial;
  19966. /**
  19967. * Set a vec4 array in the shader from a number array.
  19968. * @param name Define the name of the uniform as defined in the shader
  19969. * @param value Define the value to give to the uniform
  19970. * @return the material itself allowing "fluent" like uniform updates
  19971. */
  19972. setArray4(name: string, value: number[]): ShaderMaterial;
  19973. private _checkCache;
  19974. /**
  19975. * Specifies that the submesh is ready to be used
  19976. * @param mesh defines the mesh to check
  19977. * @param subMesh defines which submesh to check
  19978. * @param useInstances specifies that instances should be used
  19979. * @returns a boolean indicating that the submesh is ready or not
  19980. */
  19981. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19982. /**
  19983. * Checks if the material is ready to render the requested mesh
  19984. * @param mesh Define the mesh to render
  19985. * @param useInstances Define whether or not the material is used with instances
  19986. * @returns true if ready, otherwise false
  19987. */
  19988. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19989. /**
  19990. * Binds the world matrix to the material
  19991. * @param world defines the world transformation matrix
  19992. */
  19993. bindOnlyWorldMatrix(world: Matrix): void;
  19994. /**
  19995. * Binds the material to the mesh
  19996. * @param world defines the world transformation matrix
  19997. * @param mesh defines the mesh to bind the material to
  19998. */
  19999. bind(world: Matrix, mesh?: Mesh): void;
  20000. /**
  20001. * Gets the active textures from the material
  20002. * @returns an array of textures
  20003. */
  20004. getActiveTextures(): BaseTexture[];
  20005. /**
  20006. * Specifies if the material uses a texture
  20007. * @param texture defines the texture to check against the material
  20008. * @returns a boolean specifying if the material uses the texture
  20009. */
  20010. hasTexture(texture: BaseTexture): boolean;
  20011. /**
  20012. * Makes a duplicate of the material, and gives it a new name
  20013. * @param name defines the new name for the duplicated material
  20014. * @returns the cloned material
  20015. */
  20016. clone(name: string): ShaderMaterial;
  20017. /**
  20018. * Disposes the material
  20019. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20020. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20021. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20022. */
  20023. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20024. /**
  20025. * Serializes this material in a JSON representation
  20026. * @returns the serialized material object
  20027. */
  20028. serialize(): any;
  20029. /**
  20030. * Creates a shader material from parsed shader material data
  20031. * @param source defines the JSON represnetation of the material
  20032. * @param scene defines the hosting scene
  20033. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20034. * @returns a new material
  20035. */
  20036. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20037. }
  20038. }
  20039. declare module "babylonjs/Shaders/color.fragment" {
  20040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20041. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20042. /** @hidden */
  20043. export var colorPixelShader: {
  20044. name: string;
  20045. shader: string;
  20046. };
  20047. }
  20048. declare module "babylonjs/Shaders/color.vertex" {
  20049. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20050. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20051. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20052. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20053. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20054. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20055. /** @hidden */
  20056. export var colorVertexShader: {
  20057. name: string;
  20058. shader: string;
  20059. };
  20060. }
  20061. declare module "babylonjs/Meshes/linesMesh" {
  20062. import { Nullable } from "babylonjs/types";
  20063. import { Scene } from "babylonjs/scene";
  20064. import { Color3 } from "babylonjs/Maths/math.color";
  20065. import { Node } from "babylonjs/node";
  20066. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20067. import { Mesh } from "babylonjs/Meshes/mesh";
  20068. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20069. import { Effect } from "babylonjs/Materials/effect";
  20070. import { Material } from "babylonjs/Materials/material";
  20071. import "babylonjs/Shaders/color.fragment";
  20072. import "babylonjs/Shaders/color.vertex";
  20073. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20074. /**
  20075. * Line mesh
  20076. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20077. */
  20078. export class LinesMesh extends Mesh {
  20079. /**
  20080. * If vertex color should be applied to the mesh
  20081. */
  20082. readonly useVertexColor?: boolean | undefined;
  20083. /**
  20084. * If vertex alpha should be applied to the mesh
  20085. */
  20086. readonly useVertexAlpha?: boolean | undefined;
  20087. /**
  20088. * Color of the line (Default: White)
  20089. */
  20090. color: Color3;
  20091. /**
  20092. * Alpha of the line (Default: 1)
  20093. */
  20094. alpha: number;
  20095. /**
  20096. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20097. * This margin is expressed in world space coordinates, so its value may vary.
  20098. * Default value is 0.1
  20099. */
  20100. intersectionThreshold: number;
  20101. private _colorShader;
  20102. private color4;
  20103. /**
  20104. * Creates a new LinesMesh
  20105. * @param name defines the name
  20106. * @param scene defines the hosting scene
  20107. * @param parent defines the parent mesh if any
  20108. * @param source defines the optional source LinesMesh used to clone data from
  20109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20110. * When false, achieved by calling a clone(), also passing False.
  20111. * This will make creation of children, recursive.
  20112. * @param useVertexColor defines if this LinesMesh supports vertex color
  20113. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20114. */
  20115. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20116. /**
  20117. * If vertex color should be applied to the mesh
  20118. */
  20119. useVertexColor?: boolean | undefined,
  20120. /**
  20121. * If vertex alpha should be applied to the mesh
  20122. */
  20123. useVertexAlpha?: boolean | undefined);
  20124. private _addClipPlaneDefine;
  20125. private _removeClipPlaneDefine;
  20126. isReady(): boolean;
  20127. /**
  20128. * Returns the string "LineMesh"
  20129. */
  20130. getClassName(): string;
  20131. /**
  20132. * @hidden
  20133. */
  20134. /**
  20135. * @hidden
  20136. */
  20137. material: Material;
  20138. /**
  20139. * @hidden
  20140. */
  20141. readonly checkCollisions: boolean;
  20142. /** @hidden */
  20143. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20144. /** @hidden */
  20145. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20146. /**
  20147. * Disposes of the line mesh
  20148. * @param doNotRecurse If children should be disposed
  20149. */
  20150. dispose(doNotRecurse?: boolean): void;
  20151. /**
  20152. * Returns a new LineMesh object cloned from the current one.
  20153. */
  20154. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20155. /**
  20156. * Creates a new InstancedLinesMesh object from the mesh model.
  20157. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20158. * @param name defines the name of the new instance
  20159. * @returns a new InstancedLinesMesh
  20160. */
  20161. createInstance(name: string): InstancedLinesMesh;
  20162. }
  20163. /**
  20164. * Creates an instance based on a source LinesMesh
  20165. */
  20166. export class InstancedLinesMesh extends InstancedMesh {
  20167. /**
  20168. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20169. * This margin is expressed in world space coordinates, so its value may vary.
  20170. * Initilized with the intersectionThreshold value of the source LinesMesh
  20171. */
  20172. intersectionThreshold: number;
  20173. constructor(name: string, source: LinesMesh);
  20174. /**
  20175. * Returns the string "InstancedLinesMesh".
  20176. */
  20177. getClassName(): string;
  20178. }
  20179. }
  20180. declare module "babylonjs/Shaders/line.fragment" {
  20181. /** @hidden */
  20182. export var linePixelShader: {
  20183. name: string;
  20184. shader: string;
  20185. };
  20186. }
  20187. declare module "babylonjs/Shaders/line.vertex" {
  20188. /** @hidden */
  20189. export var lineVertexShader: {
  20190. name: string;
  20191. shader: string;
  20192. };
  20193. }
  20194. declare module "babylonjs/Rendering/edgesRenderer" {
  20195. import { Nullable } from "babylonjs/types";
  20196. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20198. import { Vector3 } from "babylonjs/Maths/math.vector";
  20199. import { IDisposable } from "babylonjs/scene";
  20200. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20201. import "babylonjs/Shaders/line.fragment";
  20202. import "babylonjs/Shaders/line.vertex";
  20203. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20204. module "babylonjs/Meshes/abstractMesh" {
  20205. interface AbstractMesh {
  20206. /**
  20207. * Gets the edgesRenderer associated with the mesh
  20208. */
  20209. edgesRenderer: Nullable<EdgesRenderer>;
  20210. }
  20211. }
  20212. module "babylonjs/Meshes/linesMesh" {
  20213. interface LinesMesh {
  20214. /**
  20215. * Enables the edge rendering mode on the mesh.
  20216. * This mode makes the mesh edges visible
  20217. * @param epsilon defines the maximal distance between two angles to detect a face
  20218. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20219. * @returns the currentAbstractMesh
  20220. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20221. */
  20222. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20223. }
  20224. }
  20225. module "babylonjs/Meshes/linesMesh" {
  20226. interface InstancedLinesMesh {
  20227. /**
  20228. * Enables the edge rendering mode on the mesh.
  20229. * This mode makes the mesh edges visible
  20230. * @param epsilon defines the maximal distance between two angles to detect a face
  20231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20232. * @returns the current InstancedLinesMesh
  20233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20234. */
  20235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20236. }
  20237. }
  20238. /**
  20239. * Defines the minimum contract an Edges renderer should follow.
  20240. */
  20241. export interface IEdgesRenderer extends IDisposable {
  20242. /**
  20243. * Gets or sets a boolean indicating if the edgesRenderer is active
  20244. */
  20245. isEnabled: boolean;
  20246. /**
  20247. * Renders the edges of the attached mesh,
  20248. */
  20249. render(): void;
  20250. /**
  20251. * Checks wether or not the edges renderer is ready to render.
  20252. * @return true if ready, otherwise false.
  20253. */
  20254. isReady(): boolean;
  20255. }
  20256. /**
  20257. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20258. */
  20259. export class EdgesRenderer implements IEdgesRenderer {
  20260. /**
  20261. * Define the size of the edges with an orthographic camera
  20262. */
  20263. edgesWidthScalerForOrthographic: number;
  20264. /**
  20265. * Define the size of the edges with a perspective camera
  20266. */
  20267. edgesWidthScalerForPerspective: number;
  20268. protected _source: AbstractMesh;
  20269. protected _linesPositions: number[];
  20270. protected _linesNormals: number[];
  20271. protected _linesIndices: number[];
  20272. protected _epsilon: number;
  20273. protected _indicesCount: number;
  20274. protected _lineShader: ShaderMaterial;
  20275. protected _ib: DataBuffer;
  20276. protected _buffers: {
  20277. [key: string]: Nullable<VertexBuffer>;
  20278. };
  20279. protected _checkVerticesInsteadOfIndices: boolean;
  20280. private _meshRebuildObserver;
  20281. private _meshDisposeObserver;
  20282. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20283. isEnabled: boolean;
  20284. /**
  20285. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20286. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20287. * @param source Mesh used to create edges
  20288. * @param epsilon sum of angles in adjacency to check for edge
  20289. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20290. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20291. */
  20292. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20293. protected _prepareRessources(): void;
  20294. /** @hidden */
  20295. _rebuild(): void;
  20296. /**
  20297. * Releases the required resources for the edges renderer
  20298. */
  20299. dispose(): void;
  20300. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20301. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20302. /**
  20303. * Checks if the pair of p0 and p1 is en edge
  20304. * @param faceIndex
  20305. * @param edge
  20306. * @param faceNormals
  20307. * @param p0
  20308. * @param p1
  20309. * @private
  20310. */
  20311. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20312. /**
  20313. * push line into the position, normal and index buffer
  20314. * @protected
  20315. */
  20316. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20317. /**
  20318. * Generates lines edges from adjacencjes
  20319. * @private
  20320. */
  20321. _generateEdgesLines(): void;
  20322. /**
  20323. * Checks wether or not the edges renderer is ready to render.
  20324. * @return true if ready, otherwise false.
  20325. */
  20326. isReady(): boolean;
  20327. /**
  20328. * Renders the edges of the attached mesh,
  20329. */
  20330. render(): void;
  20331. }
  20332. /**
  20333. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20334. */
  20335. export class LineEdgesRenderer extends EdgesRenderer {
  20336. /**
  20337. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20338. * @param source LineMesh used to generate edges
  20339. * @param epsilon not important (specified angle for edge detection)
  20340. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20341. */
  20342. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20343. /**
  20344. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20345. */
  20346. _generateEdgesLines(): void;
  20347. }
  20348. }
  20349. declare module "babylonjs/Rendering/renderingGroup" {
  20350. import { SmartArray } from "babylonjs/Misc/smartArray";
  20351. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20353. import { Nullable } from "babylonjs/types";
  20354. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20355. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20356. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20357. import { Material } from "babylonjs/Materials/material";
  20358. import { Scene } from "babylonjs/scene";
  20359. /**
  20360. * This represents the object necessary to create a rendering group.
  20361. * This is exclusively used and created by the rendering manager.
  20362. * To modify the behavior, you use the available helpers in your scene or meshes.
  20363. * @hidden
  20364. */
  20365. export class RenderingGroup {
  20366. index: number;
  20367. private static _zeroVector;
  20368. private _scene;
  20369. private _opaqueSubMeshes;
  20370. private _transparentSubMeshes;
  20371. private _alphaTestSubMeshes;
  20372. private _depthOnlySubMeshes;
  20373. private _particleSystems;
  20374. private _spriteManagers;
  20375. private _opaqueSortCompareFn;
  20376. private _alphaTestSortCompareFn;
  20377. private _transparentSortCompareFn;
  20378. private _renderOpaque;
  20379. private _renderAlphaTest;
  20380. private _renderTransparent;
  20381. /** @hidden */
  20382. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20383. onBeforeTransparentRendering: () => void;
  20384. /**
  20385. * Set the opaque sort comparison function.
  20386. * If null the sub meshes will be render in the order they were created
  20387. */
  20388. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20389. /**
  20390. * Set the alpha test sort comparison function.
  20391. * If null the sub meshes will be render in the order they were created
  20392. */
  20393. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20394. /**
  20395. * Set the transparent sort comparison function.
  20396. * If null the sub meshes will be render in the order they were created
  20397. */
  20398. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20399. /**
  20400. * Creates a new rendering group.
  20401. * @param index The rendering group index
  20402. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20403. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20404. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20405. */
  20406. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20407. /**
  20408. * Render all the sub meshes contained in the group.
  20409. * @param customRenderFunction Used to override the default render behaviour of the group.
  20410. * @returns true if rendered some submeshes.
  20411. */
  20412. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20413. /**
  20414. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20415. * @param subMeshes The submeshes to render
  20416. */
  20417. private renderOpaqueSorted;
  20418. /**
  20419. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20420. * @param subMeshes The submeshes to render
  20421. */
  20422. private renderAlphaTestSorted;
  20423. /**
  20424. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20425. * @param subMeshes The submeshes to render
  20426. */
  20427. private renderTransparentSorted;
  20428. /**
  20429. * Renders the submeshes in a specified order.
  20430. * @param subMeshes The submeshes to sort before render
  20431. * @param sortCompareFn The comparison function use to sort
  20432. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20433. * @param transparent Specifies to activate blending if true
  20434. */
  20435. private static renderSorted;
  20436. /**
  20437. * Renders the submeshes in the order they were dispatched (no sort applied).
  20438. * @param subMeshes The submeshes to render
  20439. */
  20440. private static renderUnsorted;
  20441. /**
  20442. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20443. * are rendered back to front if in the same alpha index.
  20444. *
  20445. * @param a The first submesh
  20446. * @param b The second submesh
  20447. * @returns The result of the comparison
  20448. */
  20449. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20450. /**
  20451. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20452. * are rendered back to front.
  20453. *
  20454. * @param a The first submesh
  20455. * @param b The second submesh
  20456. * @returns The result of the comparison
  20457. */
  20458. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20459. /**
  20460. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20461. * are rendered front to back (prevent overdraw).
  20462. *
  20463. * @param a The first submesh
  20464. * @param b The second submesh
  20465. * @returns The result of the comparison
  20466. */
  20467. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20468. /**
  20469. * Resets the different lists of submeshes to prepare a new frame.
  20470. */
  20471. prepare(): void;
  20472. dispose(): void;
  20473. /**
  20474. * Inserts the submesh in its correct queue depending on its material.
  20475. * @param subMesh The submesh to dispatch
  20476. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20477. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20478. */
  20479. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20480. dispatchSprites(spriteManager: ISpriteManager): void;
  20481. dispatchParticles(particleSystem: IParticleSystem): void;
  20482. private _renderParticles;
  20483. private _renderSprites;
  20484. }
  20485. }
  20486. declare module "babylonjs/Rendering/renderingManager" {
  20487. import { Nullable } from "babylonjs/types";
  20488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20490. import { SmartArray } from "babylonjs/Misc/smartArray";
  20491. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20492. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20493. import { Material } from "babylonjs/Materials/material";
  20494. import { Scene } from "babylonjs/scene";
  20495. import { Camera } from "babylonjs/Cameras/camera";
  20496. /**
  20497. * Interface describing the different options available in the rendering manager
  20498. * regarding Auto Clear between groups.
  20499. */
  20500. export interface IRenderingManagerAutoClearSetup {
  20501. /**
  20502. * Defines whether or not autoclear is enable.
  20503. */
  20504. autoClear: boolean;
  20505. /**
  20506. * Defines whether or not to autoclear the depth buffer.
  20507. */
  20508. depth: boolean;
  20509. /**
  20510. * Defines whether or not to autoclear the stencil buffer.
  20511. */
  20512. stencil: boolean;
  20513. }
  20514. /**
  20515. * This class is used by the onRenderingGroupObservable
  20516. */
  20517. export class RenderingGroupInfo {
  20518. /**
  20519. * The Scene that being rendered
  20520. */
  20521. scene: Scene;
  20522. /**
  20523. * The camera currently used for the rendering pass
  20524. */
  20525. camera: Nullable<Camera>;
  20526. /**
  20527. * The ID of the renderingGroup being processed
  20528. */
  20529. renderingGroupId: number;
  20530. }
  20531. /**
  20532. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20533. * It is enable to manage the different groups as well as the different necessary sort functions.
  20534. * This should not be used directly aside of the few static configurations
  20535. */
  20536. export class RenderingManager {
  20537. /**
  20538. * The max id used for rendering groups (not included)
  20539. */
  20540. static MAX_RENDERINGGROUPS: number;
  20541. /**
  20542. * The min id used for rendering groups (included)
  20543. */
  20544. static MIN_RENDERINGGROUPS: number;
  20545. /**
  20546. * Used to globally prevent autoclearing scenes.
  20547. */
  20548. static AUTOCLEAR: boolean;
  20549. /**
  20550. * @hidden
  20551. */
  20552. _useSceneAutoClearSetup: boolean;
  20553. private _scene;
  20554. private _renderingGroups;
  20555. private _depthStencilBufferAlreadyCleaned;
  20556. private _autoClearDepthStencil;
  20557. private _customOpaqueSortCompareFn;
  20558. private _customAlphaTestSortCompareFn;
  20559. private _customTransparentSortCompareFn;
  20560. private _renderingGroupInfo;
  20561. /**
  20562. * Instantiates a new rendering group for a particular scene
  20563. * @param scene Defines the scene the groups belongs to
  20564. */
  20565. constructor(scene: Scene);
  20566. private _clearDepthStencilBuffer;
  20567. /**
  20568. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20569. * @hidden
  20570. */
  20571. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20572. /**
  20573. * Resets the different information of the group to prepare a new frame
  20574. * @hidden
  20575. */
  20576. reset(): void;
  20577. /**
  20578. * Dispose and release the group and its associated resources.
  20579. * @hidden
  20580. */
  20581. dispose(): void;
  20582. /**
  20583. * Clear the info related to rendering groups preventing retention points during dispose.
  20584. */
  20585. freeRenderingGroups(): void;
  20586. private _prepareRenderingGroup;
  20587. /**
  20588. * Add a sprite manager to the rendering manager in order to render it this frame.
  20589. * @param spriteManager Define the sprite manager to render
  20590. */
  20591. dispatchSprites(spriteManager: ISpriteManager): void;
  20592. /**
  20593. * Add a particle system to the rendering manager in order to render it this frame.
  20594. * @param particleSystem Define the particle system to render
  20595. */
  20596. dispatchParticles(particleSystem: IParticleSystem): void;
  20597. /**
  20598. * Add a submesh to the manager in order to render it this frame
  20599. * @param subMesh The submesh to dispatch
  20600. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20601. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20602. */
  20603. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20604. /**
  20605. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20606. * This allowed control for front to back rendering or reversly depending of the special needs.
  20607. *
  20608. * @param renderingGroupId The rendering group id corresponding to its index
  20609. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20610. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20611. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20612. */
  20613. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20614. /**
  20615. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20616. *
  20617. * @param renderingGroupId The rendering group id corresponding to its index
  20618. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20619. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20620. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20621. */
  20622. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20623. /**
  20624. * Gets the current auto clear configuration for one rendering group of the rendering
  20625. * manager.
  20626. * @param index the rendering group index to get the information for
  20627. * @returns The auto clear setup for the requested rendering group
  20628. */
  20629. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20630. }
  20631. }
  20632. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20633. import { Observable } from "babylonjs/Misc/observable";
  20634. import { SmartArray } from "babylonjs/Misc/smartArray";
  20635. import { Nullable } from "babylonjs/types";
  20636. import { Camera } from "babylonjs/Cameras/camera";
  20637. import { Scene } from "babylonjs/scene";
  20638. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20639. import { Color4 } from "babylonjs/Maths/math.color";
  20640. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20642. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20643. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20644. import { Texture } from "babylonjs/Materials/Textures/texture";
  20645. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20646. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20647. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20648. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20649. import { Engine } from "babylonjs/Engines/engine";
  20650. /**
  20651. * This Helps creating a texture that will be created from a camera in your scene.
  20652. * It is basically a dynamic texture that could be used to create special effects for instance.
  20653. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20654. */
  20655. export class RenderTargetTexture extends Texture {
  20656. isCube: boolean;
  20657. /**
  20658. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20659. */
  20660. static readonly REFRESHRATE_RENDER_ONCE: number;
  20661. /**
  20662. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20663. */
  20664. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20665. /**
  20666. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20667. * the central point of your effect and can save a lot of performances.
  20668. */
  20669. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20670. /**
  20671. * Use this predicate to dynamically define the list of mesh you want to render.
  20672. * If set, the renderList property will be overwritten.
  20673. */
  20674. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20675. private _renderList;
  20676. /**
  20677. * Use this list to define the list of mesh you want to render.
  20678. */
  20679. renderList: Nullable<Array<AbstractMesh>>;
  20680. private _hookArray;
  20681. /**
  20682. * Define if particles should be rendered in your texture.
  20683. */
  20684. renderParticles: boolean;
  20685. /**
  20686. * Define if sprites should be rendered in your texture.
  20687. */
  20688. renderSprites: boolean;
  20689. /**
  20690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20691. */
  20692. coordinatesMode: number;
  20693. /**
  20694. * Define the camera used to render the texture.
  20695. */
  20696. activeCamera: Nullable<Camera>;
  20697. /**
  20698. * Override the render function of the texture with your own one.
  20699. */
  20700. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20701. /**
  20702. * Define if camera post processes should be use while rendering the texture.
  20703. */
  20704. useCameraPostProcesses: boolean;
  20705. /**
  20706. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20707. */
  20708. ignoreCameraViewport: boolean;
  20709. private _postProcessManager;
  20710. private _postProcesses;
  20711. private _resizeObserver;
  20712. /**
  20713. * An event triggered when the texture is unbind.
  20714. */
  20715. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20716. /**
  20717. * An event triggered when the texture is unbind.
  20718. */
  20719. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20720. private _onAfterUnbindObserver;
  20721. /**
  20722. * Set a after unbind callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20724. */
  20725. onAfterUnbind: () => void;
  20726. /**
  20727. * An event triggered before rendering the texture
  20728. */
  20729. onBeforeRenderObservable: Observable<number>;
  20730. private _onBeforeRenderObserver;
  20731. /**
  20732. * Set a before render callback in the texture.
  20733. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20734. */
  20735. onBeforeRender: (faceIndex: number) => void;
  20736. /**
  20737. * An event triggered after rendering the texture
  20738. */
  20739. onAfterRenderObservable: Observable<number>;
  20740. private _onAfterRenderObserver;
  20741. /**
  20742. * Set a after render callback in the texture.
  20743. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20744. */
  20745. onAfterRender: (faceIndex: number) => void;
  20746. /**
  20747. * An event triggered after the texture clear
  20748. */
  20749. onClearObservable: Observable<Engine>;
  20750. private _onClearObserver;
  20751. /**
  20752. * Set a clear callback in the texture.
  20753. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20754. */
  20755. onClear: (Engine: Engine) => void;
  20756. /**
  20757. * An event triggered when the texture is resized.
  20758. */
  20759. onResizeObservable: Observable<RenderTargetTexture>;
  20760. /**
  20761. * Define the clear color of the Render Target if it should be different from the scene.
  20762. */
  20763. clearColor: Color4;
  20764. protected _size: number | {
  20765. width: number;
  20766. height: number;
  20767. };
  20768. protected _initialSizeParameter: number | {
  20769. width: number;
  20770. height: number;
  20771. } | {
  20772. ratio: number;
  20773. };
  20774. protected _sizeRatio: Nullable<number>;
  20775. /** @hidden */
  20776. _generateMipMaps: boolean;
  20777. protected _renderingManager: RenderingManager;
  20778. /** @hidden */
  20779. _waitingRenderList: string[];
  20780. protected _doNotChangeAspectRatio: boolean;
  20781. protected _currentRefreshId: number;
  20782. protected _refreshRate: number;
  20783. protected _textureMatrix: Matrix;
  20784. protected _samples: number;
  20785. protected _renderTargetOptions: RenderTargetCreationOptions;
  20786. /**
  20787. * Gets render target creation options that were used.
  20788. */
  20789. readonly renderTargetOptions: RenderTargetCreationOptions;
  20790. protected _engine: Engine;
  20791. protected _onRatioRescale(): void;
  20792. /**
  20793. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20794. * It must define where the camera used to render the texture is set
  20795. */
  20796. boundingBoxPosition: Vector3;
  20797. private _boundingBoxSize;
  20798. /**
  20799. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20800. * When defined, the cubemap will switch to local mode
  20801. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20802. * @example https://www.babylonjs-playground.com/#RNASML
  20803. */
  20804. boundingBoxSize: Vector3;
  20805. /**
  20806. * In case the RTT has been created with a depth texture, get the associated
  20807. * depth texture.
  20808. * Otherwise, return null.
  20809. */
  20810. depthStencilTexture: Nullable<InternalTexture>;
  20811. /**
  20812. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20813. * or used a shadow, depth texture...
  20814. * @param name The friendly name of the texture
  20815. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20816. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20817. * @param generateMipMaps True if mip maps need to be generated after render.
  20818. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20819. * @param type The type of the buffer in the RTT (int, half float, float...)
  20820. * @param isCube True if a cube texture needs to be created
  20821. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20822. * @param generateDepthBuffer True to generate a depth buffer
  20823. * @param generateStencilBuffer True to generate a stencil buffer
  20824. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20825. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20826. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20827. */
  20828. constructor(name: string, size: number | {
  20829. width: number;
  20830. height: number;
  20831. } | {
  20832. ratio: number;
  20833. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20834. /**
  20835. * Creates a depth stencil texture.
  20836. * This is only available in WebGL 2 or with the depth texture extension available.
  20837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20840. */
  20841. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20842. private _processSizeParameter;
  20843. /**
  20844. * Define the number of samples to use in case of MSAA.
  20845. * It defaults to one meaning no MSAA has been enabled.
  20846. */
  20847. samples: number;
  20848. /**
  20849. * Resets the refresh counter of the texture and start bak from scratch.
  20850. * Could be useful to regenerate the texture if it is setup to render only once.
  20851. */
  20852. resetRefreshCounter(): void;
  20853. /**
  20854. * Define the refresh rate of the texture or the rendering frequency.
  20855. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20856. */
  20857. refreshRate: number;
  20858. /**
  20859. * Adds a post process to the render target rendering passes.
  20860. * @param postProcess define the post process to add
  20861. */
  20862. addPostProcess(postProcess: PostProcess): void;
  20863. /**
  20864. * Clear all the post processes attached to the render target
  20865. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20866. */
  20867. clearPostProcesses(dispose?: boolean): void;
  20868. /**
  20869. * Remove one of the post process from the list of attached post processes to the texture
  20870. * @param postProcess define the post process to remove from the list
  20871. */
  20872. removePostProcess(postProcess: PostProcess): void;
  20873. /** @hidden */
  20874. _shouldRender(): boolean;
  20875. /**
  20876. * Gets the actual render size of the texture.
  20877. * @returns the width of the render size
  20878. */
  20879. getRenderSize(): number;
  20880. /**
  20881. * Gets the actual render width of the texture.
  20882. * @returns the width of the render size
  20883. */
  20884. getRenderWidth(): number;
  20885. /**
  20886. * Gets the actual render height of the texture.
  20887. * @returns the height of the render size
  20888. */
  20889. getRenderHeight(): number;
  20890. /**
  20891. * Get if the texture can be rescaled or not.
  20892. */
  20893. readonly canRescale: boolean;
  20894. /**
  20895. * Resize the texture using a ratio.
  20896. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20897. */
  20898. scale(ratio: number): void;
  20899. /**
  20900. * Get the texture reflection matrix used to rotate/transform the reflection.
  20901. * @returns the reflection matrix
  20902. */
  20903. getReflectionTextureMatrix(): Matrix;
  20904. /**
  20905. * Resize the texture to a new desired size.
  20906. * Be carrefull as it will recreate all the data in the new texture.
  20907. * @param size Define the new size. It can be:
  20908. * - a number for squared texture,
  20909. * - an object containing { width: number, height: number }
  20910. * - or an object containing a ratio { ratio: number }
  20911. */
  20912. resize(size: number | {
  20913. width: number;
  20914. height: number;
  20915. } | {
  20916. ratio: number;
  20917. }): void;
  20918. /**
  20919. * Renders all the objects from the render list into the texture.
  20920. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20921. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20922. */
  20923. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20924. private _bestReflectionRenderTargetDimension;
  20925. /**
  20926. * @hidden
  20927. * @param faceIndex face index to bind to if this is a cubetexture
  20928. */
  20929. _bindFrameBuffer(faceIndex?: number): void;
  20930. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20931. private renderToTarget;
  20932. /**
  20933. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20934. * This allowed control for front to back rendering or reversly depending of the special needs.
  20935. *
  20936. * @param renderingGroupId The rendering group id corresponding to its index
  20937. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20938. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20939. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20940. */
  20941. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20942. /**
  20943. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20944. *
  20945. * @param renderingGroupId The rendering group id corresponding to its index
  20946. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20947. */
  20948. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20949. /**
  20950. * Clones the texture.
  20951. * @returns the cloned texture
  20952. */
  20953. clone(): RenderTargetTexture;
  20954. /**
  20955. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20956. * @returns The JSON representation of the texture
  20957. */
  20958. serialize(): any;
  20959. /**
  20960. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20961. */
  20962. disposeFramebufferObjects(): void;
  20963. /**
  20964. * Dispose the texture and release its associated resources.
  20965. */
  20966. dispose(): void;
  20967. /** @hidden */
  20968. _rebuild(): void;
  20969. /**
  20970. * Clear the info related to rendering groups preventing retention point in material dispose.
  20971. */
  20972. freeRenderingGroups(): void;
  20973. /**
  20974. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20975. * @returns the view count
  20976. */
  20977. getViewCount(): number;
  20978. }
  20979. }
  20980. declare module "babylonjs/Materials/material" {
  20981. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20982. import { SmartArray } from "babylonjs/Misc/smartArray";
  20983. import { Observable } from "babylonjs/Misc/observable";
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { Matrix } from "babylonjs/Maths/math.vector";
  20987. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20989. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20990. import { Effect } from "babylonjs/Materials/effect";
  20991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20994. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20995. import { Mesh } from "babylonjs/Meshes/mesh";
  20996. import { Animation } from "babylonjs/Animations/animation";
  20997. /**
  20998. * Options for compiling materials.
  20999. */
  21000. export interface IMaterialCompilationOptions {
  21001. /**
  21002. * Defines whether clip planes are enabled.
  21003. */
  21004. clipPlane: boolean;
  21005. /**
  21006. * Defines whether instances are enabled.
  21007. */
  21008. useInstances: boolean;
  21009. }
  21010. /**
  21011. * Base class for the main features of a material in Babylon.js
  21012. */
  21013. export class Material implements IAnimatable {
  21014. /**
  21015. * Returns the triangle fill mode
  21016. */
  21017. static readonly TriangleFillMode: number;
  21018. /**
  21019. * Returns the wireframe mode
  21020. */
  21021. static readonly WireFrameFillMode: number;
  21022. /**
  21023. * Returns the point fill mode
  21024. */
  21025. static readonly PointFillMode: number;
  21026. /**
  21027. * Returns the point list draw mode
  21028. */
  21029. static readonly PointListDrawMode: number;
  21030. /**
  21031. * Returns the line list draw mode
  21032. */
  21033. static readonly LineListDrawMode: number;
  21034. /**
  21035. * Returns the line loop draw mode
  21036. */
  21037. static readonly LineLoopDrawMode: number;
  21038. /**
  21039. * Returns the line strip draw mode
  21040. */
  21041. static readonly LineStripDrawMode: number;
  21042. /**
  21043. * Returns the triangle strip draw mode
  21044. */
  21045. static readonly TriangleStripDrawMode: number;
  21046. /**
  21047. * Returns the triangle fan draw mode
  21048. */
  21049. static readonly TriangleFanDrawMode: number;
  21050. /**
  21051. * Stores the clock-wise side orientation
  21052. */
  21053. static readonly ClockWiseSideOrientation: number;
  21054. /**
  21055. * Stores the counter clock-wise side orientation
  21056. */
  21057. static readonly CounterClockWiseSideOrientation: number;
  21058. /**
  21059. * The dirty texture flag value
  21060. */
  21061. static readonly TextureDirtyFlag: number;
  21062. /**
  21063. * The dirty light flag value
  21064. */
  21065. static readonly LightDirtyFlag: number;
  21066. /**
  21067. * The dirty fresnel flag value
  21068. */
  21069. static readonly FresnelDirtyFlag: number;
  21070. /**
  21071. * The dirty attribute flag value
  21072. */
  21073. static readonly AttributesDirtyFlag: number;
  21074. /**
  21075. * The dirty misc flag value
  21076. */
  21077. static readonly MiscDirtyFlag: number;
  21078. /**
  21079. * The all dirty flag value
  21080. */
  21081. static readonly AllDirtyFlag: number;
  21082. /**
  21083. * The ID of the material
  21084. */
  21085. id: string;
  21086. /**
  21087. * Gets or sets the unique id of the material
  21088. */
  21089. uniqueId: number;
  21090. /**
  21091. * The name of the material
  21092. */
  21093. name: string;
  21094. /**
  21095. * Gets or sets user defined metadata
  21096. */
  21097. metadata: any;
  21098. /**
  21099. * For internal use only. Please do not use.
  21100. */
  21101. reservedDataStore: any;
  21102. /**
  21103. * Specifies if the ready state should be checked on each call
  21104. */
  21105. checkReadyOnEveryCall: boolean;
  21106. /**
  21107. * Specifies if the ready state should be checked once
  21108. */
  21109. checkReadyOnlyOnce: boolean;
  21110. /**
  21111. * The state of the material
  21112. */
  21113. state: string;
  21114. /**
  21115. * The alpha value of the material
  21116. */
  21117. protected _alpha: number;
  21118. /**
  21119. * List of inspectable custom properties (used by the Inspector)
  21120. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21121. */
  21122. inspectableCustomProperties: IInspectable[];
  21123. /**
  21124. * Sets the alpha value of the material
  21125. */
  21126. /**
  21127. * Gets the alpha value of the material
  21128. */
  21129. alpha: number;
  21130. /**
  21131. * Specifies if back face culling is enabled
  21132. */
  21133. protected _backFaceCulling: boolean;
  21134. /**
  21135. * Sets the back-face culling state
  21136. */
  21137. /**
  21138. * Gets the back-face culling state
  21139. */
  21140. backFaceCulling: boolean;
  21141. /**
  21142. * Stores the value for side orientation
  21143. */
  21144. sideOrientation: number;
  21145. /**
  21146. * Callback triggered when the material is compiled
  21147. */
  21148. onCompiled: Nullable<(effect: Effect) => void>;
  21149. /**
  21150. * Callback triggered when an error occurs
  21151. */
  21152. onError: Nullable<(effect: Effect, errors: string) => void>;
  21153. /**
  21154. * Callback triggered to get the render target textures
  21155. */
  21156. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21157. /**
  21158. * Gets a boolean indicating that current material needs to register RTT
  21159. */
  21160. readonly hasRenderTargetTextures: boolean;
  21161. /**
  21162. * Specifies if the material should be serialized
  21163. */
  21164. doNotSerialize: boolean;
  21165. /**
  21166. * @hidden
  21167. */
  21168. _storeEffectOnSubMeshes: boolean;
  21169. /**
  21170. * Stores the animations for the material
  21171. */
  21172. animations: Nullable<Array<Animation>>;
  21173. /**
  21174. * An event triggered when the material is disposed
  21175. */
  21176. onDisposeObservable: Observable<Material>;
  21177. /**
  21178. * An observer which watches for dispose events
  21179. */
  21180. private _onDisposeObserver;
  21181. private _onUnBindObservable;
  21182. /**
  21183. * Called during a dispose event
  21184. */
  21185. onDispose: () => void;
  21186. private _onBindObservable;
  21187. /**
  21188. * An event triggered when the material is bound
  21189. */
  21190. readonly onBindObservable: Observable<AbstractMesh>;
  21191. /**
  21192. * An observer which watches for bind events
  21193. */
  21194. private _onBindObserver;
  21195. /**
  21196. * Called during a bind event
  21197. */
  21198. onBind: (Mesh: AbstractMesh) => void;
  21199. /**
  21200. * An event triggered when the material is unbound
  21201. */
  21202. readonly onUnBindObservable: Observable<Material>;
  21203. /**
  21204. * Stores the value of the alpha mode
  21205. */
  21206. private _alphaMode;
  21207. /**
  21208. * Sets the value of the alpha mode.
  21209. *
  21210. * | Value | Type | Description |
  21211. * | --- | --- | --- |
  21212. * | 0 | ALPHA_DISABLE | |
  21213. * | 1 | ALPHA_ADD | |
  21214. * | 2 | ALPHA_COMBINE | |
  21215. * | 3 | ALPHA_SUBTRACT | |
  21216. * | 4 | ALPHA_MULTIPLY | |
  21217. * | 5 | ALPHA_MAXIMIZED | |
  21218. * | 6 | ALPHA_ONEONE | |
  21219. * | 7 | ALPHA_PREMULTIPLIED | |
  21220. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21221. * | 9 | ALPHA_INTERPOLATE | |
  21222. * | 10 | ALPHA_SCREENMODE | |
  21223. *
  21224. */
  21225. /**
  21226. * Gets the value of the alpha mode
  21227. */
  21228. alphaMode: number;
  21229. /**
  21230. * Stores the state of the need depth pre-pass value
  21231. */
  21232. private _needDepthPrePass;
  21233. /**
  21234. * Sets the need depth pre-pass value
  21235. */
  21236. /**
  21237. * Gets the depth pre-pass value
  21238. */
  21239. needDepthPrePass: boolean;
  21240. /**
  21241. * Specifies if depth writing should be disabled
  21242. */
  21243. disableDepthWrite: boolean;
  21244. /**
  21245. * Specifies if depth writing should be forced
  21246. */
  21247. forceDepthWrite: boolean;
  21248. /**
  21249. * Specifies the depth function that should be used. 0 means the default engine function
  21250. */
  21251. depthFunction: number;
  21252. /**
  21253. * Specifies if there should be a separate pass for culling
  21254. */
  21255. separateCullingPass: boolean;
  21256. /**
  21257. * Stores the state specifing if fog should be enabled
  21258. */
  21259. private _fogEnabled;
  21260. /**
  21261. * Sets the state for enabling fog
  21262. */
  21263. /**
  21264. * Gets the value of the fog enabled state
  21265. */
  21266. fogEnabled: boolean;
  21267. /**
  21268. * Stores the size of points
  21269. */
  21270. pointSize: number;
  21271. /**
  21272. * Stores the z offset value
  21273. */
  21274. zOffset: number;
  21275. /**
  21276. * Gets a value specifying if wireframe mode is enabled
  21277. */
  21278. /**
  21279. * Sets the state of wireframe mode
  21280. */
  21281. wireframe: boolean;
  21282. /**
  21283. * Gets the value specifying if point clouds are enabled
  21284. */
  21285. /**
  21286. * Sets the state of point cloud mode
  21287. */
  21288. pointsCloud: boolean;
  21289. /**
  21290. * Gets the material fill mode
  21291. */
  21292. /**
  21293. * Sets the material fill mode
  21294. */
  21295. fillMode: number;
  21296. /**
  21297. * @hidden
  21298. * Stores the effects for the material
  21299. */
  21300. _effect: Nullable<Effect>;
  21301. /**
  21302. * @hidden
  21303. * Specifies if the material was previously ready
  21304. */
  21305. _wasPreviouslyReady: boolean;
  21306. /**
  21307. * Specifies if uniform buffers should be used
  21308. */
  21309. private _useUBO;
  21310. /**
  21311. * Stores a reference to the scene
  21312. */
  21313. private _scene;
  21314. /**
  21315. * Stores the fill mode state
  21316. */
  21317. private _fillMode;
  21318. /**
  21319. * Specifies if the depth write state should be cached
  21320. */
  21321. private _cachedDepthWriteState;
  21322. /**
  21323. * Specifies if the depth function state should be cached
  21324. */
  21325. private _cachedDepthFunctionState;
  21326. /**
  21327. * Stores the uniform buffer
  21328. */
  21329. protected _uniformBuffer: UniformBuffer;
  21330. /** @hidden */
  21331. _indexInSceneMaterialArray: number;
  21332. /** @hidden */
  21333. meshMap: Nullable<{
  21334. [id: string]: AbstractMesh | undefined;
  21335. }>;
  21336. /**
  21337. * Creates a material instance
  21338. * @param name defines the name of the material
  21339. * @param scene defines the scene to reference
  21340. * @param doNotAdd specifies if the material should be added to the scene
  21341. */
  21342. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21343. /**
  21344. * Returns a string representation of the current material
  21345. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21346. * @returns a string with material information
  21347. */
  21348. toString(fullDetails?: boolean): string;
  21349. /**
  21350. * Gets the class name of the material
  21351. * @returns a string with the class name of the material
  21352. */
  21353. getClassName(): string;
  21354. /**
  21355. * Specifies if updates for the material been locked
  21356. */
  21357. readonly isFrozen: boolean;
  21358. /**
  21359. * Locks updates for the material
  21360. */
  21361. freeze(): void;
  21362. /**
  21363. * Unlocks updates for the material
  21364. */
  21365. unfreeze(): void;
  21366. /**
  21367. * Specifies if the material is ready to be used
  21368. * @param mesh defines the mesh to check
  21369. * @param useInstances specifies if instances should be used
  21370. * @returns a boolean indicating if the material is ready to be used
  21371. */
  21372. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21373. /**
  21374. * Specifies that the submesh is ready to be used
  21375. * @param mesh defines the mesh to check
  21376. * @param subMesh defines which submesh to check
  21377. * @param useInstances specifies that instances should be used
  21378. * @returns a boolean indicating that the submesh is ready or not
  21379. */
  21380. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21381. /**
  21382. * Returns the material effect
  21383. * @returns the effect associated with the material
  21384. */
  21385. getEffect(): Nullable<Effect>;
  21386. /**
  21387. * Returns the current scene
  21388. * @returns a Scene
  21389. */
  21390. getScene(): Scene;
  21391. /**
  21392. * Specifies if the material will require alpha blending
  21393. * @returns a boolean specifying if alpha blending is needed
  21394. */
  21395. needAlphaBlending(): boolean;
  21396. /**
  21397. * Specifies if the mesh will require alpha blending
  21398. * @param mesh defines the mesh to check
  21399. * @returns a boolean specifying if alpha blending is needed for the mesh
  21400. */
  21401. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21402. /**
  21403. * Specifies if this material should be rendered in alpha test mode
  21404. * @returns a boolean specifying if an alpha test is needed.
  21405. */
  21406. needAlphaTesting(): boolean;
  21407. /**
  21408. * Gets the texture used for the alpha test
  21409. * @returns the texture to use for alpha testing
  21410. */
  21411. getAlphaTestTexture(): Nullable<BaseTexture>;
  21412. /**
  21413. * Marks the material to indicate that it needs to be re-calculated
  21414. */
  21415. markDirty(): void;
  21416. /** @hidden */
  21417. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21418. /**
  21419. * Binds the material to the mesh
  21420. * @param world defines the world transformation matrix
  21421. * @param mesh defines the mesh to bind the material to
  21422. */
  21423. bind(world: Matrix, mesh?: Mesh): void;
  21424. /**
  21425. * Binds the submesh to the material
  21426. * @param world defines the world transformation matrix
  21427. * @param mesh defines the mesh containing the submesh
  21428. * @param subMesh defines the submesh to bind the material to
  21429. */
  21430. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21431. /**
  21432. * Binds the world matrix to the material
  21433. * @param world defines the world transformation matrix
  21434. */
  21435. bindOnlyWorldMatrix(world: Matrix): void;
  21436. /**
  21437. * Binds the scene's uniform buffer to the effect.
  21438. * @param effect defines the effect to bind to the scene uniform buffer
  21439. * @param sceneUbo defines the uniform buffer storing scene data
  21440. */
  21441. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21442. /**
  21443. * Binds the view matrix to the effect
  21444. * @param effect defines the effect to bind the view matrix to
  21445. */
  21446. bindView(effect: Effect): void;
  21447. /**
  21448. * Binds the view projection matrix to the effect
  21449. * @param effect defines the effect to bind the view projection matrix to
  21450. */
  21451. bindViewProjection(effect: Effect): void;
  21452. /**
  21453. * Specifies if material alpha testing should be turned on for the mesh
  21454. * @param mesh defines the mesh to check
  21455. */
  21456. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21457. /**
  21458. * Processes to execute after binding the material to a mesh
  21459. * @param mesh defines the rendered mesh
  21460. */
  21461. protected _afterBind(mesh?: Mesh): void;
  21462. /**
  21463. * Unbinds the material from the mesh
  21464. */
  21465. unbind(): void;
  21466. /**
  21467. * Gets the active textures from the material
  21468. * @returns an array of textures
  21469. */
  21470. getActiveTextures(): BaseTexture[];
  21471. /**
  21472. * Specifies if the material uses a texture
  21473. * @param texture defines the texture to check against the material
  21474. * @returns a boolean specifying if the material uses the texture
  21475. */
  21476. hasTexture(texture: BaseTexture): boolean;
  21477. /**
  21478. * Makes a duplicate of the material, and gives it a new name
  21479. * @param name defines the new name for the duplicated material
  21480. * @returns the cloned material
  21481. */
  21482. clone(name: string): Nullable<Material>;
  21483. /**
  21484. * Gets the meshes bound to the material
  21485. * @returns an array of meshes bound to the material
  21486. */
  21487. getBindedMeshes(): AbstractMesh[];
  21488. /**
  21489. * Force shader compilation
  21490. * @param mesh defines the mesh associated with this material
  21491. * @param onCompiled defines a function to execute once the material is compiled
  21492. * @param options defines the options to configure the compilation
  21493. * @param onError defines a function to execute if the material fails compiling
  21494. */
  21495. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21496. /**
  21497. * Force shader compilation
  21498. * @param mesh defines the mesh that will use this material
  21499. * @param options defines additional options for compiling the shaders
  21500. * @returns a promise that resolves when the compilation completes
  21501. */
  21502. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21503. private static readonly _AllDirtyCallBack;
  21504. private static readonly _ImageProcessingDirtyCallBack;
  21505. private static readonly _TextureDirtyCallBack;
  21506. private static readonly _FresnelDirtyCallBack;
  21507. private static readonly _MiscDirtyCallBack;
  21508. private static readonly _LightsDirtyCallBack;
  21509. private static readonly _AttributeDirtyCallBack;
  21510. private static _FresnelAndMiscDirtyCallBack;
  21511. private static _TextureAndMiscDirtyCallBack;
  21512. private static readonly _DirtyCallbackArray;
  21513. private static readonly _RunDirtyCallBacks;
  21514. /**
  21515. * Marks a define in the material to indicate that it needs to be re-computed
  21516. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21517. */
  21518. markAsDirty(flag: number): void;
  21519. /**
  21520. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21521. * @param func defines a function which checks material defines against the submeshes
  21522. */
  21523. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21524. /**
  21525. * Indicates that we need to re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsAllDirty(): void;
  21528. /**
  21529. * Indicates that image processing needs to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21532. /**
  21533. * Indicates that textures need to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsTexturesDirty(): void;
  21536. /**
  21537. * Indicates that fresnel needs to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsFresnelDirty(): void;
  21540. /**
  21541. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21542. */
  21543. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21544. /**
  21545. * Indicates that lights need to be re-calculated for all submeshes
  21546. */
  21547. protected _markAllSubMeshesAsLightsDirty(): void;
  21548. /**
  21549. * Indicates that attributes need to be re-calculated for all submeshes
  21550. */
  21551. protected _markAllSubMeshesAsAttributesDirty(): void;
  21552. /**
  21553. * Indicates that misc needs to be re-calculated for all submeshes
  21554. */
  21555. protected _markAllSubMeshesAsMiscDirty(): void;
  21556. /**
  21557. * Indicates that textures and misc need to be re-calculated for all submeshes
  21558. */
  21559. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21560. /**
  21561. * Disposes the material
  21562. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21563. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21564. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21565. */
  21566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21567. /** @hidden */
  21568. private releaseVertexArrayObject;
  21569. /**
  21570. * Serializes this material
  21571. * @returns the serialized material object
  21572. */
  21573. serialize(): any;
  21574. /**
  21575. * Creates a material from parsed material data
  21576. * @param parsedMaterial defines parsed material data
  21577. * @param scene defines the hosting scene
  21578. * @param rootUrl defines the root URL to use to load textures
  21579. * @returns a new material
  21580. */
  21581. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21582. }
  21583. }
  21584. declare module "babylonjs/Materials/multiMaterial" {
  21585. import { Nullable } from "babylonjs/types";
  21586. import { Scene } from "babylonjs/scene";
  21587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21588. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21590. import { Material } from "babylonjs/Materials/material";
  21591. /**
  21592. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21593. * separate meshes. This can be use to improve performances.
  21594. * @see http://doc.babylonjs.com/how_to/multi_materials
  21595. */
  21596. export class MultiMaterial extends Material {
  21597. private _subMaterials;
  21598. /**
  21599. * Gets or Sets the list of Materials used within the multi material.
  21600. * They need to be ordered according to the submeshes order in the associated mesh
  21601. */
  21602. subMaterials: Nullable<Material>[];
  21603. /**
  21604. * Function used to align with Node.getChildren()
  21605. * @returns the list of Materials used within the multi material
  21606. */
  21607. getChildren(): Nullable<Material>[];
  21608. /**
  21609. * Instantiates a new Multi Material
  21610. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21611. * separate meshes. This can be use to improve performances.
  21612. * @see http://doc.babylonjs.com/how_to/multi_materials
  21613. * @param name Define the name in the scene
  21614. * @param scene Define the scene the material belongs to
  21615. */
  21616. constructor(name: string, scene: Scene);
  21617. private _hookArray;
  21618. /**
  21619. * Get one of the submaterial by its index in the submaterials array
  21620. * @param index The index to look the sub material at
  21621. * @returns The Material if the index has been defined
  21622. */
  21623. getSubMaterial(index: number): Nullable<Material>;
  21624. /**
  21625. * Get the list of active textures for the whole sub materials list.
  21626. * @returns All the textures that will be used during the rendering
  21627. */
  21628. getActiveTextures(): BaseTexture[];
  21629. /**
  21630. * Gets the current class name of the material e.g. "MultiMaterial"
  21631. * Mainly use in serialization.
  21632. * @returns the class name
  21633. */
  21634. getClassName(): string;
  21635. /**
  21636. * Checks if the material is ready to render the requested sub mesh
  21637. * @param mesh Define the mesh the submesh belongs to
  21638. * @param subMesh Define the sub mesh to look readyness for
  21639. * @param useInstances Define whether or not the material is used with instances
  21640. * @returns true if ready, otherwise false
  21641. */
  21642. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21643. /**
  21644. * Clones the current material and its related sub materials
  21645. * @param name Define the name of the newly cloned material
  21646. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21647. * @returns the cloned material
  21648. */
  21649. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21650. /**
  21651. * Serializes the materials into a JSON representation.
  21652. * @returns the JSON representation
  21653. */
  21654. serialize(): any;
  21655. /**
  21656. * Dispose the material and release its associated resources
  21657. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21658. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21659. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21660. */
  21661. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21662. /**
  21663. * Creates a MultiMaterial from parsed MultiMaterial data.
  21664. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21665. * @param scene defines the hosting scene
  21666. * @returns a new MultiMaterial
  21667. */
  21668. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21669. }
  21670. }
  21671. declare module "babylonjs/Meshes/subMesh" {
  21672. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21673. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21674. import { Engine } from "babylonjs/Engines/engine";
  21675. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21676. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21677. import { Effect } from "babylonjs/Materials/effect";
  21678. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21679. import { Plane } from "babylonjs/Maths/math.plane";
  21680. import { Collider } from "babylonjs/Collisions/collider";
  21681. import { Material } from "babylonjs/Materials/material";
  21682. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21684. import { Mesh } from "babylonjs/Meshes/mesh";
  21685. import { Ray } from "babylonjs/Culling/ray";
  21686. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21687. /**
  21688. * Base class for submeshes
  21689. */
  21690. export class BaseSubMesh {
  21691. /** @hidden */
  21692. _materialDefines: Nullable<MaterialDefines>;
  21693. /** @hidden */
  21694. _materialEffect: Nullable<Effect>;
  21695. /**
  21696. * Gets associated effect
  21697. */
  21698. readonly effect: Nullable<Effect>;
  21699. /**
  21700. * Sets associated effect (effect used to render this submesh)
  21701. * @param effect defines the effect to associate with
  21702. * @param defines defines the set of defines used to compile this effect
  21703. */
  21704. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21705. }
  21706. /**
  21707. * Defines a subdivision inside a mesh
  21708. */
  21709. export class SubMesh extends BaseSubMesh implements ICullable {
  21710. /** the material index to use */
  21711. materialIndex: number;
  21712. /** vertex index start */
  21713. verticesStart: number;
  21714. /** vertices count */
  21715. verticesCount: number;
  21716. /** index start */
  21717. indexStart: number;
  21718. /** indices count */
  21719. indexCount: number;
  21720. /** @hidden */
  21721. _linesIndexCount: number;
  21722. private _mesh;
  21723. private _renderingMesh;
  21724. private _boundingInfo;
  21725. private _linesIndexBuffer;
  21726. /** @hidden */
  21727. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21728. /** @hidden */
  21729. _trianglePlanes: Plane[];
  21730. /** @hidden */
  21731. _lastColliderTransformMatrix: Nullable<Matrix>;
  21732. /** @hidden */
  21733. _renderId: number;
  21734. /** @hidden */
  21735. _alphaIndex: number;
  21736. /** @hidden */
  21737. _distanceToCamera: number;
  21738. /** @hidden */
  21739. _id: number;
  21740. private _currentMaterial;
  21741. /**
  21742. * Add a new submesh to a mesh
  21743. * @param materialIndex defines the material index to use
  21744. * @param verticesStart defines vertex index start
  21745. * @param verticesCount defines vertices count
  21746. * @param indexStart defines index start
  21747. * @param indexCount defines indices count
  21748. * @param mesh defines the parent mesh
  21749. * @param renderingMesh defines an optional rendering mesh
  21750. * @param createBoundingBox defines if bounding box should be created for this submesh
  21751. * @returns the new submesh
  21752. */
  21753. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21754. /**
  21755. * Creates a new submesh
  21756. * @param materialIndex defines the material index to use
  21757. * @param verticesStart defines vertex index start
  21758. * @param verticesCount defines vertices count
  21759. * @param indexStart defines index start
  21760. * @param indexCount defines indices count
  21761. * @param mesh defines the parent mesh
  21762. * @param renderingMesh defines an optional rendering mesh
  21763. * @param createBoundingBox defines if bounding box should be created for this submesh
  21764. */
  21765. constructor(
  21766. /** the material index to use */
  21767. materialIndex: number,
  21768. /** vertex index start */
  21769. verticesStart: number,
  21770. /** vertices count */
  21771. verticesCount: number,
  21772. /** index start */
  21773. indexStart: number,
  21774. /** indices count */
  21775. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21776. /**
  21777. * Returns true if this submesh covers the entire parent mesh
  21778. * @ignorenaming
  21779. */
  21780. readonly IsGlobal: boolean;
  21781. /**
  21782. * Returns the submesh BoudingInfo object
  21783. * @returns current bounding info (or mesh's one if the submesh is global)
  21784. */
  21785. getBoundingInfo(): BoundingInfo;
  21786. /**
  21787. * Sets the submesh BoundingInfo
  21788. * @param boundingInfo defines the new bounding info to use
  21789. * @returns the SubMesh
  21790. */
  21791. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21792. /**
  21793. * Returns the mesh of the current submesh
  21794. * @return the parent mesh
  21795. */
  21796. getMesh(): AbstractMesh;
  21797. /**
  21798. * Returns the rendering mesh of the submesh
  21799. * @returns the rendering mesh (could be different from parent mesh)
  21800. */
  21801. getRenderingMesh(): Mesh;
  21802. /**
  21803. * Returns the submesh material
  21804. * @returns null or the current material
  21805. */
  21806. getMaterial(): Nullable<Material>;
  21807. /**
  21808. * Sets a new updated BoundingInfo object to the submesh
  21809. * @param data defines an optional position array to use to determine the bounding info
  21810. * @returns the SubMesh
  21811. */
  21812. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21813. /** @hidden */
  21814. _checkCollision(collider: Collider): boolean;
  21815. /**
  21816. * Updates the submesh BoundingInfo
  21817. * @param world defines the world matrix to use to update the bounding info
  21818. * @returns the submesh
  21819. */
  21820. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21821. /**
  21822. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21823. * @param frustumPlanes defines the frustum planes
  21824. * @returns true if the submesh is intersecting with the frustum
  21825. */
  21826. isInFrustum(frustumPlanes: Plane[]): boolean;
  21827. /**
  21828. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21829. * @param frustumPlanes defines the frustum planes
  21830. * @returns true if the submesh is inside the frustum
  21831. */
  21832. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21833. /**
  21834. * Renders the submesh
  21835. * @param enableAlphaMode defines if alpha needs to be used
  21836. * @returns the submesh
  21837. */
  21838. render(enableAlphaMode: boolean): SubMesh;
  21839. /**
  21840. * @hidden
  21841. */
  21842. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21843. /**
  21844. * Checks if the submesh intersects with a ray
  21845. * @param ray defines the ray to test
  21846. * @returns true is the passed ray intersects the submesh bounding box
  21847. */
  21848. canIntersects(ray: Ray): boolean;
  21849. /**
  21850. * Intersects current submesh with a ray
  21851. * @param ray defines the ray to test
  21852. * @param positions defines mesh's positions array
  21853. * @param indices defines mesh's indices array
  21854. * @param fastCheck defines if only bounding info should be used
  21855. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21856. * @returns intersection info or null if no intersection
  21857. */
  21858. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21859. /** @hidden */
  21860. private _intersectLines;
  21861. /** @hidden */
  21862. private _intersectUnIndexedLines;
  21863. /** @hidden */
  21864. private _intersectTriangles;
  21865. /** @hidden */
  21866. private _intersectUnIndexedTriangles;
  21867. /** @hidden */
  21868. _rebuild(): void;
  21869. /**
  21870. * Creates a new submesh from the passed mesh
  21871. * @param newMesh defines the new hosting mesh
  21872. * @param newRenderingMesh defines an optional rendering mesh
  21873. * @returns the new submesh
  21874. */
  21875. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21876. /**
  21877. * Release associated resources
  21878. */
  21879. dispose(): void;
  21880. /**
  21881. * Gets the class name
  21882. * @returns the string "SubMesh".
  21883. */
  21884. getClassName(): string;
  21885. /**
  21886. * Creates a new submesh from indices data
  21887. * @param materialIndex the index of the main mesh material
  21888. * @param startIndex the index where to start the copy in the mesh indices array
  21889. * @param indexCount the number of indices to copy then from the startIndex
  21890. * @param mesh the main mesh to create the submesh from
  21891. * @param renderingMesh the optional rendering mesh
  21892. * @returns a new submesh
  21893. */
  21894. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21895. }
  21896. }
  21897. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21898. /**
  21899. * Class used to represent data loading progression
  21900. */
  21901. export class SceneLoaderFlags {
  21902. private static _ForceFullSceneLoadingForIncremental;
  21903. private static _ShowLoadingScreen;
  21904. private static _CleanBoneMatrixWeights;
  21905. private static _loggingLevel;
  21906. /**
  21907. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21908. */
  21909. static ForceFullSceneLoadingForIncremental: boolean;
  21910. /**
  21911. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21912. */
  21913. static ShowLoadingScreen: boolean;
  21914. /**
  21915. * Defines the current logging level (while loading the scene)
  21916. * @ignorenaming
  21917. */
  21918. static loggingLevel: number;
  21919. /**
  21920. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21921. */
  21922. static CleanBoneMatrixWeights: boolean;
  21923. }
  21924. }
  21925. declare module "babylonjs/Meshes/geometry" {
  21926. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21927. import { Scene } from "babylonjs/scene";
  21928. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21929. import { Engine } from "babylonjs/Engines/engine";
  21930. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21931. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21932. import { Effect } from "babylonjs/Materials/effect";
  21933. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21934. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21935. import { Mesh } from "babylonjs/Meshes/mesh";
  21936. /**
  21937. * Class used to store geometry data (vertex buffers + index buffer)
  21938. */
  21939. export class Geometry implements IGetSetVerticesData {
  21940. /**
  21941. * Gets or sets the ID of the geometry
  21942. */
  21943. id: string;
  21944. /**
  21945. * Gets or sets the unique ID of the geometry
  21946. */
  21947. uniqueId: number;
  21948. /**
  21949. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21950. */
  21951. delayLoadState: number;
  21952. /**
  21953. * Gets the file containing the data to load when running in delay load state
  21954. */
  21955. delayLoadingFile: Nullable<string>;
  21956. /**
  21957. * Callback called when the geometry is updated
  21958. */
  21959. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21960. private _scene;
  21961. private _engine;
  21962. private _meshes;
  21963. private _totalVertices;
  21964. /** @hidden */
  21965. _indices: IndicesArray;
  21966. /** @hidden */
  21967. _vertexBuffers: {
  21968. [key: string]: VertexBuffer;
  21969. };
  21970. private _isDisposed;
  21971. private _extend;
  21972. private _boundingBias;
  21973. /** @hidden */
  21974. _delayInfo: Array<string>;
  21975. private _indexBuffer;
  21976. private _indexBufferIsUpdatable;
  21977. /** @hidden */
  21978. _boundingInfo: Nullable<BoundingInfo>;
  21979. /** @hidden */
  21980. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21981. /** @hidden */
  21982. _softwareSkinningFrameId: number;
  21983. private _vertexArrayObjects;
  21984. private _updatable;
  21985. /** @hidden */
  21986. _positions: Nullable<Vector3[]>;
  21987. /**
  21988. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21989. */
  21990. /**
  21991. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21992. */
  21993. boundingBias: Vector2;
  21994. /**
  21995. * Static function used to attach a new empty geometry to a mesh
  21996. * @param mesh defines the mesh to attach the geometry to
  21997. * @returns the new Geometry
  21998. */
  21999. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22000. /**
  22001. * Creates a new geometry
  22002. * @param id defines the unique ID
  22003. * @param scene defines the hosting scene
  22004. * @param vertexData defines the VertexData used to get geometry data
  22005. * @param updatable defines if geometry must be updatable (false by default)
  22006. * @param mesh defines the mesh that will be associated with the geometry
  22007. */
  22008. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22009. /**
  22010. * Gets the current extend of the geometry
  22011. */
  22012. readonly extend: {
  22013. minimum: Vector3;
  22014. maximum: Vector3;
  22015. };
  22016. /**
  22017. * Gets the hosting scene
  22018. * @returns the hosting Scene
  22019. */
  22020. getScene(): Scene;
  22021. /**
  22022. * Gets the hosting engine
  22023. * @returns the hosting Engine
  22024. */
  22025. getEngine(): Engine;
  22026. /**
  22027. * Defines if the geometry is ready to use
  22028. * @returns true if the geometry is ready to be used
  22029. */
  22030. isReady(): boolean;
  22031. /**
  22032. * Gets a value indicating that the geometry should not be serialized
  22033. */
  22034. readonly doNotSerialize: boolean;
  22035. /** @hidden */
  22036. _rebuild(): void;
  22037. /**
  22038. * Affects all geometry data in one call
  22039. * @param vertexData defines the geometry data
  22040. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22041. */
  22042. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22043. /**
  22044. * Set specific vertex data
  22045. * @param kind defines the data kind (Position, normal, etc...)
  22046. * @param data defines the vertex data to use
  22047. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22048. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22049. */
  22050. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22051. /**
  22052. * Removes a specific vertex data
  22053. * @param kind defines the data kind (Position, normal, etc...)
  22054. */
  22055. removeVerticesData(kind: string): void;
  22056. /**
  22057. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22058. * @param buffer defines the vertex buffer to use
  22059. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22060. */
  22061. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22062. /**
  22063. * Update a specific vertex buffer
  22064. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22065. * It will do nothing if the buffer is not updatable
  22066. * @param kind defines the data kind (Position, normal, etc...)
  22067. * @param data defines the data to use
  22068. * @param offset defines the offset in the target buffer where to store the data
  22069. * @param useBytes set to true if the offset is in bytes
  22070. */
  22071. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22072. /**
  22073. * Update a specific vertex buffer
  22074. * This function will create a new buffer if the current one is not updatable
  22075. * @param kind defines the data kind (Position, normal, etc...)
  22076. * @param data defines the data to use
  22077. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22078. */
  22079. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22080. private _updateBoundingInfo;
  22081. /** @hidden */
  22082. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22083. /**
  22084. * Gets total number of vertices
  22085. * @returns the total number of vertices
  22086. */
  22087. getTotalVertices(): number;
  22088. /**
  22089. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22090. * @param kind defines the data kind (Position, normal, etc...)
  22091. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22092. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22093. * @returns a float array containing vertex data
  22094. */
  22095. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22096. /**
  22097. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22098. * @param kind defines the data kind (Position, normal, etc...)
  22099. * @returns true if the vertex buffer with the specified kind is updatable
  22100. */
  22101. isVertexBufferUpdatable(kind: string): boolean;
  22102. /**
  22103. * Gets a specific vertex buffer
  22104. * @param kind defines the data kind (Position, normal, etc...)
  22105. * @returns a VertexBuffer
  22106. */
  22107. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22108. /**
  22109. * Returns all vertex buffers
  22110. * @return an object holding all vertex buffers indexed by kind
  22111. */
  22112. getVertexBuffers(): Nullable<{
  22113. [key: string]: VertexBuffer;
  22114. }>;
  22115. /**
  22116. * Gets a boolean indicating if specific vertex buffer is present
  22117. * @param kind defines the data kind (Position, normal, etc...)
  22118. * @returns true if data is present
  22119. */
  22120. isVerticesDataPresent(kind: string): boolean;
  22121. /**
  22122. * Gets a list of all attached data kinds (Position, normal, etc...)
  22123. * @returns a list of string containing all kinds
  22124. */
  22125. getVerticesDataKinds(): string[];
  22126. /**
  22127. * Update index buffer
  22128. * @param indices defines the indices to store in the index buffer
  22129. * @param offset defines the offset in the target buffer where to store the data
  22130. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  22131. */
  22132. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22133. /**
  22134. * Creates a new index buffer
  22135. * @param indices defines the indices to store in the index buffer
  22136. * @param totalVertices defines the total number of vertices (could be null)
  22137. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22138. */
  22139. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22140. /**
  22141. * Return the total number of indices
  22142. * @returns the total number of indices
  22143. */
  22144. getTotalIndices(): number;
  22145. /**
  22146. * Gets the index buffer array
  22147. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22148. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22149. * @returns the index buffer array
  22150. */
  22151. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22152. /**
  22153. * Gets the index buffer
  22154. * @return the index buffer
  22155. */
  22156. getIndexBuffer(): Nullable<DataBuffer>;
  22157. /** @hidden */
  22158. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22159. /**
  22160. * Release the associated resources for a specific mesh
  22161. * @param mesh defines the source mesh
  22162. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22163. */
  22164. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22165. /**
  22166. * Apply current geometry to a given mesh
  22167. * @param mesh defines the mesh to apply geometry to
  22168. */
  22169. applyToMesh(mesh: Mesh): void;
  22170. private _updateExtend;
  22171. private _applyToMesh;
  22172. private notifyUpdate;
  22173. /**
  22174. * Load the geometry if it was flagged as delay loaded
  22175. * @param scene defines the hosting scene
  22176. * @param onLoaded defines a callback called when the geometry is loaded
  22177. */
  22178. load(scene: Scene, onLoaded?: () => void): void;
  22179. private _queueLoad;
  22180. /**
  22181. * Invert the geometry to move from a right handed system to a left handed one.
  22182. */
  22183. toLeftHanded(): void;
  22184. /** @hidden */
  22185. _resetPointsArrayCache(): void;
  22186. /** @hidden */
  22187. _generatePointsArray(): boolean;
  22188. /**
  22189. * Gets a value indicating if the geometry is disposed
  22190. * @returns true if the geometry was disposed
  22191. */
  22192. isDisposed(): boolean;
  22193. private _disposeVertexArrayObjects;
  22194. /**
  22195. * Free all associated resources
  22196. */
  22197. dispose(): void;
  22198. /**
  22199. * Clone the current geometry into a new geometry
  22200. * @param id defines the unique ID of the new geometry
  22201. * @returns a new geometry object
  22202. */
  22203. copy(id: string): Geometry;
  22204. /**
  22205. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22206. * @return a JSON representation of the current geometry data (without the vertices data)
  22207. */
  22208. serialize(): any;
  22209. private toNumberArray;
  22210. /**
  22211. * Serialize all vertices data into a JSON oject
  22212. * @returns a JSON representation of the current geometry data
  22213. */
  22214. serializeVerticeData(): any;
  22215. /**
  22216. * Extracts a clone of a mesh geometry
  22217. * @param mesh defines the source mesh
  22218. * @param id defines the unique ID of the new geometry object
  22219. * @returns the new geometry object
  22220. */
  22221. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22222. /**
  22223. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22224. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22225. * Be aware Math.random() could cause collisions, but:
  22226. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  22227. * @returns a string containing a new GUID
  22228. */
  22229. static RandomId(): string;
  22230. /** @hidden */
  22231. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22232. private static _CleanMatricesWeights;
  22233. /**
  22234. * Create a new geometry from persisted data (Using .babylon file format)
  22235. * @param parsedVertexData defines the persisted data
  22236. * @param scene defines the hosting scene
  22237. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22238. * @returns the new geometry object
  22239. */
  22240. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22241. }
  22242. }
  22243. declare module "babylonjs/Meshes/mesh.vertexData" {
  22244. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22245. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22246. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22247. import { Geometry } from "babylonjs/Meshes/geometry";
  22248. import { Mesh } from "babylonjs/Meshes/mesh";
  22249. /**
  22250. * Define an interface for all classes that will get and set the data on vertices
  22251. */
  22252. export interface IGetSetVerticesData {
  22253. /**
  22254. * Gets a boolean indicating if specific vertex data is present
  22255. * @param kind defines the vertex data kind to use
  22256. * @returns true is data kind is present
  22257. */
  22258. isVerticesDataPresent(kind: string): boolean;
  22259. /**
  22260. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22261. * @param kind defines the data kind (Position, normal, etc...)
  22262. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22263. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22264. * @returns a float array containing vertex data
  22265. */
  22266. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22267. /**
  22268. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22269. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  22270. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22271. * @returns the indices array or an empty array if the mesh has no geometry
  22272. */
  22273. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22274. /**
  22275. * Set specific vertex data
  22276. * @param kind defines the data kind (Position, normal, etc...)
  22277. * @param data defines the vertex data to use
  22278. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22279. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22280. */
  22281. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22282. /**
  22283. * Update a specific associated vertex buffer
  22284. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22285. * - VertexBuffer.PositionKind
  22286. * - VertexBuffer.UVKind
  22287. * - VertexBuffer.UV2Kind
  22288. * - VertexBuffer.UV3Kind
  22289. * - VertexBuffer.UV4Kind
  22290. * - VertexBuffer.UV5Kind
  22291. * - VertexBuffer.UV6Kind
  22292. * - VertexBuffer.ColorKind
  22293. * - VertexBuffer.MatricesIndicesKind
  22294. * - VertexBuffer.MatricesIndicesExtraKind
  22295. * - VertexBuffer.MatricesWeightsKind
  22296. * - VertexBuffer.MatricesWeightsExtraKind
  22297. * @param data defines the data source
  22298. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22299. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  22300. */
  22301. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22302. /**
  22303. * Creates a new index buffer
  22304. * @param indices defines the indices to store in the index buffer
  22305. * @param totalVertices defines the total number of vertices (could be null)
  22306. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22307. */
  22308. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22309. }
  22310. /**
  22311. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22312. */
  22313. export class VertexData {
  22314. /**
  22315. * Mesh side orientation : usually the external or front surface
  22316. */
  22317. static readonly FRONTSIDE: number;
  22318. /**
  22319. * Mesh side orientation : usually the internal or back surface
  22320. */
  22321. static readonly BACKSIDE: number;
  22322. /**
  22323. * Mesh side orientation : both internal and external or front and back surfaces
  22324. */
  22325. static readonly DOUBLESIDE: number;
  22326. /**
  22327. * Mesh side orientation : by default, `FRONTSIDE`
  22328. */
  22329. static readonly DEFAULTSIDE: number;
  22330. /**
  22331. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22332. */
  22333. positions: Nullable<FloatArray>;
  22334. /**
  22335. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22336. */
  22337. normals: Nullable<FloatArray>;
  22338. /**
  22339. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22340. */
  22341. tangents: Nullable<FloatArray>;
  22342. /**
  22343. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs: Nullable<FloatArray>;
  22346. /**
  22347. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22348. */
  22349. uvs2: Nullable<FloatArray>;
  22350. /**
  22351. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22352. */
  22353. uvs3: Nullable<FloatArray>;
  22354. /**
  22355. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22356. */
  22357. uvs4: Nullable<FloatArray>;
  22358. /**
  22359. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22360. */
  22361. uvs5: Nullable<FloatArray>;
  22362. /**
  22363. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22364. */
  22365. uvs6: Nullable<FloatArray>;
  22366. /**
  22367. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22368. */
  22369. colors: Nullable<FloatArray>;
  22370. /**
  22371. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  22372. */
  22373. matricesIndices: Nullable<FloatArray>;
  22374. /**
  22375. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22376. */
  22377. matricesWeights: Nullable<FloatArray>;
  22378. /**
  22379. * An array extending the number of possible indices
  22380. */
  22381. matricesIndicesExtra: Nullable<FloatArray>;
  22382. /**
  22383. * An array extending the number of possible weights when the number of indices is extended
  22384. */
  22385. matricesWeightsExtra: Nullable<FloatArray>;
  22386. /**
  22387. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22388. */
  22389. indices: Nullable<IndicesArray>;
  22390. /**
  22391. * Uses the passed data array to set the set the values for the specified kind of data
  22392. * @param data a linear array of floating numbers
  22393. * @param kind the type of data that is being set, eg positions, colors etc
  22394. */
  22395. set(data: FloatArray, kind: string): void;
  22396. /**
  22397. * Associates the vertexData to the passed Mesh.
  22398. * Sets it as updatable or not (default `false`)
  22399. * @param mesh the mesh the vertexData is applied to
  22400. * @param updatable when used and having the value true allows new data to update the vertexData
  22401. * @returns the VertexData
  22402. */
  22403. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22404. /**
  22405. * Associates the vertexData to the passed Geometry.
  22406. * Sets it as updatable or not (default `false`)
  22407. * @param geometry the geometry the vertexData is applied to
  22408. * @param updatable when used and having the value true allows new data to update the vertexData
  22409. * @returns VertexData
  22410. */
  22411. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22412. /**
  22413. * Updates the associated mesh
  22414. * @param mesh the mesh to be updated
  22415. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22416. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22417. * @returns VertexData
  22418. */
  22419. updateMesh(mesh: Mesh): VertexData;
  22420. /**
  22421. * Updates the associated geometry
  22422. * @param geometry the geometry to be updated
  22423. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22424. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22425. * @returns VertexData.
  22426. */
  22427. updateGeometry(geometry: Geometry): VertexData;
  22428. private _applyTo;
  22429. private _update;
  22430. /**
  22431. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22432. * @param matrix the transforming matrix
  22433. * @returns the VertexData
  22434. */
  22435. transform(matrix: Matrix): VertexData;
  22436. /**
  22437. * Merges the passed VertexData into the current one
  22438. * @param other the VertexData to be merged into the current one
  22439. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22440. * @returns the modified VertexData
  22441. */
  22442. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22443. private _mergeElement;
  22444. private _validate;
  22445. /**
  22446. * Serializes the VertexData
  22447. * @returns a serialized object
  22448. */
  22449. serialize(): any;
  22450. /**
  22451. * Extracts the vertexData from a mesh
  22452. * @param mesh the mesh from which to extract the VertexData
  22453. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22454. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22455. * @returns the object VertexData associated to the passed mesh
  22456. */
  22457. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22458. /**
  22459. * Extracts the vertexData from the geometry
  22460. * @param geometry the geometry from which to extract the VertexData
  22461. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22462. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22463. * @returns the object VertexData associated to the passed mesh
  22464. */
  22465. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22466. private static _ExtractFrom;
  22467. /**
  22468. * Creates the VertexData for a Ribbon
  22469. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22470. * * pathArray array of paths, each of which an array of successive Vector3
  22471. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22472. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22473. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  22474. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22475. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22476. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22477. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22478. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22479. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22480. * @returns the VertexData of the ribbon
  22481. */
  22482. static CreateRibbon(options: {
  22483. pathArray: Vector3[][];
  22484. closeArray?: boolean;
  22485. closePath?: boolean;
  22486. offset?: number;
  22487. sideOrientation?: number;
  22488. frontUVs?: Vector4;
  22489. backUVs?: Vector4;
  22490. invertUV?: boolean;
  22491. uvs?: Vector2[];
  22492. colors?: Color4[];
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a box
  22496. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22497. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22498. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22499. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22500. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22501. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22502. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22503. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22504. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22505. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateBox(options: {
  22509. size?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. faceUV?: Vector4[];
  22514. faceColors?: Color4[];
  22515. sideOrientation?: number;
  22516. frontUVs?: Vector4;
  22517. backUVs?: Vector4;
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData for a tiled box
  22521. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22522. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22523. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22524. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22525. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22526. * @returns the VertexData of the box
  22527. */
  22528. static CreateTiledBox(options: {
  22529. pattern?: number;
  22530. width?: number;
  22531. height?: number;
  22532. depth?: number;
  22533. tileSize?: number;
  22534. tileWidth?: number;
  22535. tileHeight?: number;
  22536. alignHorizontal?: number;
  22537. alignVertical?: number;
  22538. faceUV?: Vector4[];
  22539. faceColors?: Color4[];
  22540. sideOrientation?: number;
  22541. }): VertexData;
  22542. /**
  22543. * Creates the VertexData for a tiled plane
  22544. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22545. * * pattern a limited pattern arrangement depending on the number
  22546. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22547. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22548. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22549. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22550. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22551. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22552. * @returns the VertexData of the tiled plane
  22553. */
  22554. static CreateTiledPlane(options: {
  22555. pattern?: number;
  22556. tileSize?: number;
  22557. tileWidth?: number;
  22558. tileHeight?: number;
  22559. size?: number;
  22560. width?: number;
  22561. height?: number;
  22562. alignHorizontal?: number;
  22563. alignVertical?: number;
  22564. sideOrientation?: number;
  22565. frontUVs?: Vector4;
  22566. backUVs?: Vector4;
  22567. }): VertexData;
  22568. /**
  22569. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22570. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22571. * * segments sets the number of horizontal strips optional, default 32
  22572. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22573. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22574. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22575. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22576. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22577. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22580. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22581. * @returns the VertexData of the ellipsoid
  22582. */
  22583. static CreateSphere(options: {
  22584. segments?: number;
  22585. diameter?: number;
  22586. diameterX?: number;
  22587. diameterY?: number;
  22588. diameterZ?: number;
  22589. arc?: number;
  22590. slice?: number;
  22591. sideOrientation?: number;
  22592. frontUVs?: Vector4;
  22593. backUVs?: Vector4;
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData for a cylinder, cone or prism
  22597. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22598. * * height sets the height (y direction) of the cylinder, optional, default 2
  22599. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22600. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22601. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22602. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22603. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22604. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22605. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22606. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22607. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22608. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22609. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22610. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22611. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22612. * @returns the VertexData of the cylinder, cone or prism
  22613. */
  22614. static CreateCylinder(options: {
  22615. height?: number;
  22616. diameterTop?: number;
  22617. diameterBottom?: number;
  22618. diameter?: number;
  22619. tessellation?: number;
  22620. subdivisions?: number;
  22621. arc?: number;
  22622. faceColors?: Color4[];
  22623. faceUV?: Vector4[];
  22624. hasRings?: boolean;
  22625. enclose?: boolean;
  22626. sideOrientation?: number;
  22627. frontUVs?: Vector4;
  22628. backUVs?: Vector4;
  22629. }): VertexData;
  22630. /**
  22631. * Creates the VertexData for a torus
  22632. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22633. * * diameter the diameter of the torus, optional default 1
  22634. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22635. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22638. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22639. * @returns the VertexData of the torus
  22640. */
  22641. static CreateTorus(options: {
  22642. diameter?: number;
  22643. thickness?: number;
  22644. tessellation?: number;
  22645. sideOrientation?: number;
  22646. frontUVs?: Vector4;
  22647. backUVs?: Vector4;
  22648. }): VertexData;
  22649. /**
  22650. * Creates the VertexData of the LineSystem
  22651. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22652. * - lines an array of lines, each line being an array of successive Vector3
  22653. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22654. * @returns the VertexData of the LineSystem
  22655. */
  22656. static CreateLineSystem(options: {
  22657. lines: Vector3[][];
  22658. colors?: Nullable<Color4[][]>;
  22659. }): VertexData;
  22660. /**
  22661. * Create the VertexData for a DashedLines
  22662. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22663. * - points an array successive Vector3
  22664. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22665. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22666. * - dashNb the intended total number of dashes, optional, default 200
  22667. * @returns the VertexData for the DashedLines
  22668. */
  22669. static CreateDashedLines(options: {
  22670. points: Vector3[];
  22671. dashSize?: number;
  22672. gapSize?: number;
  22673. dashNb?: number;
  22674. }): VertexData;
  22675. /**
  22676. * Creates the VertexData for a Ground
  22677. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22678. * - width the width (x direction) of the ground, optional, default 1
  22679. * - height the height (z direction) of the ground, optional, default 1
  22680. * - subdivisions the number of subdivisions per side, optional, default 1
  22681. * @returns the VertexData of the Ground
  22682. */
  22683. static CreateGround(options: {
  22684. width?: number;
  22685. height?: number;
  22686. subdivisions?: number;
  22687. subdivisionsX?: number;
  22688. subdivisionsY?: number;
  22689. }): VertexData;
  22690. /**
  22691. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22692. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22693. * * xmin the ground minimum X coordinate, optional, default -1
  22694. * * zmin the ground minimum Z coordinate, optional, default -1
  22695. * * xmax the ground maximum X coordinate, optional, default 1
  22696. * * zmax the ground maximum Z coordinate, optional, default 1
  22697. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22698. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22699. * @returns the VertexData of the TiledGround
  22700. */
  22701. static CreateTiledGround(options: {
  22702. xmin: number;
  22703. zmin: number;
  22704. xmax: number;
  22705. zmax: number;
  22706. subdivisions?: {
  22707. w: number;
  22708. h: number;
  22709. };
  22710. precision?: {
  22711. w: number;
  22712. h: number;
  22713. };
  22714. }): VertexData;
  22715. /**
  22716. * Creates the VertexData of the Ground designed from a heightmap
  22717. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22718. * * width the width (x direction) of the ground
  22719. * * height the height (z direction) of the ground
  22720. * * subdivisions the number of subdivisions per side
  22721. * * minHeight the minimum altitude on the ground, optional, default 0
  22722. * * maxHeight the maximum altitude on the ground, optional default 1
  22723. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22724. * * buffer the array holding the image color data
  22725. * * bufferWidth the width of image
  22726. * * bufferHeight the height of image
  22727. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22728. * @returns the VertexData of the Ground designed from a heightmap
  22729. */
  22730. static CreateGroundFromHeightMap(options: {
  22731. width: number;
  22732. height: number;
  22733. subdivisions: number;
  22734. minHeight: number;
  22735. maxHeight: number;
  22736. colorFilter: Color3;
  22737. buffer: Uint8Array;
  22738. bufferWidth: number;
  22739. bufferHeight: number;
  22740. alphaFilter: number;
  22741. }): VertexData;
  22742. /**
  22743. * Creates the VertexData for a Plane
  22744. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22745. * * size sets the width and height of the plane to the value of size, optional default 1
  22746. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22747. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22748. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22749. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22750. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22751. * @returns the VertexData of the box
  22752. */
  22753. static CreatePlane(options: {
  22754. size?: number;
  22755. width?: number;
  22756. height?: number;
  22757. sideOrientation?: number;
  22758. frontUVs?: Vector4;
  22759. backUVs?: Vector4;
  22760. }): VertexData;
  22761. /**
  22762. * Creates the VertexData of the Disc or regular Polygon
  22763. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22764. * * radius the radius of the disc, optional default 0.5
  22765. * * tessellation the number of polygon sides, optional, default 64
  22766. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22767. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22768. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22769. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22770. * @returns the VertexData of the box
  22771. */
  22772. static CreateDisc(options: {
  22773. radius?: number;
  22774. tessellation?: number;
  22775. arc?: number;
  22776. sideOrientation?: number;
  22777. frontUVs?: Vector4;
  22778. backUVs?: Vector4;
  22779. }): VertexData;
  22780. /**
  22781. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22782. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22783. * @param polygon a mesh built from polygonTriangulation.build()
  22784. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22785. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22786. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22787. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22788. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22789. * @returns the VertexData of the Polygon
  22790. */
  22791. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22792. /**
  22793. * Creates the VertexData of the IcoSphere
  22794. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22795. * * radius the radius of the IcoSphere, optional default 1
  22796. * * radiusX allows stretching in the x direction, optional, default radius
  22797. * * radiusY allows stretching in the y direction, optional, default radius
  22798. * * radiusZ allows stretching in the z direction, optional, default radius
  22799. * * flat when true creates a flat shaded mesh, optional, default true
  22800. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22801. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22802. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22803. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22804. * @returns the VertexData of the IcoSphere
  22805. */
  22806. static CreateIcoSphere(options: {
  22807. radius?: number;
  22808. radiusX?: number;
  22809. radiusY?: number;
  22810. radiusZ?: number;
  22811. flat?: boolean;
  22812. subdivisions?: number;
  22813. sideOrientation?: number;
  22814. frontUVs?: Vector4;
  22815. backUVs?: Vector4;
  22816. }): VertexData;
  22817. /**
  22818. * Creates the VertexData for a Polyhedron
  22819. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22820. * * type provided types are:
  22821. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22822. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22823. * * size the size of the IcoSphere, optional default 1
  22824. * * sizeX allows stretching in the x direction, optional, default size
  22825. * * sizeY allows stretching in the y direction, optional, default size
  22826. * * sizeZ allows stretching in the z direction, optional, default size
  22827. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22828. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22829. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22830. * * flat when true creates a flat shaded mesh, optional, default true
  22831. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22832. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22833. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22834. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22835. * @returns the VertexData of the Polyhedron
  22836. */
  22837. static CreatePolyhedron(options: {
  22838. type?: number;
  22839. size?: number;
  22840. sizeX?: number;
  22841. sizeY?: number;
  22842. sizeZ?: number;
  22843. custom?: any;
  22844. faceUV?: Vector4[];
  22845. faceColors?: Color4[];
  22846. flat?: boolean;
  22847. sideOrientation?: number;
  22848. frontUVs?: Vector4;
  22849. backUVs?: Vector4;
  22850. }): VertexData;
  22851. /**
  22852. * Creates the VertexData for a TorusKnot
  22853. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22854. * * radius the radius of the torus knot, optional, default 2
  22855. * * tube the thickness of the tube, optional, default 0.5
  22856. * * radialSegments the number of sides on each tube segments, optional, default 32
  22857. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22858. * * p the number of windings around the z axis, optional, default 2
  22859. * * q the number of windings around the x axis, optional, default 3
  22860. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22861. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22862. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22863. * @returns the VertexData of the Torus Knot
  22864. */
  22865. static CreateTorusKnot(options: {
  22866. radius?: number;
  22867. tube?: number;
  22868. radialSegments?: number;
  22869. tubularSegments?: number;
  22870. p?: number;
  22871. q?: number;
  22872. sideOrientation?: number;
  22873. frontUVs?: Vector4;
  22874. backUVs?: Vector4;
  22875. }): VertexData;
  22876. /**
  22877. * Compute normals for given positions and indices
  22878. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22879. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22880. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22881. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22882. * * facetNormals : optional array of facet normals (vector3)
  22883. * * facetPositions : optional array of facet positions (vector3)
  22884. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22885. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22886. * * bInfo : optional bounding info, required for facetPartitioning computation
  22887. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22888. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22889. * * useRightHandedSystem: optional boolean to for right handed system computation
  22890. * * depthSort : optional boolean to enable the facet depth sort computation
  22891. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22892. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22893. */
  22894. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22895. facetNormals?: any;
  22896. facetPositions?: any;
  22897. facetPartitioning?: any;
  22898. ratio?: number;
  22899. bInfo?: any;
  22900. bbSize?: Vector3;
  22901. subDiv?: any;
  22902. useRightHandedSystem?: boolean;
  22903. depthSort?: boolean;
  22904. distanceTo?: Vector3;
  22905. depthSortedFacets?: any;
  22906. }): void;
  22907. /** @hidden */
  22908. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22909. /**
  22910. * Applies VertexData created from the imported parameters to the geometry
  22911. * @param parsedVertexData the parsed data from an imported file
  22912. * @param geometry the geometry to apply the VertexData to
  22913. */
  22914. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22915. }
  22916. }
  22917. declare module "babylonjs/Morph/morphTarget" {
  22918. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22919. import { Observable } from "babylonjs/Misc/observable";
  22920. import { Nullable, FloatArray } from "babylonjs/types";
  22921. import { Scene } from "babylonjs/scene";
  22922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22923. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22924. /**
  22925. * Defines a target to use with MorphTargetManager
  22926. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22927. */
  22928. export class MorphTarget implements IAnimatable {
  22929. /** defines the name of the target */
  22930. name: string;
  22931. /**
  22932. * Gets or sets the list of animations
  22933. */
  22934. animations: import("babylonjs/Animations/animation").Animation[];
  22935. private _scene;
  22936. private _positions;
  22937. private _normals;
  22938. private _tangents;
  22939. private _uvs;
  22940. private _influence;
  22941. private _uniqueId;
  22942. /**
  22943. * Observable raised when the influence changes
  22944. */
  22945. onInfluenceChanged: Observable<boolean>;
  22946. /** @hidden */
  22947. _onDataLayoutChanged: Observable<void>;
  22948. /**
  22949. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22950. */
  22951. influence: number;
  22952. /**
  22953. * Gets or sets the id of the morph Target
  22954. */
  22955. id: string;
  22956. private _animationPropertiesOverride;
  22957. /**
  22958. * Gets or sets the animation properties override
  22959. */
  22960. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22961. /**
  22962. * Creates a new MorphTarget
  22963. * @param name defines the name of the target
  22964. * @param influence defines the influence to use
  22965. * @param scene defines the scene the morphtarget belongs to
  22966. */
  22967. constructor(
  22968. /** defines the name of the target */
  22969. name: string, influence?: number, scene?: Nullable<Scene>);
  22970. /**
  22971. * Gets the unique ID of this manager
  22972. */
  22973. readonly uniqueId: number;
  22974. /**
  22975. * Gets a boolean defining if the target contains position data
  22976. */
  22977. readonly hasPositions: boolean;
  22978. /**
  22979. * Gets a boolean defining if the target contains normal data
  22980. */
  22981. readonly hasNormals: boolean;
  22982. /**
  22983. * Gets a boolean defining if the target contains tangent data
  22984. */
  22985. readonly hasTangents: boolean;
  22986. /**
  22987. * Gets a boolean defining if the target contains texture coordinates data
  22988. */
  22989. readonly hasUVs: boolean;
  22990. /**
  22991. * Affects position data to this target
  22992. * @param data defines the position data to use
  22993. */
  22994. setPositions(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the position data stored in this target
  22997. * @returns a FloatArray containing the position data (or null if not present)
  22998. */
  22999. getPositions(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects normal data to this target
  23002. * @param data defines the normal data to use
  23003. */
  23004. setNormals(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the normal data stored in this target
  23007. * @returns a FloatArray containing the normal data (or null if not present)
  23008. */
  23009. getNormals(): Nullable<FloatArray>;
  23010. /**
  23011. * Affects tangent data to this target
  23012. * @param data defines the tangent data to use
  23013. */
  23014. setTangents(data: Nullable<FloatArray>): void;
  23015. /**
  23016. * Gets the tangent data stored in this target
  23017. * @returns a FloatArray containing the tangent data (or null if not present)
  23018. */
  23019. getTangents(): Nullable<FloatArray>;
  23020. /**
  23021. * Affects texture coordinates data to this target
  23022. * @param data defines the texture coordinates data to use
  23023. */
  23024. setUVs(data: Nullable<FloatArray>): void;
  23025. /**
  23026. * Gets the texture coordinates data stored in this target
  23027. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23028. */
  23029. getUVs(): Nullable<FloatArray>;
  23030. /**
  23031. * Clone the current target
  23032. * @returns a new MorphTarget
  23033. */
  23034. clone(): MorphTarget;
  23035. /**
  23036. * Serializes the current target into a Serialization object
  23037. * @returns the serialized object
  23038. */
  23039. serialize(): any;
  23040. /**
  23041. * Returns the string "MorphTarget"
  23042. * @returns "MorphTarget"
  23043. */
  23044. getClassName(): string;
  23045. /**
  23046. * Creates a new target from serialized data
  23047. * @param serializationObject defines the serialized data to use
  23048. * @returns a new MorphTarget
  23049. */
  23050. static Parse(serializationObject: any): MorphTarget;
  23051. /**
  23052. * Creates a MorphTarget from mesh data
  23053. * @param mesh defines the source mesh
  23054. * @param name defines the name to use for the new target
  23055. * @param influence defines the influence to attach to the target
  23056. * @returns a new MorphTarget
  23057. */
  23058. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23059. }
  23060. }
  23061. declare module "babylonjs/Morph/morphTargetManager" {
  23062. import { Nullable } from "babylonjs/types";
  23063. import { Scene } from "babylonjs/scene";
  23064. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23065. /**
  23066. * This class is used to deform meshes using morphing between different targets
  23067. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23068. */
  23069. export class MorphTargetManager {
  23070. private _targets;
  23071. private _targetInfluenceChangedObservers;
  23072. private _targetDataLayoutChangedObservers;
  23073. private _activeTargets;
  23074. private _scene;
  23075. private _influences;
  23076. private _supportsNormals;
  23077. private _supportsTangents;
  23078. private _supportsUVs;
  23079. private _vertexCount;
  23080. private _uniqueId;
  23081. private _tempInfluences;
  23082. /**
  23083. * Gets or sets a boolean indicating if normals must be morphed
  23084. */
  23085. enableNormalMorphing: boolean;
  23086. /**
  23087. * Gets or sets a boolean indicating if tangents must be morphed
  23088. */
  23089. enableTangentMorphing: boolean;
  23090. /**
  23091. * Gets or sets a boolean indicating if UV must be morphed
  23092. */
  23093. enableUVMorphing: boolean;
  23094. /**
  23095. * Creates a new MorphTargetManager
  23096. * @param scene defines the current scene
  23097. */
  23098. constructor(scene?: Nullable<Scene>);
  23099. /**
  23100. * Gets the unique ID of this manager
  23101. */
  23102. readonly uniqueId: number;
  23103. /**
  23104. * Gets the number of vertices handled by this manager
  23105. */
  23106. readonly vertexCount: number;
  23107. /**
  23108. * Gets a boolean indicating if this manager supports morphing of normals
  23109. */
  23110. readonly supportsNormals: boolean;
  23111. /**
  23112. * Gets a boolean indicating if this manager supports morphing of tangents
  23113. */
  23114. readonly supportsTangents: boolean;
  23115. /**
  23116. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23117. */
  23118. readonly supportsUVs: boolean;
  23119. /**
  23120. * Gets the number of targets stored in this manager
  23121. */
  23122. readonly numTargets: number;
  23123. /**
  23124. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23125. */
  23126. readonly numInfluencers: number;
  23127. /**
  23128. * Gets the list of influences (one per target)
  23129. */
  23130. readonly influences: Float32Array;
  23131. /**
  23132. * Gets the active target at specified index. An active target is a target with an influence > 0
  23133. * @param index defines the index to check
  23134. * @returns the requested target
  23135. */
  23136. getActiveTarget(index: number): MorphTarget;
  23137. /**
  23138. * Gets the target at specified index
  23139. * @param index defines the index to check
  23140. * @returns the requested target
  23141. */
  23142. getTarget(index: number): MorphTarget;
  23143. /**
  23144. * Add a new target to this manager
  23145. * @param target defines the target to add
  23146. */
  23147. addTarget(target: MorphTarget): void;
  23148. /**
  23149. * Removes a target from the manager
  23150. * @param target defines the target to remove
  23151. */
  23152. removeTarget(target: MorphTarget): void;
  23153. /**
  23154. * Clone the current manager
  23155. * @returns a new MorphTargetManager
  23156. */
  23157. clone(): MorphTargetManager;
  23158. /**
  23159. * Serializes the current manager into a Serialization object
  23160. * @returns the serialized object
  23161. */
  23162. serialize(): any;
  23163. private _syncActiveTargets;
  23164. /**
  23165. * Syncrhonize the targets with all the meshes using this morph target manager
  23166. */
  23167. synchronize(): void;
  23168. /**
  23169. * Creates a new MorphTargetManager from serialized data
  23170. * @param serializationObject defines the serialized data
  23171. * @param scene defines the hosting scene
  23172. * @returns the new MorphTargetManager
  23173. */
  23174. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23175. }
  23176. }
  23177. declare module "babylonjs/Meshes/meshLODLevel" {
  23178. import { Mesh } from "babylonjs/Meshes/mesh";
  23179. import { Nullable } from "babylonjs/types";
  23180. /**
  23181. * Class used to represent a specific level of detail of a mesh
  23182. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23183. */
  23184. export class MeshLODLevel {
  23185. /** Defines the distance where this level should start being displayed */
  23186. distance: number;
  23187. /** Defines the mesh to use to render this level */
  23188. mesh: Nullable<Mesh>;
  23189. /**
  23190. * Creates a new LOD level
  23191. * @param distance defines the distance where this level should star being displayed
  23192. * @param mesh defines the mesh to use to render this level
  23193. */
  23194. constructor(
  23195. /** Defines the distance where this level should start being displayed */
  23196. distance: number,
  23197. /** Defines the mesh to use to render this level */
  23198. mesh: Nullable<Mesh>);
  23199. }
  23200. }
  23201. declare module "babylonjs/Meshes/groundMesh" {
  23202. import { Scene } from "babylonjs/scene";
  23203. import { Vector3 } from "babylonjs/Maths/math.vector";
  23204. import { Mesh } from "babylonjs/Meshes/mesh";
  23205. /**
  23206. * Mesh representing the gorund
  23207. */
  23208. export class GroundMesh extends Mesh {
  23209. /** If octree should be generated */
  23210. generateOctree: boolean;
  23211. private _heightQuads;
  23212. /** @hidden */
  23213. _subdivisionsX: number;
  23214. /** @hidden */
  23215. _subdivisionsY: number;
  23216. /** @hidden */
  23217. _width: number;
  23218. /** @hidden */
  23219. _height: number;
  23220. /** @hidden */
  23221. _minX: number;
  23222. /** @hidden */
  23223. _maxX: number;
  23224. /** @hidden */
  23225. _minZ: number;
  23226. /** @hidden */
  23227. _maxZ: number;
  23228. constructor(name: string, scene: Scene);
  23229. /**
  23230. * "GroundMesh"
  23231. * @returns "GroundMesh"
  23232. */
  23233. getClassName(): string;
  23234. /**
  23235. * The minimum of x and y subdivisions
  23236. */
  23237. readonly subdivisions: number;
  23238. /**
  23239. * X subdivisions
  23240. */
  23241. readonly subdivisionsX: number;
  23242. /**
  23243. * Y subdivisions
  23244. */
  23245. readonly subdivisionsY: number;
  23246. /**
  23247. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23248. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23249. * @param chunksCount the number of subdivisions for x and y
  23250. * @param octreeBlocksSize (Default: 32)
  23251. */
  23252. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23253. /**
  23254. * Returns a height (y) value in the Worl system :
  23255. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23256. * @param x x coordinate
  23257. * @param z z coordinate
  23258. * @returns the ground y position if (x, z) are outside the ground surface.
  23259. */
  23260. getHeightAtCoordinates(x: number, z: number): number;
  23261. /**
  23262. * Returns a normalized vector (Vector3) orthogonal to the ground
  23263. * at the ground coordinates (x, z) expressed in the World system.
  23264. * @param x x coordinate
  23265. * @param z z coordinate
  23266. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23267. */
  23268. getNormalAtCoordinates(x: number, z: number): Vector3;
  23269. /**
  23270. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23271. * at the ground coordinates (x, z) expressed in the World system.
  23272. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23273. * @param x x coordinate
  23274. * @param z z coordinate
  23275. * @param ref vector to store the result
  23276. * @returns the GroundMesh.
  23277. */
  23278. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23279. /**
  23280. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23281. * if the ground has been updated.
  23282. * This can be used in the render loop.
  23283. * @returns the GroundMesh.
  23284. */
  23285. updateCoordinateHeights(): GroundMesh;
  23286. private _getFacetAt;
  23287. private _initHeightQuads;
  23288. private _computeHeightQuads;
  23289. /**
  23290. * Serializes this ground mesh
  23291. * @param serializationObject object to write serialization to
  23292. */
  23293. serialize(serializationObject: any): void;
  23294. /**
  23295. * Parses a serialized ground mesh
  23296. * @param parsedMesh the serialized mesh
  23297. * @param scene the scene to create the ground mesh in
  23298. * @returns the created ground mesh
  23299. */
  23300. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23301. }
  23302. }
  23303. declare module "babylonjs/Physics/physicsJoint" {
  23304. import { Vector3 } from "babylonjs/Maths/math.vector";
  23305. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23306. /**
  23307. * Interface for Physics-Joint data
  23308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23309. */
  23310. export interface PhysicsJointData {
  23311. /**
  23312. * The main pivot of the joint
  23313. */
  23314. mainPivot?: Vector3;
  23315. /**
  23316. * The connected pivot of the joint
  23317. */
  23318. connectedPivot?: Vector3;
  23319. /**
  23320. * The main axis of the joint
  23321. */
  23322. mainAxis?: Vector3;
  23323. /**
  23324. * The connected axis of the joint
  23325. */
  23326. connectedAxis?: Vector3;
  23327. /**
  23328. * The collision of the joint
  23329. */
  23330. collision?: boolean;
  23331. /**
  23332. * Native Oimo/Cannon/Energy data
  23333. */
  23334. nativeParams?: any;
  23335. }
  23336. /**
  23337. * This is a holder class for the physics joint created by the physics plugin
  23338. * It holds a set of functions to control the underlying joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export class PhysicsJoint {
  23342. /**
  23343. * The type of the physics joint
  23344. */
  23345. type: number;
  23346. /**
  23347. * The data for the physics joint
  23348. */
  23349. jointData: PhysicsJointData;
  23350. private _physicsJoint;
  23351. protected _physicsPlugin: IPhysicsEnginePlugin;
  23352. /**
  23353. * Initializes the physics joint
  23354. * @param type The type of the physics joint
  23355. * @param jointData The data for the physics joint
  23356. */
  23357. constructor(
  23358. /**
  23359. * The type of the physics joint
  23360. */
  23361. type: number,
  23362. /**
  23363. * The data for the physics joint
  23364. */
  23365. jointData: PhysicsJointData);
  23366. /**
  23367. * Gets the physics joint
  23368. */
  23369. /**
  23370. * Sets the physics joint
  23371. */
  23372. physicsJoint: any;
  23373. /**
  23374. * Sets the physics plugin
  23375. */
  23376. physicsPlugin: IPhysicsEnginePlugin;
  23377. /**
  23378. * Execute a function that is physics-plugin specific.
  23379. * @param {Function} func the function that will be executed.
  23380. * It accepts two parameters: the physics world and the physics joint
  23381. */
  23382. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23383. /**
  23384. * Distance-Joint type
  23385. */
  23386. static DistanceJoint: number;
  23387. /**
  23388. * Hinge-Joint type
  23389. */
  23390. static HingeJoint: number;
  23391. /**
  23392. * Ball-and-Socket joint type
  23393. */
  23394. static BallAndSocketJoint: number;
  23395. /**
  23396. * Wheel-Joint type
  23397. */
  23398. static WheelJoint: number;
  23399. /**
  23400. * Slider-Joint type
  23401. */
  23402. static SliderJoint: number;
  23403. /**
  23404. * Prismatic-Joint type
  23405. */
  23406. static PrismaticJoint: number;
  23407. /**
  23408. * Universal-Joint type
  23409. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23410. */
  23411. static UniversalJoint: number;
  23412. /**
  23413. * Hinge-Joint 2 type
  23414. */
  23415. static Hinge2Joint: number;
  23416. /**
  23417. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23418. */
  23419. static PointToPointJoint: number;
  23420. /**
  23421. * Spring-Joint type
  23422. */
  23423. static SpringJoint: number;
  23424. /**
  23425. * Lock-Joint type
  23426. */
  23427. static LockJoint: number;
  23428. }
  23429. /**
  23430. * A class representing a physics distance joint
  23431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23432. */
  23433. export class DistanceJoint extends PhysicsJoint {
  23434. /**
  23435. *
  23436. * @param jointData The data for the Distance-Joint
  23437. */
  23438. constructor(jointData: DistanceJointData);
  23439. /**
  23440. * Update the predefined distance.
  23441. * @param maxDistance The maximum preferred distance
  23442. * @param minDistance The minimum preferred distance
  23443. */
  23444. updateDistance(maxDistance: number, minDistance?: number): void;
  23445. }
  23446. /**
  23447. * Represents a Motor-Enabled Joint
  23448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23449. */
  23450. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23451. /**
  23452. * Initializes the Motor-Enabled Joint
  23453. * @param type The type of the joint
  23454. * @param jointData The physica joint data for the joint
  23455. */
  23456. constructor(type: number, jointData: PhysicsJointData);
  23457. /**
  23458. * Set the motor values.
  23459. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23460. * @param force the force to apply
  23461. * @param maxForce max force for this motor.
  23462. */
  23463. setMotor(force?: number, maxForce?: number): void;
  23464. /**
  23465. * Set the motor's limits.
  23466. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23467. * @param upperLimit The upper limit of the motor
  23468. * @param lowerLimit The lower limit of the motor
  23469. */
  23470. setLimit(upperLimit: number, lowerLimit?: number): void;
  23471. }
  23472. /**
  23473. * This class represents a single physics Hinge-Joint
  23474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23475. */
  23476. export class HingeJoint extends MotorEnabledJoint {
  23477. /**
  23478. * Initializes the Hinge-Joint
  23479. * @param jointData The joint data for the Hinge-Joint
  23480. */
  23481. constructor(jointData: PhysicsJointData);
  23482. /**
  23483. * Set the motor values.
  23484. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23485. * @param {number} force the force to apply
  23486. * @param {number} maxForce max force for this motor.
  23487. */
  23488. setMotor(force?: number, maxForce?: number): void;
  23489. /**
  23490. * Set the motor's limits.
  23491. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23492. * @param upperLimit The upper limit of the motor
  23493. * @param lowerLimit The lower limit of the motor
  23494. */
  23495. setLimit(upperLimit: number, lowerLimit?: number): void;
  23496. }
  23497. /**
  23498. * This class represents a dual hinge physics joint (same as wheel joint)
  23499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23500. */
  23501. export class Hinge2Joint extends MotorEnabledJoint {
  23502. /**
  23503. * Initializes the Hinge2-Joint
  23504. * @param jointData The joint data for the Hinge2-Joint
  23505. */
  23506. constructor(jointData: PhysicsJointData);
  23507. /**
  23508. * Set the motor values.
  23509. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23510. * @param {number} targetSpeed the speed the motor is to reach
  23511. * @param {number} maxForce max force for this motor.
  23512. * @param {motorIndex} the motor's index, 0 or 1.
  23513. */
  23514. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23515. /**
  23516. * Set the motor limits.
  23517. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23518. * @param {number} upperLimit the upper limit
  23519. * @param {number} lowerLimit lower limit
  23520. * @param {motorIndex} the motor's index, 0 or 1.
  23521. */
  23522. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23523. }
  23524. /**
  23525. * Interface for a motor enabled joint
  23526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23527. */
  23528. export interface IMotorEnabledJoint {
  23529. /**
  23530. * Physics joint
  23531. */
  23532. physicsJoint: any;
  23533. /**
  23534. * Sets the motor of the motor-enabled joint
  23535. * @param force The force of the motor
  23536. * @param maxForce The maximum force of the motor
  23537. * @param motorIndex The index of the motor
  23538. */
  23539. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23540. /**
  23541. * Sets the limit of the motor
  23542. * @param upperLimit The upper limit of the motor
  23543. * @param lowerLimit The lower limit of the motor
  23544. * @param motorIndex The index of the motor
  23545. */
  23546. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. }
  23548. /**
  23549. * Joint data for a Distance-Joint
  23550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23551. */
  23552. export interface DistanceJointData extends PhysicsJointData {
  23553. /**
  23554. * Max distance the 2 joint objects can be apart
  23555. */
  23556. maxDistance: number;
  23557. }
  23558. /**
  23559. * Joint data from a spring joint
  23560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23561. */
  23562. export interface SpringJointData extends PhysicsJointData {
  23563. /**
  23564. * Length of the spring
  23565. */
  23566. length: number;
  23567. /**
  23568. * Stiffness of the spring
  23569. */
  23570. stiffness: number;
  23571. /**
  23572. * Damping of the spring
  23573. */
  23574. damping: number;
  23575. /** this callback will be called when applying the force to the impostors. */
  23576. forceApplicationCallback: () => void;
  23577. }
  23578. }
  23579. declare module "babylonjs/Physics/physicsRaycastResult" {
  23580. import { Vector3 } from "babylonjs/Maths/math.vector";
  23581. /**
  23582. * Holds the data for the raycast result
  23583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23584. */
  23585. export class PhysicsRaycastResult {
  23586. private _hasHit;
  23587. private _hitDistance;
  23588. private _hitNormalWorld;
  23589. private _hitPointWorld;
  23590. private _rayFromWorld;
  23591. private _rayToWorld;
  23592. /**
  23593. * Gets if there was a hit
  23594. */
  23595. readonly hasHit: boolean;
  23596. /**
  23597. * Gets the distance from the hit
  23598. */
  23599. readonly hitDistance: number;
  23600. /**
  23601. * Gets the hit normal/direction in the world
  23602. */
  23603. readonly hitNormalWorld: Vector3;
  23604. /**
  23605. * Gets the hit point in the world
  23606. */
  23607. readonly hitPointWorld: Vector3;
  23608. /**
  23609. * Gets the ray "start point" of the ray in the world
  23610. */
  23611. readonly rayFromWorld: Vector3;
  23612. /**
  23613. * Gets the ray "end point" of the ray in the world
  23614. */
  23615. readonly rayToWorld: Vector3;
  23616. /**
  23617. * Sets the hit data (normal & point in world space)
  23618. * @param hitNormalWorld defines the normal in world space
  23619. * @param hitPointWorld defines the point in world space
  23620. */
  23621. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23622. /**
  23623. * Sets the distance from the start point to the hit point
  23624. * @param distance
  23625. */
  23626. setHitDistance(distance: number): void;
  23627. /**
  23628. * Calculates the distance manually
  23629. */
  23630. calculateHitDistance(): void;
  23631. /**
  23632. * Resets all the values to default
  23633. * @param from The from point on world space
  23634. * @param to The to point on world space
  23635. */
  23636. reset(from?: Vector3, to?: Vector3): void;
  23637. }
  23638. /**
  23639. * Interface for the size containing width and height
  23640. */
  23641. interface IXYZ {
  23642. /**
  23643. * X
  23644. */
  23645. x: number;
  23646. /**
  23647. * Y
  23648. */
  23649. y: number;
  23650. /**
  23651. * Z
  23652. */
  23653. z: number;
  23654. }
  23655. }
  23656. declare module "babylonjs/Physics/IPhysicsEngine" {
  23657. import { Nullable } from "babylonjs/types";
  23658. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23660. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23661. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23662. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23663. /**
  23664. * Interface used to describe a physics joint
  23665. */
  23666. export interface PhysicsImpostorJoint {
  23667. /** Defines the main impostor to which the joint is linked */
  23668. mainImpostor: PhysicsImpostor;
  23669. /** Defines the impostor that is connected to the main impostor using this joint */
  23670. connectedImpostor: PhysicsImpostor;
  23671. /** Defines the joint itself */
  23672. joint: PhysicsJoint;
  23673. }
  23674. /** @hidden */
  23675. export interface IPhysicsEnginePlugin {
  23676. world: any;
  23677. name: string;
  23678. setGravity(gravity: Vector3): void;
  23679. setTimeStep(timeStep: number): void;
  23680. getTimeStep(): number;
  23681. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23682. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23683. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23684. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23685. removePhysicsBody(impostor: PhysicsImpostor): void;
  23686. generateJoint(joint: PhysicsImpostorJoint): void;
  23687. removeJoint(joint: PhysicsImpostorJoint): void;
  23688. isSupported(): boolean;
  23689. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23691. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23692. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23693. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23694. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23695. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23696. getBodyMass(impostor: PhysicsImpostor): number;
  23697. getBodyFriction(impostor: PhysicsImpostor): number;
  23698. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23699. getBodyRestitution(impostor: PhysicsImpostor): number;
  23700. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23701. getBodyPressure?(impostor: PhysicsImpostor): number;
  23702. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23703. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23704. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23705. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23706. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23707. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23708. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23709. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23710. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23711. sleepBody(impostor: PhysicsImpostor): void;
  23712. wakeUpBody(impostor: PhysicsImpostor): void;
  23713. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23714. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23715. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23716. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23717. getRadius(impostor: PhysicsImpostor): number;
  23718. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23719. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23720. dispose(): void;
  23721. }
  23722. /**
  23723. * Interface used to define a physics engine
  23724. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23725. */
  23726. export interface IPhysicsEngine {
  23727. /**
  23728. * Gets the gravity vector used by the simulation
  23729. */
  23730. gravity: Vector3;
  23731. /**
  23732. * Sets the gravity vector used by the simulation
  23733. * @param gravity defines the gravity vector to use
  23734. */
  23735. setGravity(gravity: Vector3): void;
  23736. /**
  23737. * Set the time step of the physics engine.
  23738. * Default is 1/60.
  23739. * To slow it down, enter 1/600 for example.
  23740. * To speed it up, 1/30
  23741. * @param newTimeStep the new timestep to apply to this world.
  23742. */
  23743. setTimeStep(newTimeStep: number): void;
  23744. /**
  23745. * Get the time step of the physics engine.
  23746. * @returns the current time step
  23747. */
  23748. getTimeStep(): number;
  23749. /**
  23750. * Release all resources
  23751. */
  23752. dispose(): void;
  23753. /**
  23754. * Gets the name of the current physics plugin
  23755. * @returns the name of the plugin
  23756. */
  23757. getPhysicsPluginName(): string;
  23758. /**
  23759. * Adding a new impostor for the impostor tracking.
  23760. * This will be done by the impostor itself.
  23761. * @param impostor the impostor to add
  23762. */
  23763. addImpostor(impostor: PhysicsImpostor): void;
  23764. /**
  23765. * Remove an impostor from the engine.
  23766. * This impostor and its mesh will not longer be updated by the physics engine.
  23767. * @param impostor the impostor to remove
  23768. */
  23769. removeImpostor(impostor: PhysicsImpostor): void;
  23770. /**
  23771. * Add a joint to the physics engine
  23772. * @param mainImpostor defines the main impostor to which the joint is added.
  23773. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23774. * @param joint defines the joint that will connect both impostors.
  23775. */
  23776. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23777. /**
  23778. * Removes a joint from the simulation
  23779. * @param mainImpostor defines the impostor used with the joint
  23780. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23781. * @param joint defines the joint to remove
  23782. */
  23783. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23784. /**
  23785. * Gets the current plugin used to run the simulation
  23786. * @returns current plugin
  23787. */
  23788. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23789. /**
  23790. * Gets the list of physic impostors
  23791. * @returns an array of PhysicsImpostor
  23792. */
  23793. getImpostors(): Array<PhysicsImpostor>;
  23794. /**
  23795. * Gets the impostor for a physics enabled object
  23796. * @param object defines the object impersonated by the impostor
  23797. * @returns the PhysicsImpostor or null if not found
  23798. */
  23799. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23800. /**
  23801. * Gets the impostor for a physics body object
  23802. * @param body defines physics body used by the impostor
  23803. * @returns the PhysicsImpostor or null if not found
  23804. */
  23805. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23806. /**
  23807. * Does a raycast in the physics world
  23808. * @param from when should the ray start?
  23809. * @param to when should the ray end?
  23810. * @returns PhysicsRaycastResult
  23811. */
  23812. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23813. /**
  23814. * Called by the scene. No need to call it.
  23815. * @param delta defines the timespam between frames
  23816. */
  23817. _step(delta: number): void;
  23818. }
  23819. }
  23820. declare module "babylonjs/Physics/physicsImpostor" {
  23821. import { Nullable, IndicesArray } from "babylonjs/types";
  23822. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23825. import { Scene } from "babylonjs/scene";
  23826. import { Bone } from "babylonjs/Bones/bone";
  23827. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23828. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23829. import { Space } from "babylonjs/Maths/math.axis";
  23830. /**
  23831. * The interface for the physics imposter parameters
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface PhysicsImpostorParameters {
  23835. /**
  23836. * The mass of the physics imposter
  23837. */
  23838. mass: number;
  23839. /**
  23840. * The friction of the physics imposter
  23841. */
  23842. friction?: number;
  23843. /**
  23844. * The coefficient of restitution of the physics imposter
  23845. */
  23846. restitution?: number;
  23847. /**
  23848. * The native options of the physics imposter
  23849. */
  23850. nativeOptions?: any;
  23851. /**
  23852. * Specifies if the parent should be ignored
  23853. */
  23854. ignoreParent?: boolean;
  23855. /**
  23856. * Specifies if bi-directional transformations should be disabled
  23857. */
  23858. disableBidirectionalTransformation?: boolean;
  23859. /**
  23860. * The pressure inside the physics imposter, soft object only
  23861. */
  23862. pressure?: number;
  23863. /**
  23864. * The stiffness the physics imposter, soft object only
  23865. */
  23866. stiffness?: number;
  23867. /**
  23868. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23869. */
  23870. velocityIterations?: number;
  23871. /**
  23872. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23873. */
  23874. positionIterations?: number;
  23875. /**
  23876. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23877. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23878. * Add to fix multiple points
  23879. */
  23880. fixedPoints?: number;
  23881. /**
  23882. * The collision margin around a soft object
  23883. */
  23884. margin?: number;
  23885. /**
  23886. * The collision margin around a soft object
  23887. */
  23888. damping?: number;
  23889. /**
  23890. * The path for a rope based on an extrusion
  23891. */
  23892. path?: any;
  23893. /**
  23894. * The shape of an extrusion used for a rope based on an extrusion
  23895. */
  23896. shape?: any;
  23897. }
  23898. /**
  23899. * Interface for a physics-enabled object
  23900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23901. */
  23902. export interface IPhysicsEnabledObject {
  23903. /**
  23904. * The position of the physics-enabled object
  23905. */
  23906. position: Vector3;
  23907. /**
  23908. * The rotation of the physics-enabled object
  23909. */
  23910. rotationQuaternion: Nullable<Quaternion>;
  23911. /**
  23912. * The scale of the physics-enabled object
  23913. */
  23914. scaling: Vector3;
  23915. /**
  23916. * The rotation of the physics-enabled object
  23917. */
  23918. rotation?: Vector3;
  23919. /**
  23920. * The parent of the physics-enabled object
  23921. */
  23922. parent?: any;
  23923. /**
  23924. * The bounding info of the physics-enabled object
  23925. * @returns The bounding info of the physics-enabled object
  23926. */
  23927. getBoundingInfo(): BoundingInfo;
  23928. /**
  23929. * Computes the world matrix
  23930. * @param force Specifies if the world matrix should be computed by force
  23931. * @returns A world matrix
  23932. */
  23933. computeWorldMatrix(force: boolean): Matrix;
  23934. /**
  23935. * Gets the world matrix
  23936. * @returns A world matrix
  23937. */
  23938. getWorldMatrix?(): Matrix;
  23939. /**
  23940. * Gets the child meshes
  23941. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23942. * @returns An array of abstract meshes
  23943. */
  23944. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23945. /**
  23946. * Gets the vertex data
  23947. * @param kind The type of vertex data
  23948. * @returns A nullable array of numbers, or a float32 array
  23949. */
  23950. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23951. /**
  23952. * Gets the indices from the mesh
  23953. * @returns A nullable array of index arrays
  23954. */
  23955. getIndices?(): Nullable<IndicesArray>;
  23956. /**
  23957. * Gets the scene from the mesh
  23958. * @returns the indices array or null
  23959. */
  23960. getScene?(): Scene;
  23961. /**
  23962. * Gets the absolute position from the mesh
  23963. * @returns the absolute position
  23964. */
  23965. getAbsolutePosition(): Vector3;
  23966. /**
  23967. * Gets the absolute pivot point from the mesh
  23968. * @returns the absolute pivot point
  23969. */
  23970. getAbsolutePivotPoint(): Vector3;
  23971. /**
  23972. * Rotates the mesh
  23973. * @param axis The axis of rotation
  23974. * @param amount The amount of rotation
  23975. * @param space The space of the rotation
  23976. * @returns The rotation transform node
  23977. */
  23978. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23979. /**
  23980. * Translates the mesh
  23981. * @param axis The axis of translation
  23982. * @param distance The distance of translation
  23983. * @param space The space of the translation
  23984. * @returns The transform node
  23985. */
  23986. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23987. /**
  23988. * Sets the absolute position of the mesh
  23989. * @param absolutePosition The absolute position of the mesh
  23990. * @returns The transform node
  23991. */
  23992. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23993. /**
  23994. * Gets the class name of the mesh
  23995. * @returns The class name
  23996. */
  23997. getClassName(): string;
  23998. }
  23999. /**
  24000. * Represents a physics imposter
  24001. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24002. */
  24003. export class PhysicsImpostor {
  24004. /**
  24005. * The physics-enabled object used as the physics imposter
  24006. */
  24007. object: IPhysicsEnabledObject;
  24008. /**
  24009. * The type of the physics imposter
  24010. */
  24011. type: number;
  24012. private _options;
  24013. private _scene?;
  24014. /**
  24015. * The default object size of the imposter
  24016. */
  24017. static DEFAULT_OBJECT_SIZE: Vector3;
  24018. /**
  24019. * The identity quaternion of the imposter
  24020. */
  24021. static IDENTITY_QUATERNION: Quaternion;
  24022. /** @hidden */
  24023. _pluginData: any;
  24024. private _physicsEngine;
  24025. private _physicsBody;
  24026. private _bodyUpdateRequired;
  24027. private _onBeforePhysicsStepCallbacks;
  24028. private _onAfterPhysicsStepCallbacks;
  24029. /** @hidden */
  24030. _onPhysicsCollideCallbacks: Array<{
  24031. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24032. otherImpostors: Array<PhysicsImpostor>;
  24033. }>;
  24034. private _deltaPosition;
  24035. private _deltaRotation;
  24036. private _deltaRotationConjugated;
  24037. /** @hidden */
  24038. _isFromLine: boolean;
  24039. private _parent;
  24040. private _isDisposed;
  24041. private static _tmpVecs;
  24042. private static _tmpQuat;
  24043. /**
  24044. * Specifies if the physics imposter is disposed
  24045. */
  24046. readonly isDisposed: boolean;
  24047. /**
  24048. * Gets the mass of the physics imposter
  24049. */
  24050. mass: number;
  24051. /**
  24052. * Gets the coefficient of friction
  24053. */
  24054. /**
  24055. * Sets the coefficient of friction
  24056. */
  24057. friction: number;
  24058. /**
  24059. * Gets the coefficient of restitution
  24060. */
  24061. /**
  24062. * Sets the coefficient of restitution
  24063. */
  24064. restitution: number;
  24065. /**
  24066. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24067. */
  24068. /**
  24069. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24070. */
  24071. pressure: number;
  24072. /**
  24073. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24074. */
  24075. /**
  24076. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24077. */
  24078. stiffness: number;
  24079. /**
  24080. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24081. */
  24082. /**
  24083. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24084. */
  24085. velocityIterations: number;
  24086. /**
  24087. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24088. */
  24089. /**
  24090. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24091. */
  24092. positionIterations: number;
  24093. /**
  24094. * The unique id of the physics imposter
  24095. * set by the physics engine when adding this impostor to the array
  24096. */
  24097. uniqueId: number;
  24098. /**
  24099. * @hidden
  24100. */
  24101. soft: boolean;
  24102. /**
  24103. * @hidden
  24104. */
  24105. segments: number;
  24106. private _joints;
  24107. /**
  24108. * Initializes the physics imposter
  24109. * @param object The physics-enabled object used as the physics imposter
  24110. * @param type The type of the physics imposter
  24111. * @param _options The options for the physics imposter
  24112. * @param _scene The Babylon scene
  24113. */
  24114. constructor(
  24115. /**
  24116. * The physics-enabled object used as the physics imposter
  24117. */
  24118. object: IPhysicsEnabledObject,
  24119. /**
  24120. * The type of the physics imposter
  24121. */
  24122. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24123. /**
  24124. * This function will completly initialize this impostor.
  24125. * It will create a new body - but only if this mesh has no parent.
  24126. * If it has, this impostor will not be used other than to define the impostor
  24127. * of the child mesh.
  24128. * @hidden
  24129. */
  24130. _init(): void;
  24131. private _getPhysicsParent;
  24132. /**
  24133. * Should a new body be generated.
  24134. * @returns boolean specifying if body initialization is required
  24135. */
  24136. isBodyInitRequired(): boolean;
  24137. /**
  24138. * Sets the updated scaling
  24139. * @param updated Specifies if the scaling is updated
  24140. */
  24141. setScalingUpdated(): void;
  24142. /**
  24143. * Force a regeneration of this or the parent's impostor's body.
  24144. * Use under cautious - This will remove all joints already implemented.
  24145. */
  24146. forceUpdate(): void;
  24147. /**
  24148. * Gets the body that holds this impostor. Either its own, or its parent.
  24149. */
  24150. /**
  24151. * Set the physics body. Used mainly by the physics engine/plugin
  24152. */
  24153. physicsBody: any;
  24154. /**
  24155. * Get the parent of the physics imposter
  24156. * @returns Physics imposter or null
  24157. */
  24158. /**
  24159. * Sets the parent of the physics imposter
  24160. */
  24161. parent: Nullable<PhysicsImpostor>;
  24162. /**
  24163. * Resets the update flags
  24164. */
  24165. resetUpdateFlags(): void;
  24166. /**
  24167. * Gets the object extend size
  24168. * @returns the object extend size
  24169. */
  24170. getObjectExtendSize(): Vector3;
  24171. /**
  24172. * Gets the object center
  24173. * @returns The object center
  24174. */
  24175. getObjectCenter(): Vector3;
  24176. /**
  24177. * Get a specific parametes from the options parameter
  24178. * @param paramName The object parameter name
  24179. * @returns The object parameter
  24180. */
  24181. getParam(paramName: string): any;
  24182. /**
  24183. * Sets a specific parameter in the options given to the physics plugin
  24184. * @param paramName The parameter name
  24185. * @param value The value of the parameter
  24186. */
  24187. setParam(paramName: string, value: number): void;
  24188. /**
  24189. * Specifically change the body's mass option. Won't recreate the physics body object
  24190. * @param mass The mass of the physics imposter
  24191. */
  24192. setMass(mass: number): void;
  24193. /**
  24194. * Gets the linear velocity
  24195. * @returns linear velocity or null
  24196. */
  24197. getLinearVelocity(): Nullable<Vector3>;
  24198. /**
  24199. * Sets the linear velocity
  24200. * @param velocity linear velocity or null
  24201. */
  24202. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24203. /**
  24204. * Gets the angular velocity
  24205. * @returns angular velocity or null
  24206. */
  24207. getAngularVelocity(): Nullable<Vector3>;
  24208. /**
  24209. * Sets the angular velocity
  24210. * @param velocity The velocity or null
  24211. */
  24212. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24213. /**
  24214. * Execute a function with the physics plugin native code
  24215. * Provide a function the will have two variables - the world object and the physics body object
  24216. * @param func The function to execute with the physics plugin native code
  24217. */
  24218. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24219. /**
  24220. * Register a function that will be executed before the physics world is stepping forward
  24221. * @param func The function to execute before the physics world is stepped forward
  24222. */
  24223. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24224. /**
  24225. * Unregister a function that will be executed before the physics world is stepping forward
  24226. * @param func The function to execute before the physics world is stepped forward
  24227. */
  24228. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24229. /**
  24230. * Register a function that will be executed after the physics step
  24231. * @param func The function to execute after physics step
  24232. */
  24233. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24234. /**
  24235. * Unregisters a function that will be executed after the physics step
  24236. * @param func The function to execute after physics step
  24237. */
  24238. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24239. /**
  24240. * register a function that will be executed when this impostor collides against a different body
  24241. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24242. * @param func Callback that is executed on collision
  24243. */
  24244. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24245. /**
  24246. * Unregisters the physics imposter on contact
  24247. * @param collideAgainst The physics object to collide against
  24248. * @param func Callback to execute on collision
  24249. */
  24250. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24251. private _tmpQuat;
  24252. private _tmpQuat2;
  24253. /**
  24254. * Get the parent rotation
  24255. * @returns The parent rotation
  24256. */
  24257. getParentsRotation(): Quaternion;
  24258. /**
  24259. * this function is executed by the physics engine.
  24260. */
  24261. beforeStep: () => void;
  24262. /**
  24263. * this function is executed by the physics engine
  24264. */
  24265. afterStep: () => void;
  24266. /**
  24267. * Legacy collision detection event support
  24268. */
  24269. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24270. /**
  24271. * event and body object due to cannon's event-based architecture.
  24272. */
  24273. onCollide: (e: {
  24274. body: any;
  24275. }) => void;
  24276. /**
  24277. * Apply a force
  24278. * @param force The force to apply
  24279. * @param contactPoint The contact point for the force
  24280. * @returns The physics imposter
  24281. */
  24282. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24283. /**
  24284. * Apply an impulse
  24285. * @param force The impulse force
  24286. * @param contactPoint The contact point for the impulse force
  24287. * @returns The physics imposter
  24288. */
  24289. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24290. /**
  24291. * A help function to create a joint
  24292. * @param otherImpostor A physics imposter used to create a joint
  24293. * @param jointType The type of joint
  24294. * @param jointData The data for the joint
  24295. * @returns The physics imposter
  24296. */
  24297. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24298. /**
  24299. * Add a joint to this impostor with a different impostor
  24300. * @param otherImpostor A physics imposter used to add a joint
  24301. * @param joint The joint to add
  24302. * @returns The physics imposter
  24303. */
  24304. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24305. /**
  24306. * Add an anchor to a cloth impostor
  24307. * @param otherImpostor rigid impostor to anchor to
  24308. * @param width ratio across width from 0 to 1
  24309. * @param height ratio up height from 0 to 1
  24310. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24311. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24312. * @returns impostor the soft imposter
  24313. */
  24314. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24315. /**
  24316. * Add a hook to a rope impostor
  24317. * @param otherImpostor rigid impostor to anchor to
  24318. * @param length ratio across rope from 0 to 1
  24319. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24320. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24321. * @returns impostor the rope imposter
  24322. */
  24323. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24324. /**
  24325. * Will keep this body still, in a sleep mode.
  24326. * @returns the physics imposter
  24327. */
  24328. sleep(): PhysicsImpostor;
  24329. /**
  24330. * Wake the body up.
  24331. * @returns The physics imposter
  24332. */
  24333. wakeUp(): PhysicsImpostor;
  24334. /**
  24335. * Clones the physics imposter
  24336. * @param newObject The physics imposter clones to this physics-enabled object
  24337. * @returns A nullable physics imposter
  24338. */
  24339. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24340. /**
  24341. * Disposes the physics imposter
  24342. */
  24343. dispose(): void;
  24344. /**
  24345. * Sets the delta position
  24346. * @param position The delta position amount
  24347. */
  24348. setDeltaPosition(position: Vector3): void;
  24349. /**
  24350. * Sets the delta rotation
  24351. * @param rotation The delta rotation amount
  24352. */
  24353. setDeltaRotation(rotation: Quaternion): void;
  24354. /**
  24355. * Gets the box size of the physics imposter and stores the result in the input parameter
  24356. * @param result Stores the box size
  24357. * @returns The physics imposter
  24358. */
  24359. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24360. /**
  24361. * Gets the radius of the physics imposter
  24362. * @returns Radius of the physics imposter
  24363. */
  24364. getRadius(): number;
  24365. /**
  24366. * Sync a bone with this impostor
  24367. * @param bone The bone to sync to the impostor.
  24368. * @param boneMesh The mesh that the bone is influencing.
  24369. * @param jointPivot The pivot of the joint / bone in local space.
  24370. * @param distToJoint Optional distance from the impostor to the joint.
  24371. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24372. */
  24373. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24374. /**
  24375. * Sync impostor to a bone
  24376. * @param bone The bone that the impostor will be synced to.
  24377. * @param boneMesh The mesh that the bone is influencing.
  24378. * @param jointPivot The pivot of the joint / bone in local space.
  24379. * @param distToJoint Optional distance from the impostor to the joint.
  24380. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24381. * @param boneAxis Optional vector3 axis the bone is aligned with
  24382. */
  24383. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24384. /**
  24385. * No-Imposter type
  24386. */
  24387. static NoImpostor: number;
  24388. /**
  24389. * Sphere-Imposter type
  24390. */
  24391. static SphereImpostor: number;
  24392. /**
  24393. * Box-Imposter type
  24394. */
  24395. static BoxImpostor: number;
  24396. /**
  24397. * Plane-Imposter type
  24398. */
  24399. static PlaneImpostor: number;
  24400. /**
  24401. * Mesh-imposter type
  24402. */
  24403. static MeshImpostor: number;
  24404. /**
  24405. * Capsule-Impostor type (Ammo.js plugin only)
  24406. */
  24407. static CapsuleImpostor: number;
  24408. /**
  24409. * Cylinder-Imposter type
  24410. */
  24411. static CylinderImpostor: number;
  24412. /**
  24413. * Particle-Imposter type
  24414. */
  24415. static ParticleImpostor: number;
  24416. /**
  24417. * Heightmap-Imposter type
  24418. */
  24419. static HeightmapImpostor: number;
  24420. /**
  24421. * ConvexHull-Impostor type (Ammo.js plugin only)
  24422. */
  24423. static ConvexHullImpostor: number;
  24424. /**
  24425. * Rope-Imposter type
  24426. */
  24427. static RopeImpostor: number;
  24428. /**
  24429. * Cloth-Imposter type
  24430. */
  24431. static ClothImpostor: number;
  24432. /**
  24433. * Softbody-Imposter type
  24434. */
  24435. static SoftbodyImpostor: number;
  24436. }
  24437. }
  24438. declare module "babylonjs/Meshes/mesh" {
  24439. import { Observable } from "babylonjs/Misc/observable";
  24440. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24441. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24442. import { Camera } from "babylonjs/Cameras/camera";
  24443. import { Scene } from "babylonjs/scene";
  24444. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24445. import { Color4 } from "babylonjs/Maths/math.color";
  24446. import { Engine } from "babylonjs/Engines/engine";
  24447. import { Node } from "babylonjs/node";
  24448. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24449. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24450. import { Buffer } from "babylonjs/Meshes/buffer";
  24451. import { Geometry } from "babylonjs/Meshes/geometry";
  24452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24453. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24454. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24455. import { Effect } from "babylonjs/Materials/effect";
  24456. import { Material } from "babylonjs/Materials/material";
  24457. import { Skeleton } from "babylonjs/Bones/skeleton";
  24458. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24459. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24460. import { Path3D } from "babylonjs/Maths/math.path";
  24461. import { Plane } from "babylonjs/Maths/math.plane";
  24462. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24463. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24464. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24465. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24466. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24467. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24468. /**
  24469. * @hidden
  24470. **/
  24471. export class _CreationDataStorage {
  24472. closePath?: boolean;
  24473. closeArray?: boolean;
  24474. idx: number[];
  24475. dashSize: number;
  24476. gapSize: number;
  24477. path3D: Path3D;
  24478. pathArray: Vector3[][];
  24479. arc: number;
  24480. radius: number;
  24481. cap: number;
  24482. tessellation: number;
  24483. }
  24484. /**
  24485. * @hidden
  24486. **/
  24487. class _InstanceDataStorage {
  24488. visibleInstances: any;
  24489. batchCache: _InstancesBatch;
  24490. instancesBufferSize: number;
  24491. instancesBuffer: Nullable<Buffer>;
  24492. instancesData: Float32Array;
  24493. overridenInstanceCount: number;
  24494. isFrozen: boolean;
  24495. previousBatch: Nullable<_InstancesBatch>;
  24496. hardwareInstancedRendering: boolean;
  24497. sideOrientation: number;
  24498. manualUpdate: boolean;
  24499. }
  24500. /**
  24501. * @hidden
  24502. **/
  24503. export class _InstancesBatch {
  24504. mustReturn: boolean;
  24505. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24506. renderSelf: boolean[];
  24507. hardwareInstancedRendering: boolean[];
  24508. }
  24509. /**
  24510. * Class used to represent renderable models
  24511. */
  24512. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24513. /**
  24514. * Mesh side orientation : usually the external or front surface
  24515. */
  24516. static readonly FRONTSIDE: number;
  24517. /**
  24518. * Mesh side orientation : usually the internal or back surface
  24519. */
  24520. static readonly BACKSIDE: number;
  24521. /**
  24522. * Mesh side orientation : both internal and external or front and back surfaces
  24523. */
  24524. static readonly DOUBLESIDE: number;
  24525. /**
  24526. * Mesh side orientation : by default, `FRONTSIDE`
  24527. */
  24528. static readonly DEFAULTSIDE: number;
  24529. /**
  24530. * Mesh cap setting : no cap
  24531. */
  24532. static readonly NO_CAP: number;
  24533. /**
  24534. * Mesh cap setting : one cap at the beginning of the mesh
  24535. */
  24536. static readonly CAP_START: number;
  24537. /**
  24538. * Mesh cap setting : one cap at the end of the mesh
  24539. */
  24540. static readonly CAP_END: number;
  24541. /**
  24542. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24543. */
  24544. static readonly CAP_ALL: number;
  24545. /**
  24546. * Mesh pattern setting : no flip or rotate
  24547. */
  24548. static readonly NO_FLIP: number;
  24549. /**
  24550. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24551. */
  24552. static readonly FLIP_TILE: number;
  24553. /**
  24554. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24555. */
  24556. static readonly ROTATE_TILE: number;
  24557. /**
  24558. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24559. */
  24560. static readonly FLIP_ROW: number;
  24561. /**
  24562. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24563. */
  24564. static readonly ROTATE_ROW: number;
  24565. /**
  24566. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24567. */
  24568. static readonly FLIP_N_ROTATE_TILE: number;
  24569. /**
  24570. * Mesh pattern setting : rotate pattern and rotate
  24571. */
  24572. static readonly FLIP_N_ROTATE_ROW: number;
  24573. /**
  24574. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24575. */
  24576. static readonly CENTER: number;
  24577. /**
  24578. * Mesh tile positioning : part tiles on left
  24579. */
  24580. static readonly LEFT: number;
  24581. /**
  24582. * Mesh tile positioning : part tiles on right
  24583. */
  24584. static readonly RIGHT: number;
  24585. /**
  24586. * Mesh tile positioning : part tiles on top
  24587. */
  24588. static readonly TOP: number;
  24589. /**
  24590. * Mesh tile positioning : part tiles on bottom
  24591. */
  24592. static readonly BOTTOM: number;
  24593. /**
  24594. * Gets the default side orientation.
  24595. * @param orientation the orientation to value to attempt to get
  24596. * @returns the default orientation
  24597. * @hidden
  24598. */
  24599. static _GetDefaultSideOrientation(orientation?: number): number;
  24600. private _internalMeshDataInfo;
  24601. /**
  24602. * An event triggered before rendering the mesh
  24603. */
  24604. readonly onBeforeRenderObservable: Observable<Mesh>;
  24605. /**
  24606. * An event triggered before binding the mesh
  24607. */
  24608. readonly onBeforeBindObservable: Observable<Mesh>;
  24609. /**
  24610. * An event triggered after rendering the mesh
  24611. */
  24612. readonly onAfterRenderObservable: Observable<Mesh>;
  24613. /**
  24614. * An event triggered before drawing the mesh
  24615. */
  24616. readonly onBeforeDrawObservable: Observable<Mesh>;
  24617. private _onBeforeDrawObserver;
  24618. /**
  24619. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24620. */
  24621. onBeforeDraw: () => void;
  24622. readonly hasInstances: boolean;
  24623. /**
  24624. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24625. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24626. */
  24627. delayLoadState: number;
  24628. /**
  24629. * Gets the list of instances created from this mesh
  24630. * it is not supposed to be modified manually.
  24631. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. */
  24634. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24635. /**
  24636. * Gets the file containing delay loading data for this mesh
  24637. */
  24638. delayLoadingFile: string;
  24639. /** @hidden */
  24640. _binaryInfo: any;
  24641. /**
  24642. * User defined function used to change how LOD level selection is done
  24643. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24644. */
  24645. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24646. /**
  24647. * Gets or sets the morph target manager
  24648. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24649. */
  24650. morphTargetManager: Nullable<MorphTargetManager>;
  24651. /** @hidden */
  24652. _creationDataStorage: Nullable<_CreationDataStorage>;
  24653. /** @hidden */
  24654. _geometry: Nullable<Geometry>;
  24655. /** @hidden */
  24656. _delayInfo: Array<string>;
  24657. /** @hidden */
  24658. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24659. /** @hidden */
  24660. _instanceDataStorage: _InstanceDataStorage;
  24661. private _effectiveMaterial;
  24662. /** @hidden */
  24663. _shouldGenerateFlatShading: boolean;
  24664. /** @hidden */
  24665. _originalBuilderSideOrientation: number;
  24666. /**
  24667. * Use this property to change the original side orientation defined at construction time
  24668. */
  24669. overrideMaterialSideOrientation: Nullable<number>;
  24670. /**
  24671. * Gets the source mesh (the one used to clone this one from)
  24672. */
  24673. readonly source: Nullable<Mesh>;
  24674. /**
  24675. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24676. */
  24677. isUnIndexed: boolean;
  24678. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24679. readonly worldMatrixInstancedBuffer: Float32Array;
  24680. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24681. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24682. /**
  24683. * @constructor
  24684. * @param name The value used by scene.getMeshByName() to do a lookup.
  24685. * @param scene The scene to add this mesh to.
  24686. * @param parent The parent of this mesh, if it has one
  24687. * @param source An optional Mesh from which geometry is shared, cloned.
  24688. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24689. * When false, achieved by calling a clone(), also passing False.
  24690. * This will make creation of children, recursive.
  24691. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24692. */
  24693. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24694. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24695. doNotInstantiate: boolean;
  24696. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24697. /**
  24698. * Gets the class name
  24699. * @returns the string "Mesh".
  24700. */
  24701. getClassName(): string;
  24702. /** @hidden */
  24703. readonly _isMesh: boolean;
  24704. /**
  24705. * Returns a description of this mesh
  24706. * @param fullDetails define if full details about this mesh must be used
  24707. * @returns a descriptive string representing this mesh
  24708. */
  24709. toString(fullDetails?: boolean): string;
  24710. /** @hidden */
  24711. _unBindEffect(): void;
  24712. /**
  24713. * Gets a boolean indicating if this mesh has LOD
  24714. */
  24715. readonly hasLODLevels: boolean;
  24716. /**
  24717. * Gets the list of MeshLODLevel associated with the current mesh
  24718. * @returns an array of MeshLODLevel
  24719. */
  24720. getLODLevels(): MeshLODLevel[];
  24721. private _sortLODLevels;
  24722. /**
  24723. * Add a mesh as LOD level triggered at the given distance.
  24724. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24725. * @param distance The distance from the center of the object to show this level
  24726. * @param mesh The mesh to be added as LOD level (can be null)
  24727. * @return This mesh (for chaining)
  24728. */
  24729. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24730. /**
  24731. * Returns the LOD level mesh at the passed distance or null if not found.
  24732. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24733. * @param distance The distance from the center of the object to show this level
  24734. * @returns a Mesh or `null`
  24735. */
  24736. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24737. /**
  24738. * Remove a mesh from the LOD array
  24739. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24740. * @param mesh defines the mesh to be removed
  24741. * @return This mesh (for chaining)
  24742. */
  24743. removeLODLevel(mesh: Mesh): Mesh;
  24744. /**
  24745. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24746. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24747. * @param camera defines the camera to use to compute distance
  24748. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24749. * @return This mesh (for chaining)
  24750. */
  24751. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24752. /**
  24753. * Gets the mesh internal Geometry object
  24754. */
  24755. readonly geometry: Nullable<Geometry>;
  24756. /**
  24757. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24758. * @returns the total number of vertices
  24759. */
  24760. getTotalVertices(): number;
  24761. /**
  24762. * Returns the content of an associated vertex buffer
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.UVKind
  24766. * - VertexBuffer.UV2Kind
  24767. * - VertexBuffer.UV3Kind
  24768. * - VertexBuffer.UV4Kind
  24769. * - VertexBuffer.UV5Kind
  24770. * - VertexBuffer.UV6Kind
  24771. * - VertexBuffer.ColorKind
  24772. * - VertexBuffer.MatricesIndicesKind
  24773. * - VertexBuffer.MatricesIndicesExtraKind
  24774. * - VertexBuffer.MatricesWeightsKind
  24775. * - VertexBuffer.MatricesWeightsExtraKind
  24776. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24777. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24778. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24779. */
  24780. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24781. /**
  24782. * Returns the mesh VertexBuffer object from the requested `kind`
  24783. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24784. * - VertexBuffer.PositionKind
  24785. * - VertexBuffer.NormalKind
  24786. * - VertexBuffer.UVKind
  24787. * - VertexBuffer.UV2Kind
  24788. * - VertexBuffer.UV3Kind
  24789. * - VertexBuffer.UV4Kind
  24790. * - VertexBuffer.UV5Kind
  24791. * - VertexBuffer.UV6Kind
  24792. * - VertexBuffer.ColorKind
  24793. * - VertexBuffer.MatricesIndicesKind
  24794. * - VertexBuffer.MatricesIndicesExtraKind
  24795. * - VertexBuffer.MatricesWeightsKind
  24796. * - VertexBuffer.MatricesWeightsExtraKind
  24797. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24798. */
  24799. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24800. /**
  24801. * Tests if a specific vertex buffer is associated with this mesh
  24802. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24803. * - VertexBuffer.PositionKind
  24804. * - VertexBuffer.NormalKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @returns a boolean
  24817. */
  24818. isVerticesDataPresent(kind: string): boolean;
  24819. /**
  24820. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24821. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24822. * - VertexBuffer.PositionKind
  24823. * - VertexBuffer.UVKind
  24824. * - VertexBuffer.UV2Kind
  24825. * - VertexBuffer.UV3Kind
  24826. * - VertexBuffer.UV4Kind
  24827. * - VertexBuffer.UV5Kind
  24828. * - VertexBuffer.UV6Kind
  24829. * - VertexBuffer.ColorKind
  24830. * - VertexBuffer.MatricesIndicesKind
  24831. * - VertexBuffer.MatricesIndicesExtraKind
  24832. * - VertexBuffer.MatricesWeightsKind
  24833. * - VertexBuffer.MatricesWeightsExtraKind
  24834. * @returns a boolean
  24835. */
  24836. isVertexBufferUpdatable(kind: string): boolean;
  24837. /**
  24838. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24839. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24840. * - VertexBuffer.PositionKind
  24841. * - VertexBuffer.NormalKind
  24842. * - VertexBuffer.UVKind
  24843. * - VertexBuffer.UV2Kind
  24844. * - VertexBuffer.UV3Kind
  24845. * - VertexBuffer.UV4Kind
  24846. * - VertexBuffer.UV5Kind
  24847. * - VertexBuffer.UV6Kind
  24848. * - VertexBuffer.ColorKind
  24849. * - VertexBuffer.MatricesIndicesKind
  24850. * - VertexBuffer.MatricesIndicesExtraKind
  24851. * - VertexBuffer.MatricesWeightsKind
  24852. * - VertexBuffer.MatricesWeightsExtraKind
  24853. * @returns an array of strings
  24854. */
  24855. getVerticesDataKinds(): string[];
  24856. /**
  24857. * Returns a positive integer : the total number of indices in this mesh geometry.
  24858. * @returns the numner of indices or zero if the mesh has no geometry.
  24859. */
  24860. getTotalIndices(): number;
  24861. /**
  24862. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24863. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24864. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24865. * @returns the indices array or an empty array if the mesh has no geometry
  24866. */
  24867. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24868. readonly isBlocked: boolean;
  24869. /**
  24870. * Determine if the current mesh is ready to be rendered
  24871. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24872. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24873. * @returns true if all associated assets are ready (material, textures, shaders)
  24874. */
  24875. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24876. /**
  24877. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24878. */
  24879. readonly areNormalsFrozen: boolean;
  24880. /**
  24881. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24882. * @returns the current mesh
  24883. */
  24884. freezeNormals(): Mesh;
  24885. /**
  24886. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24887. * @returns the current mesh
  24888. */
  24889. unfreezeNormals(): Mesh;
  24890. /**
  24891. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24892. */
  24893. overridenInstanceCount: number;
  24894. /** @hidden */
  24895. _preActivate(): Mesh;
  24896. /** @hidden */
  24897. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24898. /** @hidden */
  24899. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24900. /**
  24901. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24902. * This means the mesh underlying bounding box and sphere are recomputed.
  24903. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24904. * @returns the current mesh
  24905. */
  24906. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24907. /** @hidden */
  24908. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24909. /**
  24910. * This function will subdivide the mesh into multiple submeshes
  24911. * @param count defines the expected number of submeshes
  24912. */
  24913. subdivide(count: number): void;
  24914. /**
  24915. * Copy a FloatArray into a specific associated vertex buffer
  24916. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24917. * - VertexBuffer.PositionKind
  24918. * - VertexBuffer.UVKind
  24919. * - VertexBuffer.UV2Kind
  24920. * - VertexBuffer.UV3Kind
  24921. * - VertexBuffer.UV4Kind
  24922. * - VertexBuffer.UV5Kind
  24923. * - VertexBuffer.UV6Kind
  24924. * - VertexBuffer.ColorKind
  24925. * - VertexBuffer.MatricesIndicesKind
  24926. * - VertexBuffer.MatricesIndicesExtraKind
  24927. * - VertexBuffer.MatricesWeightsKind
  24928. * - VertexBuffer.MatricesWeightsExtraKind
  24929. * @param data defines the data source
  24930. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24931. * @param stride defines the data stride size (can be null)
  24932. * @returns the current mesh
  24933. */
  24934. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24935. /**
  24936. * Delete a vertex buffer associated with this mesh
  24937. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24938. * - VertexBuffer.PositionKind
  24939. * - VertexBuffer.UVKind
  24940. * - VertexBuffer.UV2Kind
  24941. * - VertexBuffer.UV3Kind
  24942. * - VertexBuffer.UV4Kind
  24943. * - VertexBuffer.UV5Kind
  24944. * - VertexBuffer.UV6Kind
  24945. * - VertexBuffer.ColorKind
  24946. * - VertexBuffer.MatricesIndicesKind
  24947. * - VertexBuffer.MatricesIndicesExtraKind
  24948. * - VertexBuffer.MatricesWeightsKind
  24949. * - VertexBuffer.MatricesWeightsExtraKind
  24950. */
  24951. removeVerticesData(kind: string): void;
  24952. /**
  24953. * Flags an associated vertex buffer as updatable
  24954. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24955. * - VertexBuffer.PositionKind
  24956. * - VertexBuffer.UVKind
  24957. * - VertexBuffer.UV2Kind
  24958. * - VertexBuffer.UV3Kind
  24959. * - VertexBuffer.UV4Kind
  24960. * - VertexBuffer.UV5Kind
  24961. * - VertexBuffer.UV6Kind
  24962. * - VertexBuffer.ColorKind
  24963. * - VertexBuffer.MatricesIndicesKind
  24964. * - VertexBuffer.MatricesIndicesExtraKind
  24965. * - VertexBuffer.MatricesWeightsKind
  24966. * - VertexBuffer.MatricesWeightsExtraKind
  24967. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24968. */
  24969. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24970. /**
  24971. * Sets the mesh global Vertex Buffer
  24972. * @param buffer defines the buffer to use
  24973. * @returns the current mesh
  24974. */
  24975. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24976. /**
  24977. * Update a specific associated vertex buffer
  24978. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24979. * - VertexBuffer.PositionKind
  24980. * - VertexBuffer.UVKind
  24981. * - VertexBuffer.UV2Kind
  24982. * - VertexBuffer.UV3Kind
  24983. * - VertexBuffer.UV4Kind
  24984. * - VertexBuffer.UV5Kind
  24985. * - VertexBuffer.UV6Kind
  24986. * - VertexBuffer.ColorKind
  24987. * - VertexBuffer.MatricesIndicesKind
  24988. * - VertexBuffer.MatricesIndicesExtraKind
  24989. * - VertexBuffer.MatricesWeightsKind
  24990. * - VertexBuffer.MatricesWeightsExtraKind
  24991. * @param data defines the data source
  24992. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24993. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24994. * @returns the current mesh
  24995. */
  24996. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24997. /**
  24998. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24999. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25000. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25001. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25002. * @returns the current mesh
  25003. */
  25004. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25005. /**
  25006. * Creates a un-shared specific occurence of the geometry for the mesh.
  25007. * @returns the current mesh
  25008. */
  25009. makeGeometryUnique(): Mesh;
  25010. /**
  25011. * Set the index buffer of this mesh
  25012. * @param indices defines the source data
  25013. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25014. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25015. * @returns the current mesh
  25016. */
  25017. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25018. /**
  25019. * Update the current index buffer
  25020. * @param indices defines the source data
  25021. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25022. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  25023. * @returns the current mesh
  25024. */
  25025. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25026. /**
  25027. * Invert the geometry to move from a right handed system to a left handed one.
  25028. * @returns the current mesh
  25029. */
  25030. toLeftHanded(): Mesh;
  25031. /** @hidden */
  25032. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25033. /** @hidden */
  25034. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25035. /**
  25036. * Registers for this mesh a javascript function called just before the rendering process
  25037. * @param func defines the function to call before rendering this mesh
  25038. * @returns the current mesh
  25039. */
  25040. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25041. /**
  25042. * Disposes a previously registered javascript function called before the rendering
  25043. * @param func defines the function to remove
  25044. * @returns the current mesh
  25045. */
  25046. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25047. /**
  25048. * Registers for this mesh a javascript function called just after the rendering is complete
  25049. * @param func defines the function to call after rendering this mesh
  25050. * @returns the current mesh
  25051. */
  25052. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25053. /**
  25054. * Disposes a previously registered javascript function called after the rendering.
  25055. * @param func defines the function to remove
  25056. * @returns the current mesh
  25057. */
  25058. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25059. /** @hidden */
  25060. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25061. /** @hidden */
  25062. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25063. /** @hidden */
  25064. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25065. /** @hidden */
  25066. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25067. /** @hidden */
  25068. _rebuild(): void;
  25069. /** @hidden */
  25070. _freeze(): void;
  25071. /** @hidden */
  25072. _unFreeze(): void;
  25073. /**
  25074. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  25075. * @param subMesh defines the subMesh to render
  25076. * @param enableAlphaMode defines if alpha mode can be changed
  25077. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25078. * @returns the current mesh
  25079. */
  25080. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25081. private _onBeforeDraw;
  25082. /**
  25083. * Renormalize the mesh and patch it up if there are no weights
  25084. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25085. * However in the case of zero weights then we set just a single influence to 1.
  25086. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25087. */
  25088. cleanMatrixWeights(): void;
  25089. private normalizeSkinFourWeights;
  25090. private normalizeSkinWeightsAndExtra;
  25091. /**
  25092. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25093. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25094. * the user know there was an issue with importing the mesh
  25095. * @returns a validation object with skinned, valid and report string
  25096. */
  25097. validateSkinning(): {
  25098. skinned: boolean;
  25099. valid: boolean;
  25100. report: string;
  25101. };
  25102. /** @hidden */
  25103. _checkDelayState(): Mesh;
  25104. private _queueLoad;
  25105. /**
  25106. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25107. * A mesh is in the frustum if its bounding box intersects the frustum
  25108. * @param frustumPlanes defines the frustum to test
  25109. * @returns true if the mesh is in the frustum planes
  25110. */
  25111. isInFrustum(frustumPlanes: Plane[]): boolean;
  25112. /**
  25113. * Sets the mesh material by the material or multiMaterial `id` property
  25114. * @param id is a string identifying the material or the multiMaterial
  25115. * @returns the current mesh
  25116. */
  25117. setMaterialByID(id: string): Mesh;
  25118. /**
  25119. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25120. * @returns an array of IAnimatable
  25121. */
  25122. getAnimatables(): IAnimatable[];
  25123. /**
  25124. * Modifies the mesh geometry according to the passed transformation matrix.
  25125. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25126. * The mesh normals are modified using the same transformation.
  25127. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25128. * @param transform defines the transform matrix to use
  25129. * @see http://doc.babylonjs.com/resources/baking_transformations
  25130. * @returns the current mesh
  25131. */
  25132. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25133. /**
  25134. * Modifies the mesh geometry according to its own current World Matrix.
  25135. * The mesh World Matrix is then reset.
  25136. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25137. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25138. * @see http://doc.babylonjs.com/resources/baking_transformations
  25139. * @returns the current mesh
  25140. */
  25141. bakeCurrentTransformIntoVertices(): Mesh;
  25142. /** @hidden */
  25143. readonly _positions: Nullable<Vector3[]>;
  25144. /** @hidden */
  25145. _resetPointsArrayCache(): Mesh;
  25146. /** @hidden */
  25147. _generatePointsArray(): boolean;
  25148. /**
  25149. * Returns a new Mesh object generated from the current mesh properties.
  25150. * This method must not get confused with createInstance()
  25151. * @param name is a string, the name given to the new mesh
  25152. * @param newParent can be any Node object (default `null`)
  25153. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25154. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25155. * @returns a new mesh
  25156. */
  25157. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25158. /**
  25159. * Releases resources associated with this mesh.
  25160. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25161. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25162. */
  25163. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25164. /** @hidden */
  25165. _disposeInstanceSpecificData(): void;
  25166. /**
  25167. * Modifies the mesh geometry according to a displacement map.
  25168. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25169. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25170. * @param url is a string, the URL from the image file is to be downloaded.
  25171. * @param minHeight is the lower limit of the displacement.
  25172. * @param maxHeight is the upper limit of the displacement.
  25173. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25174. * @param uvOffset is an optional vector2 used to offset UV.
  25175. * @param uvScale is an optional vector2 used to scale UV.
  25176. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25177. * @returns the Mesh.
  25178. */
  25179. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25180. /**
  25181. * Modifies the mesh geometry according to a displacementMap buffer.
  25182. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25183. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25184. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25185. * @param heightMapWidth is the width of the buffer image.
  25186. * @param heightMapHeight is the height of the buffer image.
  25187. * @param minHeight is the lower limit of the displacement.
  25188. * @param maxHeight is the upper limit of the displacement.
  25189. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25190. * @param uvOffset is an optional vector2 used to offset UV.
  25191. * @param uvScale is an optional vector2 used to scale UV.
  25192. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25193. * @returns the Mesh.
  25194. */
  25195. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25196. /**
  25197. * Modify the mesh to get a flat shading rendering.
  25198. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25199. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25200. * @returns current mesh
  25201. */
  25202. convertToFlatShadedMesh(): Mesh;
  25203. /**
  25204. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25205. * In other words, more vertices, no more indices and a single bigger VBO.
  25206. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25207. * @returns current mesh
  25208. */
  25209. convertToUnIndexedMesh(): Mesh;
  25210. /**
  25211. * Inverses facet orientations.
  25212. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25213. * @param flipNormals will also inverts the normals
  25214. * @returns current mesh
  25215. */
  25216. flipFaces(flipNormals?: boolean): Mesh;
  25217. /**
  25218. * Increase the number of facets and hence vertices in a mesh
  25219. * Vertex normals are interpolated from existing vertex normals
  25220. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25221. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25222. */
  25223. increaseVertices(numberPerEdge: number): void;
  25224. /**
  25225. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25226. * This will undo any application of covertToFlatShadedMesh
  25227. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25228. */
  25229. forceSharedVertices(): void;
  25230. /** @hidden */
  25231. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25232. /** @hidden */
  25233. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25234. /**
  25235. * Creates a new InstancedMesh object from the mesh model.
  25236. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25237. * @param name defines the name of the new instance
  25238. * @returns a new InstancedMesh
  25239. */
  25240. createInstance(name: string): InstancedMesh;
  25241. /**
  25242. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25243. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25244. * @returns the current mesh
  25245. */
  25246. synchronizeInstances(): Mesh;
  25247. /**
  25248. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25249. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25250. * This should be used together with the simplification to avoid disappearing triangles.
  25251. * @param successCallback an optional success callback to be called after the optimization finished.
  25252. * @returns the current mesh
  25253. */
  25254. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25255. /**
  25256. * Serialize current mesh
  25257. * @param serializationObject defines the object which will receive the serialization data
  25258. */
  25259. serialize(serializationObject: any): void;
  25260. /** @hidden */
  25261. _syncGeometryWithMorphTargetManager(): void;
  25262. /** @hidden */
  25263. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25264. /**
  25265. * Returns a new Mesh object parsed from the source provided.
  25266. * @param parsedMesh is the source
  25267. * @param scene defines the hosting scene
  25268. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25269. * @returns a new Mesh
  25270. */
  25271. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25272. /**
  25273. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25275. * @param name defines the name of the mesh to create
  25276. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25277. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25278. * @param closePath creates a seam between the first and the last points of each path of the path array
  25279. * @param offset is taken in account only if the `pathArray` is containing a single path
  25280. * @param scene defines the hosting scene
  25281. * @param updatable defines if the mesh must be flagged as updatable
  25282. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25283. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  25284. * @returns a new Mesh
  25285. */
  25286. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25287. /**
  25288. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25289. * @param name defines the name of the mesh to create
  25290. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25291. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25292. * @param scene defines the hosting scene
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @returns a new Mesh
  25296. */
  25297. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25298. /**
  25299. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25300. * @param name defines the name of the mesh to create
  25301. * @param size sets the size (float) of each box side (default 1)
  25302. * @param scene defines the hosting scene
  25303. * @param updatable defines if the mesh must be flagged as updatable
  25304. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25308. /**
  25309. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25312. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25316. * @returns a new Mesh
  25317. */
  25318. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25319. /**
  25320. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25321. * @param name defines the name of the mesh to create
  25322. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25323. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25324. * @param scene defines the hosting scene
  25325. * @returns a new Mesh
  25326. */
  25327. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25328. /**
  25329. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25330. * @param name defines the name of the mesh to create
  25331. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25332. * @param diameterTop set the top cap diameter (floats, default 1)
  25333. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25334. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25335. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25336. * @param scene defines the hosting scene
  25337. * @param updatable defines if the mesh must be flagged as updatable
  25338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25339. * @returns a new Mesh
  25340. */
  25341. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25342. /**
  25343. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25344. * @param name defines the name of the mesh to create
  25345. * @param diameter sets the diameter size (float) of the torus (default 1)
  25346. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25347. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25348. * @param scene defines the hosting scene
  25349. * @param updatable defines if the mesh must be flagged as updatable
  25350. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25351. * @returns a new Mesh
  25352. */
  25353. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25354. /**
  25355. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25356. * @param name defines the name of the mesh to create
  25357. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25358. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25359. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25360. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25361. * @param p the number of windings on X axis (positive integers, default 2)
  25362. * @param q the number of windings on Y axis (positive integers, default 3)
  25363. * @param scene defines the hosting scene
  25364. * @param updatable defines if the mesh must be flagged as updatable
  25365. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25366. * @returns a new Mesh
  25367. */
  25368. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25369. /**
  25370. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25371. * @param name defines the name of the mesh to create
  25372. * @param points is an array successive Vector3
  25373. * @param scene defines the hosting scene
  25374. * @param updatable defines if the mesh must be flagged as updatable
  25375. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  25376. * @returns a new Mesh
  25377. */
  25378. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25379. /**
  25380. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25381. * @param name defines the name of the mesh to create
  25382. * @param points is an array successive Vector3
  25383. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25384. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25385. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25386. * @param scene defines the hosting scene
  25387. * @param updatable defines if the mesh must be flagged as updatable
  25388. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  25389. * @returns a new Mesh
  25390. */
  25391. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25392. /**
  25393. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25394. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25395. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  25396. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25397. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25398. * Remember you can only change the shape positions, not their number when updating a polygon.
  25399. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25400. * @param name defines the name of the mesh to create
  25401. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25402. * @param scene defines the hosting scene
  25403. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25404. * @param updatable defines if the mesh must be flagged as updatable
  25405. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25406. * @param earcutInjection can be used to inject your own earcut reference
  25407. * @returns a new Mesh
  25408. */
  25409. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25410. /**
  25411. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25412. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25413. * @param name defines the name of the mesh to create
  25414. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25415. * @param depth defines the height of extrusion
  25416. * @param scene defines the hosting scene
  25417. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25418. * @param updatable defines if the mesh must be flagged as updatable
  25419. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25420. * @param earcutInjection can be used to inject your own earcut reference
  25421. * @returns a new Mesh
  25422. */
  25423. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25424. /**
  25425. * Creates an extruded shape mesh.
  25426. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25428. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25429. * @param name defines the name of the mesh to create
  25430. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25431. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25432. * @param scale is the value to scale the shape
  25433. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  25434. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25435. * @param scene defines the hosting scene
  25436. * @param updatable defines if the mesh must be flagged as updatable
  25437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25438. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  25439. * @returns a new Mesh
  25440. */
  25441. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25442. /**
  25443. * Creates an custom extruded shape mesh.
  25444. * The custom extrusion is a parametric shape.
  25445. * It has no predefined shape. Its final shape will depend on the input parameters.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25448. * @param name defines the name of the mesh to create
  25449. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25450. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25451. * @param scaleFunction is a custom Javascript function called on each path point
  25452. * @param rotationFunction is a custom Javascript function called on each path point
  25453. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25454. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25455. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25456. * @param scene defines the hosting scene
  25457. * @param updatable defines if the mesh must be flagged as updatable
  25458. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25459. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  25460. * @returns a new Mesh
  25461. */
  25462. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25463. /**
  25464. * Creates lathe mesh.
  25465. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25466. * Please consider using the same method from the MeshBuilder class instead
  25467. * @param name defines the name of the mesh to create
  25468. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  25469. * @param radius is the radius value of the lathe
  25470. * @param tessellation is the side number of the lathe.
  25471. * @param scene defines the hosting scene
  25472. * @param updatable defines if the mesh must be flagged as updatable
  25473. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25474. * @returns a new Mesh
  25475. */
  25476. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25477. /**
  25478. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25479. * @param name defines the name of the mesh to create
  25480. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25481. * @param scene defines the hosting scene
  25482. * @param updatable defines if the mesh must be flagged as updatable
  25483. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25484. * @returns a new Mesh
  25485. */
  25486. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25487. /**
  25488. * Creates a ground mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead
  25490. * @param name defines the name of the mesh to create
  25491. * @param width set the width of the ground
  25492. * @param height set the height of the ground
  25493. * @param subdivisions sets the number of subdivisions per side
  25494. * @param scene defines the hosting scene
  25495. * @param updatable defines if the mesh must be flagged as updatable
  25496. * @returns a new Mesh
  25497. */
  25498. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25499. /**
  25500. * Creates a tiled ground mesh.
  25501. * Please consider using the same method from the MeshBuilder class instead
  25502. * @param name defines the name of the mesh to create
  25503. * @param xmin set the ground minimum X coordinate
  25504. * @param zmin set the ground minimum Y coordinate
  25505. * @param xmax set the ground maximum X coordinate
  25506. * @param zmax set the ground maximum Z coordinate
  25507. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  25508. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  25509. * @param scene defines the hosting scene
  25510. * @param updatable defines if the mesh must be flagged as updatable
  25511. * @returns a new Mesh
  25512. */
  25513. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25514. w: number;
  25515. h: number;
  25516. }, precision: {
  25517. w: number;
  25518. h: number;
  25519. }, scene: Scene, updatable?: boolean): Mesh;
  25520. /**
  25521. * Creates a ground mesh from a height map.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/babylon101/height_map
  25524. * @param name defines the name of the mesh to create
  25525. * @param url sets the URL of the height map image resource
  25526. * @param width set the ground width size
  25527. * @param height set the ground height size
  25528. * @param subdivisions sets the number of subdivision per side
  25529. * @param minHeight is the minimum altitude on the ground
  25530. * @param maxHeight is the maximum altitude on the ground
  25531. * @param scene defines the hosting scene
  25532. * @param updatable defines if the mesh must be flagged as updatable
  25533. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25534. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25535. * @returns a new Mesh
  25536. */
  25537. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25538. /**
  25539. * Creates a tube mesh.
  25540. * The tube is a parametric shape.
  25541. * It has no predefined shape. Its final shape will depend on the input parameters.
  25542. * Please consider using the same method from the MeshBuilder class instead
  25543. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25544. * @param name defines the name of the mesh to create
  25545. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25546. * @param radius sets the tube radius size
  25547. * @param tessellation is the number of sides on the tubular surface
  25548. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25549. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25550. * @param scene defines the hosting scene
  25551. * @param updatable defines if the mesh must be flagged as updatable
  25552. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25553. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25554. * @returns a new Mesh
  25555. */
  25556. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25557. (i: number, distance: number): number;
  25558. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25559. /**
  25560. * Creates a polyhedron mesh.
  25561. * Please consider using the same method from the MeshBuilder class instead.
  25562. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25563. * * The parameter `size` (positive float, default 1) sets the polygon size
  25564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25565. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25566. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25567. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25568. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25569. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25570. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25571. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25573. * @param name defines the name of the mesh to create
  25574. * @param options defines the options used to create the mesh
  25575. * @param scene defines the hosting scene
  25576. * @returns a new Mesh
  25577. */
  25578. static CreatePolyhedron(name: string, options: {
  25579. type?: number;
  25580. size?: number;
  25581. sizeX?: number;
  25582. sizeY?: number;
  25583. sizeZ?: number;
  25584. custom?: any;
  25585. faceUV?: Vector4[];
  25586. faceColors?: Color4[];
  25587. updatable?: boolean;
  25588. sideOrientation?: number;
  25589. }, scene: Scene): Mesh;
  25590. /**
  25591. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25592. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25593. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25594. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25595. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25596. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25597. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25599. * @param name defines the name of the mesh
  25600. * @param options defines the options used to create the mesh
  25601. * @param scene defines the hosting scene
  25602. * @returns a new Mesh
  25603. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25604. */
  25605. static CreateIcoSphere(name: string, options: {
  25606. radius?: number;
  25607. flat?: boolean;
  25608. subdivisions?: number;
  25609. sideOrientation?: number;
  25610. updatable?: boolean;
  25611. }, scene: Scene): Mesh;
  25612. /**
  25613. * Creates a decal mesh.
  25614. * Please consider using the same method from the MeshBuilder class instead.
  25615. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25616. * @param name defines the name of the mesh
  25617. * @param sourceMesh defines the mesh receiving the decal
  25618. * @param position sets the position of the decal in world coordinates
  25619. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25620. * @param size sets the decal scaling
  25621. * @param angle sets the angle to rotate the decal
  25622. * @returns a new Mesh
  25623. */
  25624. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25625. /**
  25626. * Prepare internal position array for software CPU skinning
  25627. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25628. */
  25629. setPositionsForCPUSkinning(): Float32Array;
  25630. /**
  25631. * Prepare internal normal array for software CPU skinning
  25632. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25633. */
  25634. setNormalsForCPUSkinning(): Float32Array;
  25635. /**
  25636. * Updates the vertex buffer by applying transformation from the bones
  25637. * @param skeleton defines the skeleton to apply to current mesh
  25638. * @returns the current mesh
  25639. */
  25640. applySkeleton(skeleton: Skeleton): Mesh;
  25641. /**
  25642. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25643. * @param meshes defines the list of meshes to scan
  25644. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25645. */
  25646. static MinMax(meshes: AbstractMesh[]): {
  25647. min: Vector3;
  25648. max: Vector3;
  25649. };
  25650. /**
  25651. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25652. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25653. * @returns a vector3
  25654. */
  25655. static Center(meshesOrMinMaxVector: {
  25656. min: Vector3;
  25657. max: Vector3;
  25658. } | AbstractMesh[]): Vector3;
  25659. /**
  25660. * Merge the array of meshes into a single mesh for performance reasons.
  25661. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25662. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25663. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25664. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25665. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25666. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25667. * @returns a new mesh
  25668. */
  25669. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25670. /** @hidden */
  25671. addInstance(instance: InstancedMesh): void;
  25672. /** @hidden */
  25673. removeInstance(instance: InstancedMesh): void;
  25674. }
  25675. }
  25676. declare module "babylonjs/Cameras/camera" {
  25677. import { SmartArray } from "babylonjs/Misc/smartArray";
  25678. import { Observable } from "babylonjs/Misc/observable";
  25679. import { Nullable } from "babylonjs/types";
  25680. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25681. import { Scene } from "babylonjs/scene";
  25682. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25683. import { Node } from "babylonjs/node";
  25684. import { Mesh } from "babylonjs/Meshes/mesh";
  25685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25686. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25687. import { Viewport } from "babylonjs/Maths/math.viewport";
  25688. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25689. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25690. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25691. import { Ray } from "babylonjs/Culling/ray";
  25692. /**
  25693. * This is the base class of all the camera used in the application.
  25694. * @see http://doc.babylonjs.com/features/cameras
  25695. */
  25696. export class Camera extends Node {
  25697. /** @hidden */
  25698. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25699. /**
  25700. * This is the default projection mode used by the cameras.
  25701. * It helps recreating a feeling of perspective and better appreciate depth.
  25702. * This is the best way to simulate real life cameras.
  25703. */
  25704. static readonly PERSPECTIVE_CAMERA: number;
  25705. /**
  25706. * This helps creating camera with an orthographic mode.
  25707. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25708. */
  25709. static readonly ORTHOGRAPHIC_CAMERA: number;
  25710. /**
  25711. * This is the default FOV mode for perspective cameras.
  25712. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25713. */
  25714. static readonly FOVMODE_VERTICAL_FIXED: number;
  25715. /**
  25716. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25717. */
  25718. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25719. /**
  25720. * This specifies ther is no need for a camera rig.
  25721. * Basically only one eye is rendered corresponding to the camera.
  25722. */
  25723. static readonly RIG_MODE_NONE: number;
  25724. /**
  25725. * Simulates a camera Rig with one blue eye and one red eye.
  25726. * This can be use with 3d blue and red glasses.
  25727. */
  25728. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25729. /**
  25730. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25731. */
  25732. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25733. /**
  25734. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25735. */
  25736. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25737. /**
  25738. * Defines that both eyes of the camera will be rendered over under each other.
  25739. */
  25740. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25741. /**
  25742. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25743. */
  25744. static readonly RIG_MODE_VR: number;
  25745. /**
  25746. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25747. */
  25748. static readonly RIG_MODE_WEBVR: number;
  25749. /**
  25750. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25751. */
  25752. static readonly RIG_MODE_CUSTOM: number;
  25753. /**
  25754. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25755. */
  25756. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25757. /**
  25758. * Define the input manager associated with the camera.
  25759. */
  25760. inputs: CameraInputsManager<Camera>;
  25761. /** @hidden */
  25762. _position: Vector3;
  25763. /**
  25764. * Define the current local position of the camera in the scene
  25765. */
  25766. position: Vector3;
  25767. /**
  25768. * The vector the camera should consider as up.
  25769. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25770. */
  25771. upVector: Vector3;
  25772. /**
  25773. * Define the current limit on the left side for an orthographic camera
  25774. * In scene unit
  25775. */
  25776. orthoLeft: Nullable<number>;
  25777. /**
  25778. * Define the current limit on the right side for an orthographic camera
  25779. * In scene unit
  25780. */
  25781. orthoRight: Nullable<number>;
  25782. /**
  25783. * Define the current limit on the bottom side for an orthographic camera
  25784. * In scene unit
  25785. */
  25786. orthoBottom: Nullable<number>;
  25787. /**
  25788. * Define the current limit on the top side for an orthographic camera
  25789. * In scene unit
  25790. */
  25791. orthoTop: Nullable<number>;
  25792. /**
  25793. * Field Of View is set in Radians. (default is 0.8)
  25794. */
  25795. fov: number;
  25796. /**
  25797. * Define the minimum distance the camera can see from.
  25798. * This is important to note that the depth buffer are not infinite and the closer it starts
  25799. * the more your scene might encounter depth fighting issue.
  25800. */
  25801. minZ: number;
  25802. /**
  25803. * Define the maximum distance the camera can see to.
  25804. * This is important to note that the depth buffer are not infinite and the further it end
  25805. * the more your scene might encounter depth fighting issue.
  25806. */
  25807. maxZ: number;
  25808. /**
  25809. * Define the default inertia of the camera.
  25810. * This helps giving a smooth feeling to the camera movement.
  25811. */
  25812. inertia: number;
  25813. /**
  25814. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25815. */
  25816. mode: number;
  25817. /**
  25818. * Define wether the camera is intermediate.
  25819. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25820. */
  25821. isIntermediate: boolean;
  25822. /**
  25823. * Define the viewport of the camera.
  25824. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25825. */
  25826. viewport: Viewport;
  25827. /**
  25828. * Restricts the camera to viewing objects with the same layerMask.
  25829. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25830. */
  25831. layerMask: number;
  25832. /**
  25833. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25834. */
  25835. fovMode: number;
  25836. /**
  25837. * Rig mode of the camera.
  25838. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25839. * This is normally controlled byt the camera themselves as internal use.
  25840. */
  25841. cameraRigMode: number;
  25842. /**
  25843. * Defines the distance between both "eyes" in case of a RIG
  25844. */
  25845. interaxialDistance: number;
  25846. /**
  25847. * Defines if stereoscopic rendering is done side by side or over under.
  25848. */
  25849. isStereoscopicSideBySide: boolean;
  25850. /**
  25851. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25852. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25853. * else in the scene. (Eg. security camera)
  25854. *
  25855. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25856. */
  25857. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25858. /**
  25859. * When set, the camera will render to this render target instead of the default canvas
  25860. *
  25861. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25862. */
  25863. outputRenderTarget: Nullable<RenderTargetTexture>;
  25864. /**
  25865. * Observable triggered when the camera view matrix has changed.
  25866. */
  25867. onViewMatrixChangedObservable: Observable<Camera>;
  25868. /**
  25869. * Observable triggered when the camera Projection matrix has changed.
  25870. */
  25871. onProjectionMatrixChangedObservable: Observable<Camera>;
  25872. /**
  25873. * Observable triggered when the inputs have been processed.
  25874. */
  25875. onAfterCheckInputsObservable: Observable<Camera>;
  25876. /**
  25877. * Observable triggered when reset has been called and applied to the camera.
  25878. */
  25879. onRestoreStateObservable: Observable<Camera>;
  25880. /** @hidden */
  25881. _cameraRigParams: any;
  25882. /** @hidden */
  25883. _rigCameras: Camera[];
  25884. /** @hidden */
  25885. _rigPostProcess: Nullable<PostProcess>;
  25886. protected _webvrViewMatrix: Matrix;
  25887. /** @hidden */
  25888. _skipRendering: boolean;
  25889. /** @hidden */
  25890. _projectionMatrix: Matrix;
  25891. /** @hidden */
  25892. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25893. /** @hidden */
  25894. _activeMeshes: SmartArray<AbstractMesh>;
  25895. protected _globalPosition: Vector3;
  25896. /** @hidden */
  25897. _computedViewMatrix: Matrix;
  25898. private _doNotComputeProjectionMatrix;
  25899. private _transformMatrix;
  25900. private _frustumPlanes;
  25901. private _refreshFrustumPlanes;
  25902. private _storedFov;
  25903. private _stateStored;
  25904. /**
  25905. * Instantiates a new camera object.
  25906. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25907. * @see http://doc.babylonjs.com/features/cameras
  25908. * @param name Defines the name of the camera in the scene
  25909. * @param position Defines the position of the camera
  25910. * @param scene Defines the scene the camera belongs too
  25911. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25912. */
  25913. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25914. /**
  25915. * Store current camera state (fov, position, etc..)
  25916. * @returns the camera
  25917. */
  25918. storeState(): Camera;
  25919. /**
  25920. * Restores the camera state values if it has been stored. You must call storeState() first
  25921. */
  25922. protected _restoreStateValues(): boolean;
  25923. /**
  25924. * Restored camera state. You must call storeState() first.
  25925. * @returns true if restored and false otherwise
  25926. */
  25927. restoreState(): boolean;
  25928. /**
  25929. * Gets the class name of the camera.
  25930. * @returns the class name
  25931. */
  25932. getClassName(): string;
  25933. /** @hidden */
  25934. readonly _isCamera: boolean;
  25935. /**
  25936. * Gets a string representation of the camera useful for debug purpose.
  25937. * @param fullDetails Defines that a more verboe level of logging is required
  25938. * @returns the string representation
  25939. */
  25940. toString(fullDetails?: boolean): string;
  25941. /**
  25942. * Gets the current world space position of the camera.
  25943. */
  25944. readonly globalPosition: Vector3;
  25945. /**
  25946. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25947. * @returns the active meshe list
  25948. */
  25949. getActiveMeshes(): SmartArray<AbstractMesh>;
  25950. /**
  25951. * Check wether a mesh is part of the current active mesh list of the camera
  25952. * @param mesh Defines the mesh to check
  25953. * @returns true if active, false otherwise
  25954. */
  25955. isActiveMesh(mesh: Mesh): boolean;
  25956. /**
  25957. * Is this camera ready to be used/rendered
  25958. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25959. * @return true if the camera is ready
  25960. */
  25961. isReady(completeCheck?: boolean): boolean;
  25962. /** @hidden */
  25963. _initCache(): void;
  25964. /** @hidden */
  25965. _updateCache(ignoreParentClass?: boolean): void;
  25966. /** @hidden */
  25967. _isSynchronized(): boolean;
  25968. /** @hidden */
  25969. _isSynchronizedViewMatrix(): boolean;
  25970. /** @hidden */
  25971. _isSynchronizedProjectionMatrix(): boolean;
  25972. /**
  25973. * Attach the input controls to a specific dom element to get the input from.
  25974. * @param element Defines the element the controls should be listened from
  25975. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25976. */
  25977. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25978. /**
  25979. * Detach the current controls from the specified dom element.
  25980. * @param element Defines the element to stop listening the inputs from
  25981. */
  25982. detachControl(element: HTMLElement): void;
  25983. /**
  25984. * Update the camera state according to the different inputs gathered during the frame.
  25985. */
  25986. update(): void;
  25987. /** @hidden */
  25988. _checkInputs(): void;
  25989. /** @hidden */
  25990. readonly rigCameras: Camera[];
  25991. /**
  25992. * Gets the post process used by the rig cameras
  25993. */
  25994. readonly rigPostProcess: Nullable<PostProcess>;
  25995. /**
  25996. * Internal, gets the first post proces.
  25997. * @returns the first post process to be run on this camera.
  25998. */
  25999. _getFirstPostProcess(): Nullable<PostProcess>;
  26000. private _cascadePostProcessesToRigCams;
  26001. /**
  26002. * Attach a post process to the camera.
  26003. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26004. * @param postProcess The post process to attach to the camera
  26005. * @param insertAt The position of the post process in case several of them are in use in the scene
  26006. * @returns the position the post process has been inserted at
  26007. */
  26008. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26009. /**
  26010. * Detach a post process to the camera.
  26011. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26012. * @param postProcess The post process to detach from the camera
  26013. */
  26014. detachPostProcess(postProcess: PostProcess): void;
  26015. /**
  26016. * Gets the current world matrix of the camera
  26017. */
  26018. getWorldMatrix(): Matrix;
  26019. /** @hidden */
  26020. _getViewMatrix(): Matrix;
  26021. /**
  26022. * Gets the current view matrix of the camera.
  26023. * @param force forces the camera to recompute the matrix without looking at the cached state
  26024. * @returns the view matrix
  26025. */
  26026. getViewMatrix(force?: boolean): Matrix;
  26027. /**
  26028. * Freeze the projection matrix.
  26029. * It will prevent the cache check of the camera projection compute and can speed up perf
  26030. * if no parameter of the camera are meant to change
  26031. * @param projection Defines manually a projection if necessary
  26032. */
  26033. freezeProjectionMatrix(projection?: Matrix): void;
  26034. /**
  26035. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26036. */
  26037. unfreezeProjectionMatrix(): void;
  26038. /**
  26039. * Gets the current projection matrix of the camera.
  26040. * @param force forces the camera to recompute the matrix without looking at the cached state
  26041. * @returns the projection matrix
  26042. */
  26043. getProjectionMatrix(force?: boolean): Matrix;
  26044. /**
  26045. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26046. * @returns a Matrix
  26047. */
  26048. getTransformationMatrix(): Matrix;
  26049. private _updateFrustumPlanes;
  26050. /**
  26051. * Checks if a cullable object (mesh...) is in the camera frustum
  26052. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26053. * @param target The object to check
  26054. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26055. * @returns true if the object is in frustum otherwise false
  26056. */
  26057. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26058. /**
  26059. * Checks if a cullable object (mesh...) is in the camera frustum
  26060. * Unlike isInFrustum this cheks the full bounding box
  26061. * @param target The object to check
  26062. * @returns true if the object is in frustum otherwise false
  26063. */
  26064. isCompletelyInFrustum(target: ICullable): boolean;
  26065. /**
  26066. * Gets a ray in the forward direction from the camera.
  26067. * @param length Defines the length of the ray to create
  26068. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26069. * @param origin Defines the start point of the ray which defaults to the camera position
  26070. * @returns the forward ray
  26071. */
  26072. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26073. /**
  26074. * Releases resources associated with this node.
  26075. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26076. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26077. */
  26078. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26079. /** @hidden */
  26080. _isLeftCamera: boolean;
  26081. /**
  26082. * Gets the left camera of a rig setup in case of Rigged Camera
  26083. */
  26084. readonly isLeftCamera: boolean;
  26085. /** @hidden */
  26086. _isRightCamera: boolean;
  26087. /**
  26088. * Gets the right camera of a rig setup in case of Rigged Camera
  26089. */
  26090. readonly isRightCamera: boolean;
  26091. /**
  26092. * Gets the left camera of a rig setup in case of Rigged Camera
  26093. */
  26094. readonly leftCamera: Nullable<FreeCamera>;
  26095. /**
  26096. * Gets the right camera of a rig setup in case of Rigged Camera
  26097. */
  26098. readonly rightCamera: Nullable<FreeCamera>;
  26099. /**
  26100. * Gets the left camera target of a rig setup in case of Rigged Camera
  26101. * @returns the target position
  26102. */
  26103. getLeftTarget(): Nullable<Vector3>;
  26104. /**
  26105. * Gets the right camera target of a rig setup in case of Rigged Camera
  26106. * @returns the target position
  26107. */
  26108. getRightTarget(): Nullable<Vector3>;
  26109. /**
  26110. * @hidden
  26111. */
  26112. setCameraRigMode(mode: number, rigParams: any): void;
  26113. /** @hidden */
  26114. static _setStereoscopicRigMode(camera: Camera): void;
  26115. /** @hidden */
  26116. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26117. /** @hidden */
  26118. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26119. /** @hidden */
  26120. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26121. /** @hidden */
  26122. _getVRProjectionMatrix(): Matrix;
  26123. protected _updateCameraRotationMatrix(): void;
  26124. protected _updateWebVRCameraRotationMatrix(): void;
  26125. /**
  26126. * This function MUST be overwritten by the different WebVR cameras available.
  26127. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26128. * @hidden
  26129. */
  26130. _getWebVRProjectionMatrix(): Matrix;
  26131. /**
  26132. * This function MUST be overwritten by the different WebVR cameras available.
  26133. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26134. * @hidden
  26135. */
  26136. _getWebVRViewMatrix(): Matrix;
  26137. /** @hidden */
  26138. setCameraRigParameter(name: string, value: any): void;
  26139. /**
  26140. * needs to be overridden by children so sub has required properties to be copied
  26141. * @hidden
  26142. */
  26143. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26144. /**
  26145. * May need to be overridden by children
  26146. * @hidden
  26147. */
  26148. _updateRigCameras(): void;
  26149. /** @hidden */
  26150. _setupInputs(): void;
  26151. /**
  26152. * Serialiaze the camera setup to a json represention
  26153. * @returns the JSON representation
  26154. */
  26155. serialize(): any;
  26156. /**
  26157. * Clones the current camera.
  26158. * @param name The cloned camera name
  26159. * @returns the cloned camera
  26160. */
  26161. clone(name: string): Camera;
  26162. /**
  26163. * Gets the direction of the camera relative to a given local axis.
  26164. * @param localAxis Defines the reference axis to provide a relative direction.
  26165. * @return the direction
  26166. */
  26167. getDirection(localAxis: Vector3): Vector3;
  26168. /**
  26169. * Returns the current camera absolute rotation
  26170. */
  26171. readonly absoluteRotation: Quaternion;
  26172. /**
  26173. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26174. * @param localAxis Defines the reference axis to provide a relative direction.
  26175. * @param result Defines the vector to store the result in
  26176. */
  26177. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26178. /**
  26179. * Gets a camera constructor for a given camera type
  26180. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26181. * @param name The name of the camera the result will be able to instantiate
  26182. * @param scene The scene the result will construct the camera in
  26183. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26184. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26185. * @returns a factory method to construc the camera
  26186. */
  26187. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26188. /**
  26189. * Compute the world matrix of the camera.
  26190. * @returns the camera world matrix
  26191. */
  26192. computeWorldMatrix(): Matrix;
  26193. /**
  26194. * Parse a JSON and creates the camera from the parsed information
  26195. * @param parsedCamera The JSON to parse
  26196. * @param scene The scene to instantiate the camera in
  26197. * @returns the newly constructed camera
  26198. */
  26199. static Parse(parsedCamera: any, scene: Scene): Camera;
  26200. }
  26201. }
  26202. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26203. import { Nullable } from "babylonjs/types";
  26204. import { Scene } from "babylonjs/scene";
  26205. import { Vector4 } from "babylonjs/Maths/math.vector";
  26206. import { Mesh } from "babylonjs/Meshes/mesh";
  26207. /**
  26208. * Class containing static functions to help procedurally build meshes
  26209. */
  26210. export class DiscBuilder {
  26211. /**
  26212. * Creates a plane polygonal mesh. By default, this is a disc
  26213. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26214. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  26215. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  26216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26217. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26219. * @param name defines the name of the mesh
  26220. * @param options defines the options used to create the mesh
  26221. * @param scene defines the hosting scene
  26222. * @returns the plane polygonal mesh
  26223. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26224. */
  26225. static CreateDisc(name: string, options: {
  26226. radius?: number;
  26227. tessellation?: number;
  26228. arc?: number;
  26229. updatable?: boolean;
  26230. sideOrientation?: number;
  26231. frontUVs?: Vector4;
  26232. backUVs?: Vector4;
  26233. }, scene?: Nullable<Scene>): Mesh;
  26234. }
  26235. }
  26236. declare module "babylonjs/Particles/solidParticleSystem" {
  26237. import { Nullable } from "babylonjs/types";
  26238. import { Vector3 } from "babylonjs/Maths/math.vector";
  26239. import { Mesh } from "babylonjs/Meshes/mesh";
  26240. import { Scene, IDisposable } from "babylonjs/scene";
  26241. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26242. /**
  26243. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26244. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  26245. * The SPS is also a particle system. It provides some methods to manage the particles.
  26246. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26247. *
  26248. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26249. */
  26250. export class SolidParticleSystem implements IDisposable {
  26251. /**
  26252. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26253. * Example : var p = SPS.particles[i];
  26254. */
  26255. particles: SolidParticle[];
  26256. /**
  26257. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26258. */
  26259. nbParticles: number;
  26260. /**
  26261. * If the particles must ever face the camera (default false). Useful for planar particles.
  26262. */
  26263. billboard: boolean;
  26264. /**
  26265. * Recompute normals when adding a shape
  26266. */
  26267. recomputeNormals: boolean;
  26268. /**
  26269. * This a counter ofr your own usage. It's not set by any SPS functions.
  26270. */
  26271. counter: number;
  26272. /**
  26273. * The SPS name. This name is also given to the underlying mesh.
  26274. */
  26275. name: string;
  26276. /**
  26277. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26278. */
  26279. mesh: Mesh;
  26280. /**
  26281. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26282. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26283. */
  26284. vars: any;
  26285. /**
  26286. * This array is populated when the SPS is set as 'pickable'.
  26287. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26288. * Each element of this array is an object `{idx: int, faceId: int}`.
  26289. * `idx` is the picked particle index in the `SPS.particles` array
  26290. * `faceId` is the picked face index counted within this particle.
  26291. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26292. */
  26293. pickedParticles: {
  26294. idx: number;
  26295. faceId: number;
  26296. }[];
  26297. /**
  26298. * This array is populated when `enableDepthSort` is set to true.
  26299. * Each element of this array is an instance of the class DepthSortedParticle.
  26300. */
  26301. depthSortedParticles: DepthSortedParticle[];
  26302. /**
  26303. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26304. * @hidden
  26305. */
  26306. _bSphereOnly: boolean;
  26307. /**
  26308. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26309. * @hidden
  26310. */
  26311. _bSphereRadiusFactor: number;
  26312. private _scene;
  26313. private _positions;
  26314. private _indices;
  26315. private _normals;
  26316. private _colors;
  26317. private _uvs;
  26318. private _indices32;
  26319. private _positions32;
  26320. private _normals32;
  26321. private _fixedNormal32;
  26322. private _colors32;
  26323. private _uvs32;
  26324. private _index;
  26325. private _updatable;
  26326. private _pickable;
  26327. private _isVisibilityBoxLocked;
  26328. private _alwaysVisible;
  26329. private _depthSort;
  26330. private _expandable;
  26331. private _shapeCounter;
  26332. private _copy;
  26333. private _color;
  26334. private _computeParticleColor;
  26335. private _computeParticleTexture;
  26336. private _computeParticleRotation;
  26337. private _computeParticleVertex;
  26338. private _computeBoundingBox;
  26339. private _depthSortParticles;
  26340. private _camera;
  26341. private _mustUnrotateFixedNormals;
  26342. private _particlesIntersect;
  26343. private _needs32Bits;
  26344. private _isNotBuilt;
  26345. private _lastParticleId;
  26346. private _idxOfId;
  26347. /**
  26348. * Creates a SPS (Solid Particle System) object.
  26349. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26350. * @param scene (Scene) is the scene in which the SPS is added.
  26351. * @param options defines the options of the sps e.g.
  26352. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26353. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26354. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26355. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26356. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26357. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26358. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26359. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26360. */
  26361. constructor(name: string, scene: Scene, options?: {
  26362. updatable?: boolean;
  26363. isPickable?: boolean;
  26364. enableDepthSort?: boolean;
  26365. particleIntersection?: boolean;
  26366. boundingSphereOnly?: boolean;
  26367. bSphereRadiusFactor?: number;
  26368. expandable?: boolean;
  26369. });
  26370. /**
  26371. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26372. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26373. * @returns the created mesh
  26374. */
  26375. buildMesh(): Mesh;
  26376. /**
  26377. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26378. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26379. * Thus the particles generated from `digest()` have their property `position` set yet.
  26380. * @param mesh ( Mesh ) is the mesh to be digested
  26381. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  26382. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26383. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26384. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26385. * @returns the current SPS
  26386. */
  26387. digest(mesh: Mesh, options?: {
  26388. facetNb?: number;
  26389. number?: number;
  26390. delta?: number;
  26391. storage?: [];
  26392. }): SolidParticleSystem;
  26393. /**
  26394. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26395. * @hidden
  26396. */
  26397. private _unrotateFixedNormals;
  26398. /**
  26399. * Resets the temporary working copy particle
  26400. * @hidden
  26401. */
  26402. private _resetCopy;
  26403. /**
  26404. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26405. * @param p the current index in the positions array to be updated
  26406. * @param shape a Vector3 array, the shape geometry
  26407. * @param positions the positions array to be updated
  26408. * @param meshInd the shape indices array
  26409. * @param indices the indices array to be updated
  26410. * @param meshUV the shape uv array
  26411. * @param uvs the uv array to be updated
  26412. * @param meshCol the shape color array
  26413. * @param colors the color array to be updated
  26414. * @param meshNor the shape normals array
  26415. * @param normals the normals array to be updated
  26416. * @param idx the particle index
  26417. * @param idxInShape the particle index in its shape
  26418. * @param options the addShape() method passed options
  26419. * @hidden
  26420. */
  26421. private _meshBuilder;
  26422. /**
  26423. * Returns a shape Vector3 array from positions float array
  26424. * @param positions float array
  26425. * @returns a vector3 array
  26426. * @hidden
  26427. */
  26428. private _posToShape;
  26429. /**
  26430. * Returns a shapeUV array from a float uvs (array deep copy)
  26431. * @param uvs as a float array
  26432. * @returns a shapeUV array
  26433. * @hidden
  26434. */
  26435. private _uvsToShapeUV;
  26436. /**
  26437. * Adds a new particle object in the particles array
  26438. * @param idx particle index in particles array
  26439. * @param id particle id
  26440. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26441. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26442. * @param model particle ModelShape object
  26443. * @param shapeId model shape identifier
  26444. * @param idxInShape index of the particle in the current model
  26445. * @param bInfo model bounding info object
  26446. * @param storage target storage array, if any
  26447. * @hidden
  26448. */
  26449. private _addParticle;
  26450. /**
  26451. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26452. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26453. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26454. * @param nb (positive integer) the number of particles to be created from this model
  26455. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26456. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26457. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26458. * @returns the number of shapes in the system
  26459. */
  26460. addShape(mesh: Mesh, nb: number, options?: {
  26461. positionFunction?: any;
  26462. vertexFunction?: any;
  26463. storage?: [];
  26464. }): number;
  26465. /**
  26466. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26467. * @hidden
  26468. */
  26469. private _rebuildParticle;
  26470. /**
  26471. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26472. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26473. * @returns the SPS.
  26474. */
  26475. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26476. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26477. * Returns an array with the removed particles.
  26478. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26479. * The SPS can't be empty so at least one particle needs to remain in place.
  26480. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26481. * @param start index of the first particle to remove
  26482. * @param end index of the last particle to remove (included)
  26483. * @returns an array populated with the removed particles
  26484. */
  26485. removeParticles(start: number, end: number): SolidParticle[];
  26486. /**
  26487. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26488. * @param solidParticleArray an array populated with Solid Particles objects
  26489. * @returns the SPS
  26490. */
  26491. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26492. /**
  26493. * Creates a new particle and modifies the SPS mesh geometry :
  26494. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26495. * - calls _addParticle() to populate the particle array
  26496. * factorized code from addShape() and insertParticlesFromArray()
  26497. * @param idx particle index in the particles array
  26498. * @param i particle index in its shape
  26499. * @param modelShape particle ModelShape object
  26500. * @param shape shape vertex array
  26501. * @param meshInd shape indices array
  26502. * @param meshUV shape uv array
  26503. * @param meshCol shape color array
  26504. * @param meshNor shape normals array
  26505. * @param bbInfo shape bounding info
  26506. * @param storage target particle storage
  26507. * @options addShape() passed options
  26508. * @hidden
  26509. */
  26510. private _insertNewParticle;
  26511. /**
  26512. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26513. * This method calls `updateParticle()` for each particle of the SPS.
  26514. * For an animated SPS, it is usually called within the render loop.
  26515. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26516. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26517. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26518. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26519. * @returns the SPS.
  26520. */
  26521. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26522. /**
  26523. * Disposes the SPS.
  26524. */
  26525. dispose(): void;
  26526. /**
  26527. * Returns a SolidParticle object from its identifier : particle.id
  26528. * @param id (integer) the particle Id
  26529. * @returns the searched particle or null if not found in the SPS.
  26530. */
  26531. getParticleById(id: number): Nullable<SolidParticle>;
  26532. /**
  26533. * Returns a new array populated with the particles having the passed shapeId.
  26534. * @param shapeId (integer) the shape identifier
  26535. * @returns a new solid particle array
  26536. */
  26537. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26538. /**
  26539. * Populates the passed array "ref" with the particles having the passed shapeId.
  26540. * @param shapeId the shape identifier
  26541. * @returns the SPS
  26542. * @param ref
  26543. */
  26544. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26545. /**
  26546. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26547. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26548. * @returns the SPS.
  26549. */
  26550. refreshVisibleSize(): SolidParticleSystem;
  26551. /**
  26552. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26553. * @param size the size (float) of the visibility box
  26554. * note : this doesn't lock the SPS mesh bounding box.
  26555. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26556. */
  26557. setVisibilityBox(size: number): void;
  26558. /**
  26559. * Gets whether the SPS as always visible or not
  26560. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26561. */
  26562. /**
  26563. * Sets the SPS as always visible or not
  26564. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26565. */
  26566. isAlwaysVisible: boolean;
  26567. /**
  26568. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26569. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26570. */
  26571. /**
  26572. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26573. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26574. */
  26575. isVisibilityBoxLocked: boolean;
  26576. /**
  26577. * Tells to `setParticles()` to compute the particle rotations or not.
  26578. * Default value : true. The SPS is faster when it's set to false.
  26579. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26580. */
  26581. /**
  26582. * Gets if `setParticles()` computes the particle rotations or not.
  26583. * Default value : true. The SPS is faster when it's set to false.
  26584. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26585. */
  26586. computeParticleRotation: boolean;
  26587. /**
  26588. * Tells to `setParticles()` to compute the particle colors or not.
  26589. * Default value : true. The SPS is faster when it's set to false.
  26590. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26591. */
  26592. /**
  26593. * Gets if `setParticles()` computes the particle colors or not.
  26594. * Default value : true. The SPS is faster when it's set to false.
  26595. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26596. */
  26597. computeParticleColor: boolean;
  26598. /**
  26599. * Gets if `setParticles()` computes the particle textures or not.
  26600. * Default value : true. The SPS is faster when it's set to false.
  26601. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26602. */
  26603. computeParticleTexture: boolean;
  26604. /**
  26605. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26606. * Default value : false. The SPS is faster when it's set to false.
  26607. * Note : the particle custom vertex positions aren't stored values.
  26608. */
  26609. /**
  26610. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26611. * Default value : false. The SPS is faster when it's set to false.
  26612. * Note : the particle custom vertex positions aren't stored values.
  26613. */
  26614. computeParticleVertex: boolean;
  26615. /**
  26616. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26617. */
  26618. /**
  26619. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26620. */
  26621. computeBoundingBox: boolean;
  26622. /**
  26623. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26624. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26625. * Default : `true`
  26626. */
  26627. /**
  26628. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26629. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26630. * Default : `true`
  26631. */
  26632. depthSortParticles: boolean;
  26633. /**
  26634. * Gets if the SPS is created as expandable at construction time.
  26635. * Default : `false`
  26636. */
  26637. readonly expandable: boolean;
  26638. /**
  26639. * This function does nothing. It may be overwritten to set all the particle first values.
  26640. * The SPS doesn't call this function, you may have to call it by your own.
  26641. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26642. */
  26643. initParticles(): void;
  26644. /**
  26645. * This function does nothing. It may be overwritten to recycle a particle.
  26646. * The SPS doesn't call this function, you may have to call it by your own.
  26647. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26648. * @param particle The particle to recycle
  26649. * @returns the recycled particle
  26650. */
  26651. recycleParticle(particle: SolidParticle): SolidParticle;
  26652. /**
  26653. * Updates a particle : this function should be overwritten by the user.
  26654. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26655. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26656. * @example : just set a particle position or velocity and recycle conditions
  26657. * @param particle The particle to update
  26658. * @returns the updated particle
  26659. */
  26660. updateParticle(particle: SolidParticle): SolidParticle;
  26661. /**
  26662. * Updates a vertex of a particle : it can be overwritten by the user.
  26663. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26664. * @param particle the current particle
  26665. * @param vertex the current index of the current particle
  26666. * @param pt the index of the current vertex in the particle shape
  26667. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26668. * @example : just set a vertex particle position
  26669. * @returns the updated vertex
  26670. */
  26671. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26672. /**
  26673. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26674. * This does nothing and may be overwritten by the user.
  26675. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26676. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26677. * @param update the boolean update value actually passed to setParticles()
  26678. */
  26679. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26680. /**
  26681. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26682. * This will be passed three parameters.
  26683. * This does nothing and may be overwritten by the user.
  26684. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26685. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26686. * @param update the boolean update value actually passed to setParticles()
  26687. */
  26688. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26689. }
  26690. }
  26691. declare module "babylonjs/Particles/solidParticle" {
  26692. import { Nullable } from "babylonjs/types";
  26693. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26694. import { Color4 } from "babylonjs/Maths/math.color";
  26695. import { Mesh } from "babylonjs/Meshes/mesh";
  26696. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26697. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26698. import { Plane } from "babylonjs/Maths/math.plane";
  26699. /**
  26700. * Represents one particle of a solid particle system.
  26701. */
  26702. export class SolidParticle {
  26703. /**
  26704. * particle global index
  26705. */
  26706. idx: number;
  26707. /**
  26708. * particle identifier
  26709. */
  26710. id: number;
  26711. /**
  26712. * The color of the particle
  26713. */
  26714. color: Nullable<Color4>;
  26715. /**
  26716. * The world space position of the particle.
  26717. */
  26718. position: Vector3;
  26719. /**
  26720. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26721. */
  26722. rotation: Vector3;
  26723. /**
  26724. * The world space rotation quaternion of the particle.
  26725. */
  26726. rotationQuaternion: Nullable<Quaternion>;
  26727. /**
  26728. * The scaling of the particle.
  26729. */
  26730. scaling: Vector3;
  26731. /**
  26732. * The uvs of the particle.
  26733. */
  26734. uvs: Vector4;
  26735. /**
  26736. * The current speed of the particle.
  26737. */
  26738. velocity: Vector3;
  26739. /**
  26740. * The pivot point in the particle local space.
  26741. */
  26742. pivot: Vector3;
  26743. /**
  26744. * Must the particle be translated from its pivot point in its local space ?
  26745. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26746. * Default : false
  26747. */
  26748. translateFromPivot: boolean;
  26749. /**
  26750. * Is the particle active or not ?
  26751. */
  26752. alive: boolean;
  26753. /**
  26754. * Is the particle visible or not ?
  26755. */
  26756. isVisible: boolean;
  26757. /**
  26758. * Index of this particle in the global "positions" array (Internal use)
  26759. * @hidden
  26760. */
  26761. _pos: number;
  26762. /**
  26763. * @hidden Index of this particle in the global "indices" array (Internal use)
  26764. */
  26765. _ind: number;
  26766. /**
  26767. * @hidden ModelShape of this particle (Internal use)
  26768. */
  26769. _model: ModelShape;
  26770. /**
  26771. * ModelShape id of this particle
  26772. */
  26773. shapeId: number;
  26774. /**
  26775. * Index of the particle in its shape id
  26776. */
  26777. idxInShape: number;
  26778. /**
  26779. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26780. */
  26781. _modelBoundingInfo: BoundingInfo;
  26782. /**
  26783. * @hidden Particle BoundingInfo object (Internal use)
  26784. */
  26785. _boundingInfo: BoundingInfo;
  26786. /**
  26787. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26788. */
  26789. _sps: SolidParticleSystem;
  26790. /**
  26791. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26792. */
  26793. _stillInvisible: boolean;
  26794. /**
  26795. * @hidden Last computed particle rotation matrix
  26796. */
  26797. _rotationMatrix: number[];
  26798. /**
  26799. * Parent particle Id, if any.
  26800. * Default null.
  26801. */
  26802. parentId: Nullable<number>;
  26803. /**
  26804. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26805. * The possible values are :
  26806. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26807. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26808. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26809. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26810. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26811. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26812. * */
  26813. cullingStrategy: number;
  26814. /**
  26815. * @hidden Internal global position in the SPS.
  26816. */
  26817. _globalPosition: Vector3;
  26818. /**
  26819. * Creates a Solid Particle object.
  26820. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26821. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26822. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26823. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26824. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26825. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26826. * @param shapeId (integer) is the model shape identifier in the SPS.
  26827. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26828. * @param sps defines the sps it is associated to
  26829. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26830. */
  26831. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26832. /**
  26833. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26834. * @param target the particle target
  26835. * @returns the current particle
  26836. */
  26837. copyToRef(target: SolidParticle): SolidParticle;
  26838. /**
  26839. * Legacy support, changed scale to scaling
  26840. */
  26841. /**
  26842. * Legacy support, changed scale to scaling
  26843. */
  26844. scale: Vector3;
  26845. /**
  26846. * Legacy support, changed quaternion to rotationQuaternion
  26847. */
  26848. /**
  26849. * Legacy support, changed quaternion to rotationQuaternion
  26850. */
  26851. quaternion: Nullable<Quaternion>;
  26852. /**
  26853. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26854. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26855. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26856. * @returns true if it intersects
  26857. */
  26858. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26859. /**
  26860. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26861. * A particle is in the frustum if its bounding box intersects the frustum
  26862. * @param frustumPlanes defines the frustum to test
  26863. * @returns true if the particle is in the frustum planes
  26864. */
  26865. isInFrustum(frustumPlanes: Plane[]): boolean;
  26866. /**
  26867. * get the rotation matrix of the particle
  26868. * @hidden
  26869. */
  26870. getRotationMatrix(m: Matrix): void;
  26871. }
  26872. /**
  26873. * Represents the shape of the model used by one particle of a solid particle system.
  26874. * SPS internal tool, don't use it manually.
  26875. */
  26876. export class ModelShape {
  26877. /**
  26878. * The shape id
  26879. * @hidden
  26880. */
  26881. shapeID: number;
  26882. /**
  26883. * flat array of model positions (internal use)
  26884. * @hidden
  26885. */
  26886. _shape: Vector3[];
  26887. /**
  26888. * flat array of model UVs (internal use)
  26889. * @hidden
  26890. */
  26891. _shapeUV: number[];
  26892. /**
  26893. * color array of the model
  26894. * @hidden
  26895. */
  26896. _shapeColors: number[];
  26897. /**
  26898. * indices array of the model
  26899. * @hidden
  26900. */
  26901. _indices: number[];
  26902. /**
  26903. * normals array of the model
  26904. * @hidden
  26905. */
  26906. _normals: number[];
  26907. /**
  26908. * length of the shape in the model indices array (internal use)
  26909. * @hidden
  26910. */
  26911. _indicesLength: number;
  26912. /**
  26913. * Custom position function (internal use)
  26914. * @hidden
  26915. */
  26916. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26917. /**
  26918. * Custom vertex function (internal use)
  26919. * @hidden
  26920. */
  26921. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26922. /**
  26923. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26924. * SPS internal tool, don't use it manually.
  26925. * @hidden
  26926. */
  26927. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26928. }
  26929. /**
  26930. * Represents a Depth Sorted Particle in the solid particle system.
  26931. */
  26932. export class DepthSortedParticle {
  26933. /**
  26934. * Index of the particle in the "indices" array
  26935. */
  26936. ind: number;
  26937. /**
  26938. * Length of the particle shape in the "indices" array
  26939. */
  26940. indicesLength: number;
  26941. /**
  26942. * Squared distance from the particle to the camera
  26943. */
  26944. sqDistance: number;
  26945. }
  26946. }
  26947. declare module "babylonjs/Collisions/meshCollisionData" {
  26948. import { Collider } from "babylonjs/Collisions/collider";
  26949. import { Vector3 } from "babylonjs/Maths/math.vector";
  26950. import { Nullable } from "babylonjs/types";
  26951. import { Observer } from "babylonjs/Misc/observable";
  26952. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26953. /**
  26954. * @hidden
  26955. */
  26956. export class _MeshCollisionData {
  26957. _checkCollisions: boolean;
  26958. _collisionMask: number;
  26959. _collisionGroup: number;
  26960. _collider: Nullable<Collider>;
  26961. _oldPositionForCollisions: Vector3;
  26962. _diffPositionForCollisions: Vector3;
  26963. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26964. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26965. }
  26966. }
  26967. declare module "babylonjs/Meshes/abstractMesh" {
  26968. import { Observable } from "babylonjs/Misc/observable";
  26969. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26970. import { Camera } from "babylonjs/Cameras/camera";
  26971. import { Scene, IDisposable } from "babylonjs/scene";
  26972. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26973. import { Node } from "babylonjs/node";
  26974. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26975. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26976. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26977. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26978. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26979. import { Material } from "babylonjs/Materials/material";
  26980. import { Light } from "babylonjs/Lights/light";
  26981. import { Skeleton } from "babylonjs/Bones/skeleton";
  26982. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26983. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26984. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26985. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26986. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26987. import { Plane } from "babylonjs/Maths/math.plane";
  26988. import { Ray } from "babylonjs/Culling/ray";
  26989. import { Collider } from "babylonjs/Collisions/collider";
  26990. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26991. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26992. /** @hidden */
  26993. class _FacetDataStorage {
  26994. facetPositions: Vector3[];
  26995. facetNormals: Vector3[];
  26996. facetPartitioning: number[][];
  26997. facetNb: number;
  26998. partitioningSubdivisions: number;
  26999. partitioningBBoxRatio: number;
  27000. facetDataEnabled: boolean;
  27001. facetParameters: any;
  27002. bbSize: Vector3;
  27003. subDiv: {
  27004. max: number;
  27005. X: number;
  27006. Y: number;
  27007. Z: number;
  27008. };
  27009. facetDepthSort: boolean;
  27010. facetDepthSortEnabled: boolean;
  27011. depthSortedIndices: IndicesArray;
  27012. depthSortedFacets: {
  27013. ind: number;
  27014. sqDistance: number;
  27015. }[];
  27016. facetDepthSortFunction: (f1: {
  27017. ind: number;
  27018. sqDistance: number;
  27019. }, f2: {
  27020. ind: number;
  27021. sqDistance: number;
  27022. }) => number;
  27023. facetDepthSortFrom: Vector3;
  27024. facetDepthSortOrigin: Vector3;
  27025. invertedMatrix: Matrix;
  27026. }
  27027. /**
  27028. * @hidden
  27029. **/
  27030. class _InternalAbstractMeshDataInfo {
  27031. _hasVertexAlpha: boolean;
  27032. _useVertexColors: boolean;
  27033. _numBoneInfluencers: number;
  27034. _applyFog: boolean;
  27035. _receiveShadows: boolean;
  27036. _facetData: _FacetDataStorage;
  27037. _visibility: number;
  27038. _skeleton: Nullable<Skeleton>;
  27039. _layerMask: number;
  27040. _computeBonesUsingShaders: boolean;
  27041. _isActive: boolean;
  27042. _onlyForInstances: boolean;
  27043. _isActiveIntermediate: boolean;
  27044. _onlyForInstancesIntermediate: boolean;
  27045. _actAsRegularMesh: boolean;
  27046. }
  27047. /**
  27048. * Class used to store all common mesh properties
  27049. */
  27050. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27051. /** No occlusion */
  27052. static OCCLUSION_TYPE_NONE: number;
  27053. /** Occlusion set to optimisitic */
  27054. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27055. /** Occlusion set to strict */
  27056. static OCCLUSION_TYPE_STRICT: number;
  27057. /** Use an accurante occlusion algorithm */
  27058. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27059. /** Use a conservative occlusion algorithm */
  27060. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27061. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27062. * Test order :
  27063. * Is the bounding sphere outside the frustum ?
  27064. * If not, are the bounding box vertices outside the frustum ?
  27065. * It not, then the cullable object is in the frustum.
  27066. */
  27067. static readonly CULLINGSTRATEGY_STANDARD: number;
  27068. /** Culling strategy : Bounding Sphere Only.
  27069. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27070. * It's also less accurate than the standard because some not visible objects can still be selected.
  27071. * Test : is the bounding sphere outside the frustum ?
  27072. * If not, then the cullable object is in the frustum.
  27073. */
  27074. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27075. /** Culling strategy : Optimistic Inclusion.
  27076. * This in an inclusion test first, then the standard exclusion test.
  27077. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27078. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  27079. * Anyway, it's as accurate as the standard strategy.
  27080. * Test :
  27081. * Is the cullable object bounding sphere center in the frustum ?
  27082. * If not, apply the default culling strategy.
  27083. */
  27084. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27085. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27086. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27087. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27088. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  27089. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27090. * Test :
  27091. * Is the cullable object bounding sphere center in the frustum ?
  27092. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27093. */
  27094. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27095. /**
  27096. * No billboard
  27097. */
  27098. static readonly BILLBOARDMODE_NONE: number;
  27099. /** Billboard on X axis */
  27100. static readonly BILLBOARDMODE_X: number;
  27101. /** Billboard on Y axis */
  27102. static readonly BILLBOARDMODE_Y: number;
  27103. /** Billboard on Z axis */
  27104. static readonly BILLBOARDMODE_Z: number;
  27105. /** Billboard on all axes */
  27106. static readonly BILLBOARDMODE_ALL: number;
  27107. /** Billboard on using position instead of orientation */
  27108. static readonly BILLBOARDMODE_USE_POSITION: number;
  27109. /** @hidden */
  27110. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27111. /**
  27112. * The culling strategy to use to check whether the mesh must be rendered or not.
  27113. * This value can be changed at any time and will be used on the next render mesh selection.
  27114. * The possible values are :
  27115. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27116. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27117. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27118. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27119. * Please read each static variable documentation to get details about the culling process.
  27120. * */
  27121. cullingStrategy: number;
  27122. /**
  27123. * Gets the number of facets in the mesh
  27124. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27125. */
  27126. readonly facetNb: number;
  27127. /**
  27128. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27130. */
  27131. partitioningSubdivisions: number;
  27132. /**
  27133. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27134. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27135. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27136. */
  27137. partitioningBBoxRatio: number;
  27138. /**
  27139. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27140. * Works only for updatable meshes.
  27141. * Doesn't work with multi-materials
  27142. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27143. */
  27144. mustDepthSortFacets: boolean;
  27145. /**
  27146. * The location (Vector3) where the facet depth sort must be computed from.
  27147. * By default, the active camera position.
  27148. * Used only when facet depth sort is enabled
  27149. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27150. */
  27151. facetDepthSortFrom: Vector3;
  27152. /**
  27153. * gets a boolean indicating if facetData is enabled
  27154. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27155. */
  27156. readonly isFacetDataEnabled: boolean;
  27157. /** @hidden */
  27158. _updateNonUniformScalingState(value: boolean): boolean;
  27159. /**
  27160. * An event triggered when this mesh collides with another one
  27161. */
  27162. onCollideObservable: Observable<AbstractMesh>;
  27163. /** Set a function to call when this mesh collides with another one */
  27164. onCollide: () => void;
  27165. /**
  27166. * An event triggered when the collision's position changes
  27167. */
  27168. onCollisionPositionChangeObservable: Observable<Vector3>;
  27169. /** Set a function to call when the collision's position changes */
  27170. onCollisionPositionChange: () => void;
  27171. /**
  27172. * An event triggered when material is changed
  27173. */
  27174. onMaterialChangedObservable: Observable<AbstractMesh>;
  27175. /**
  27176. * Gets or sets the orientation for POV movement & rotation
  27177. */
  27178. definedFacingForward: boolean;
  27179. /** @hidden */
  27180. _occlusionQuery: Nullable<WebGLQuery>;
  27181. /** @hidden */
  27182. _renderingGroup: Nullable<RenderingGroup>;
  27183. /**
  27184. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27185. */
  27186. /**
  27187. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27188. */
  27189. visibility: number;
  27190. /** Gets or sets the alpha index used to sort transparent meshes
  27191. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27192. */
  27193. alphaIndex: number;
  27194. /**
  27195. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27196. */
  27197. isVisible: boolean;
  27198. /**
  27199. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27200. */
  27201. isPickable: boolean;
  27202. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27203. showSubMeshesBoundingBox: boolean;
  27204. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27205. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27206. */
  27207. isBlocker: boolean;
  27208. /**
  27209. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27210. */
  27211. enablePointerMoveEvents: boolean;
  27212. /**
  27213. * Specifies the rendering group id for this mesh (0 by default)
  27214. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27215. */
  27216. renderingGroupId: number;
  27217. private _material;
  27218. /** Gets or sets current material */
  27219. material: Nullable<Material>;
  27220. /**
  27221. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27222. * @see http://doc.babylonjs.com/babylon101/shadows
  27223. */
  27224. receiveShadows: boolean;
  27225. /** Defines color to use when rendering outline */
  27226. outlineColor: Color3;
  27227. /** Define width to use when rendering outline */
  27228. outlineWidth: number;
  27229. /** Defines color to use when rendering overlay */
  27230. overlayColor: Color3;
  27231. /** Defines alpha to use when rendering overlay */
  27232. overlayAlpha: number;
  27233. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27234. hasVertexAlpha: boolean;
  27235. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  27236. useVertexColors: boolean;
  27237. /**
  27238. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27239. */
  27240. computeBonesUsingShaders: boolean;
  27241. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27242. numBoneInfluencers: number;
  27243. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27244. applyFog: boolean;
  27245. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27246. useOctreeForRenderingSelection: boolean;
  27247. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27248. useOctreeForPicking: boolean;
  27249. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27250. useOctreeForCollisions: boolean;
  27251. /**
  27252. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27253. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27254. */
  27255. layerMask: number;
  27256. /**
  27257. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27258. */
  27259. alwaysSelectAsActiveMesh: boolean;
  27260. /**
  27261. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27262. */
  27263. doNotSyncBoundingInfo: boolean;
  27264. /**
  27265. * Gets or sets the current action manager
  27266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27267. */
  27268. actionManager: Nullable<AbstractActionManager>;
  27269. private _meshCollisionData;
  27270. /**
  27271. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27272. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27273. */
  27274. ellipsoid: Vector3;
  27275. /**
  27276. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27277. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27278. */
  27279. ellipsoidOffset: Vector3;
  27280. /**
  27281. * Gets or sets a collision mask used to mask collisions (default is -1).
  27282. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27283. */
  27284. collisionMask: number;
  27285. /**
  27286. * Gets or sets the current collision group mask (-1 by default).
  27287. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27288. */
  27289. collisionGroup: number;
  27290. /**
  27291. * Defines edge width used when edgesRenderer is enabled
  27292. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27293. */
  27294. edgesWidth: number;
  27295. /**
  27296. * Defines edge color used when edgesRenderer is enabled
  27297. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27298. */
  27299. edgesColor: Color4;
  27300. /** @hidden */
  27301. _edgesRenderer: Nullable<IEdgesRenderer>;
  27302. /** @hidden */
  27303. _masterMesh: Nullable<AbstractMesh>;
  27304. /** @hidden */
  27305. _boundingInfo: Nullable<BoundingInfo>;
  27306. /** @hidden */
  27307. _renderId: number;
  27308. /**
  27309. * Gets or sets the list of subMeshes
  27310. * @see http://doc.babylonjs.com/how_to/multi_materials
  27311. */
  27312. subMeshes: SubMesh[];
  27313. /** @hidden */
  27314. _intersectionsInProgress: AbstractMesh[];
  27315. /** @hidden */
  27316. _unIndexed: boolean;
  27317. /** @hidden */
  27318. _lightSources: Light[];
  27319. /** Gets the list of lights affecting that mesh */
  27320. readonly lightSources: Light[];
  27321. /** @hidden */
  27322. readonly _positions: Nullable<Vector3[]>;
  27323. /** @hidden */
  27324. _waitingData: {
  27325. lods: Nullable<any>;
  27326. actions: Nullable<any>;
  27327. freezeWorldMatrix: Nullable<boolean>;
  27328. };
  27329. /** @hidden */
  27330. _bonesTransformMatrices: Nullable<Float32Array>;
  27331. /** @hidden */
  27332. _transformMatrixTexture: Nullable<RawTexture>;
  27333. /**
  27334. * Gets or sets a skeleton to apply skining transformations
  27335. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27336. */
  27337. skeleton: Nullable<Skeleton>;
  27338. /**
  27339. * An event triggered when the mesh is rebuilt.
  27340. */
  27341. onRebuildObservable: Observable<AbstractMesh>;
  27342. /**
  27343. * Creates a new AbstractMesh
  27344. * @param name defines the name of the mesh
  27345. * @param scene defines the hosting scene
  27346. */
  27347. constructor(name: string, scene?: Nullable<Scene>);
  27348. /**
  27349. * Returns the string "AbstractMesh"
  27350. * @returns "AbstractMesh"
  27351. */
  27352. getClassName(): string;
  27353. /**
  27354. * Gets a string representation of the current mesh
  27355. * @param fullDetails defines a boolean indicating if full details must be included
  27356. * @returns a string representation of the current mesh
  27357. */
  27358. toString(fullDetails?: boolean): string;
  27359. /**
  27360. * @hidden
  27361. */
  27362. protected _getEffectiveParent(): Nullable<Node>;
  27363. /** @hidden */
  27364. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27365. /** @hidden */
  27366. _rebuild(): void;
  27367. /** @hidden */
  27368. _resyncLightSources(): void;
  27369. /** @hidden */
  27370. _resyncLighSource(light: Light): void;
  27371. /** @hidden */
  27372. _unBindEffect(): void;
  27373. /** @hidden */
  27374. _removeLightSource(light: Light, dispose: boolean): void;
  27375. private _markSubMeshesAsDirty;
  27376. /** @hidden */
  27377. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27378. /** @hidden */
  27379. _markSubMeshesAsAttributesDirty(): void;
  27380. /** @hidden */
  27381. _markSubMeshesAsMiscDirty(): void;
  27382. /**
  27383. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27384. */
  27385. scaling: Vector3;
  27386. /**
  27387. * Returns true if the mesh is blocked. Implemented by child classes
  27388. */
  27389. readonly isBlocked: boolean;
  27390. /**
  27391. * Returns the mesh itself by default. Implemented by child classes
  27392. * @param camera defines the camera to use to pick the right LOD level
  27393. * @returns the currentAbstractMesh
  27394. */
  27395. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27396. /**
  27397. * Returns 0 by default. Implemented by child classes
  27398. * @returns an integer
  27399. */
  27400. getTotalVertices(): number;
  27401. /**
  27402. * Returns a positive integer : the total number of indices in this mesh geometry.
  27403. * @returns the numner of indices or zero if the mesh has no geometry.
  27404. */
  27405. getTotalIndices(): number;
  27406. /**
  27407. * Returns null by default. Implemented by child classes
  27408. * @returns null
  27409. */
  27410. getIndices(): Nullable<IndicesArray>;
  27411. /**
  27412. * Returns the array of the requested vertex data kind. Implemented by child classes
  27413. * @param kind defines the vertex data kind to use
  27414. * @returns null
  27415. */
  27416. getVerticesData(kind: string): Nullable<FloatArray>;
  27417. /**
  27418. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27419. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27420. * Note that a new underlying VertexBuffer object is created each call.
  27421. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27422. * @param kind defines vertex data kind:
  27423. * * VertexBuffer.PositionKind
  27424. * * VertexBuffer.UVKind
  27425. * * VertexBuffer.UV2Kind
  27426. * * VertexBuffer.UV3Kind
  27427. * * VertexBuffer.UV4Kind
  27428. * * VertexBuffer.UV5Kind
  27429. * * VertexBuffer.UV6Kind
  27430. * * VertexBuffer.ColorKind
  27431. * * VertexBuffer.MatricesIndicesKind
  27432. * * VertexBuffer.MatricesIndicesExtraKind
  27433. * * VertexBuffer.MatricesWeightsKind
  27434. * * VertexBuffer.MatricesWeightsExtraKind
  27435. * @param data defines the data source
  27436. * @param updatable defines if the data must be flagged as updatable (or static)
  27437. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  27438. * @returns the current mesh
  27439. */
  27440. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27441. /**
  27442. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27443. * If the mesh has no geometry, it is simply returned as it is.
  27444. * @param kind defines vertex data kind:
  27445. * * VertexBuffer.PositionKind
  27446. * * VertexBuffer.UVKind
  27447. * * VertexBuffer.UV2Kind
  27448. * * VertexBuffer.UV3Kind
  27449. * * VertexBuffer.UV4Kind
  27450. * * VertexBuffer.UV5Kind
  27451. * * VertexBuffer.UV6Kind
  27452. * * VertexBuffer.ColorKind
  27453. * * VertexBuffer.MatricesIndicesKind
  27454. * * VertexBuffer.MatricesIndicesExtraKind
  27455. * * VertexBuffer.MatricesWeightsKind
  27456. * * VertexBuffer.MatricesWeightsExtraKind
  27457. * @param data defines the data source
  27458. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  27459. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27460. * @returns the current mesh
  27461. */
  27462. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27463. /**
  27464. * Sets the mesh indices,
  27465. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27466. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27467. * @param totalVertices Defines the total number of vertices
  27468. * @returns the current mesh
  27469. */
  27470. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27471. /**
  27472. * Gets a boolean indicating if specific vertex data is present
  27473. * @param kind defines the vertex data kind to use
  27474. * @returns true is data kind is present
  27475. */
  27476. isVerticesDataPresent(kind: string): boolean;
  27477. /**
  27478. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27479. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27480. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27481. * @returns a BoundingInfo
  27482. */
  27483. getBoundingInfo(): BoundingInfo;
  27484. /**
  27485. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27486. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27487. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27488. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27489. * @returns the current mesh
  27490. */
  27491. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27492. /**
  27493. * Overwrite the current bounding info
  27494. * @param boundingInfo defines the new bounding info
  27495. * @returns the current mesh
  27496. */
  27497. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27498. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27499. readonly useBones: boolean;
  27500. /** @hidden */
  27501. _preActivate(): void;
  27502. /** @hidden */
  27503. _preActivateForIntermediateRendering(renderId: number): void;
  27504. /** @hidden */
  27505. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27506. /** @hidden */
  27507. _postActivate(): void;
  27508. /** @hidden */
  27509. _freeze(): void;
  27510. /** @hidden */
  27511. _unFreeze(): void;
  27512. /**
  27513. * Gets the current world matrix
  27514. * @returns a Matrix
  27515. */
  27516. getWorldMatrix(): Matrix;
  27517. /** @hidden */
  27518. _getWorldMatrixDeterminant(): number;
  27519. /**
  27520. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27521. */
  27522. readonly isAnInstance: boolean;
  27523. /**
  27524. * Gets a boolean indicating if this mesh has instances
  27525. */
  27526. readonly hasInstances: boolean;
  27527. /**
  27528. * Perform relative position change from the point of view of behind the front of the mesh.
  27529. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27530. * Supports definition of mesh facing forward or backward
  27531. * @param amountRight defines the distance on the right axis
  27532. * @param amountUp defines the distance on the up axis
  27533. * @param amountForward defines the distance on the forward axis
  27534. * @returns the current mesh
  27535. */
  27536. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27537. /**
  27538. * Calculate relative position change from the point of view of behind the front of the mesh.
  27539. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27540. * Supports definition of mesh facing forward or backward
  27541. * @param amountRight defines the distance on the right axis
  27542. * @param amountUp defines the distance on the up axis
  27543. * @param amountForward defines the distance on the forward axis
  27544. * @returns the new displacement vector
  27545. */
  27546. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27547. /**
  27548. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27549. * Supports definition of mesh facing forward or backward
  27550. * @param flipBack defines the flip
  27551. * @param twirlClockwise defines the twirl
  27552. * @param tiltRight defines the tilt
  27553. * @returns the current mesh
  27554. */
  27555. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27556. /**
  27557. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27558. * Supports definition of mesh facing forward or backward.
  27559. * @param flipBack defines the flip
  27560. * @param twirlClockwise defines the twirl
  27561. * @param tiltRight defines the tilt
  27562. * @returns the new rotation vector
  27563. */
  27564. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27565. /**
  27566. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27567. * This means the mesh underlying bounding box and sphere are recomputed.
  27568. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27569. * @returns the current mesh
  27570. */
  27571. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27572. /** @hidden */
  27573. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27574. /** @hidden */
  27575. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27576. /** @hidden */
  27577. _updateBoundingInfo(): AbstractMesh;
  27578. /** @hidden */
  27579. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27580. /** @hidden */
  27581. protected _afterComputeWorldMatrix(): void;
  27582. /** @hidden */
  27583. readonly _effectiveMesh: AbstractMesh;
  27584. /**
  27585. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27586. * A mesh is in the frustum if its bounding box intersects the frustum
  27587. * @param frustumPlanes defines the frustum to test
  27588. * @returns true if the mesh is in the frustum planes
  27589. */
  27590. isInFrustum(frustumPlanes: Plane[]): boolean;
  27591. /**
  27592. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27593. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27594. * @param frustumPlanes defines the frustum to test
  27595. * @returns true if the mesh is completely in the frustum planes
  27596. */
  27597. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27598. /**
  27599. * True if the mesh intersects another mesh or a SolidParticle object
  27600. * @param mesh defines a target mesh or SolidParticle to test
  27601. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  27602. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27603. * @returns true if there is an intersection
  27604. */
  27605. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27606. /**
  27607. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27608. * @param point defines the point to test
  27609. * @returns true if there is an intersection
  27610. */
  27611. intersectsPoint(point: Vector3): boolean;
  27612. /**
  27613. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27614. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27615. */
  27616. checkCollisions: boolean;
  27617. /**
  27618. * Gets Collider object used to compute collisions (not physics)
  27619. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27620. */
  27621. readonly collider: Nullable<Collider>;
  27622. /**
  27623. * Move the mesh using collision engine
  27624. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27625. * @param displacement defines the requested displacement vector
  27626. * @returns the current mesh
  27627. */
  27628. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27629. private _onCollisionPositionChange;
  27630. /** @hidden */
  27631. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27632. /** @hidden */
  27633. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27634. /** @hidden */
  27635. _checkCollision(collider: Collider): AbstractMesh;
  27636. /** @hidden */
  27637. _generatePointsArray(): boolean;
  27638. /**
  27639. * Checks if the passed Ray intersects with the mesh
  27640. * @param ray defines the ray to use
  27641. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27642. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27643. * @returns the picking info
  27644. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27645. */
  27646. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27647. /**
  27648. * Clones the current mesh
  27649. * @param name defines the mesh name
  27650. * @param newParent defines the new mesh parent
  27651. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27652. * @returns the new mesh
  27653. */
  27654. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27655. /**
  27656. * Disposes all the submeshes of the current meshnp
  27657. * @returns the current mesh
  27658. */
  27659. releaseSubMeshes(): AbstractMesh;
  27660. /**
  27661. * Releases resources associated with this abstract mesh.
  27662. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27663. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27664. */
  27665. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27666. /**
  27667. * Adds the passed mesh as a child to the current mesh
  27668. * @param mesh defines the child mesh
  27669. * @returns the current mesh
  27670. */
  27671. addChild(mesh: AbstractMesh): AbstractMesh;
  27672. /**
  27673. * Removes the passed mesh from the current mesh children list
  27674. * @param mesh defines the child mesh
  27675. * @returns the current mesh
  27676. */
  27677. removeChild(mesh: AbstractMesh): AbstractMesh;
  27678. /** @hidden */
  27679. private _initFacetData;
  27680. /**
  27681. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27682. * This method can be called within the render loop.
  27683. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  27684. * @returns the current mesh
  27685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27686. */
  27687. updateFacetData(): AbstractMesh;
  27688. /**
  27689. * Returns the facetLocalNormals array.
  27690. * The normals are expressed in the mesh local spac
  27691. * @returns an array of Vector3
  27692. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27693. */
  27694. getFacetLocalNormals(): Vector3[];
  27695. /**
  27696. * Returns the facetLocalPositions array.
  27697. * The facet positions are expressed in the mesh local space
  27698. * @returns an array of Vector3
  27699. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27700. */
  27701. getFacetLocalPositions(): Vector3[];
  27702. /**
  27703. * Returns the facetLocalPartioning array
  27704. * @returns an array of array of numbers
  27705. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27706. */
  27707. getFacetLocalPartitioning(): number[][];
  27708. /**
  27709. * Returns the i-th facet position in the world system.
  27710. * This method allocates a new Vector3 per call
  27711. * @param i defines the facet index
  27712. * @returns a new Vector3
  27713. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27714. */
  27715. getFacetPosition(i: number): Vector3;
  27716. /**
  27717. * Sets the reference Vector3 with the i-th facet position in the world system
  27718. * @param i defines the facet index
  27719. * @param ref defines the target vector
  27720. * @returns the current mesh
  27721. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27722. */
  27723. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27724. /**
  27725. * Returns the i-th facet normal in the world system.
  27726. * This method allocates a new Vector3 per call
  27727. * @param i defines the facet index
  27728. * @returns a new Vector3
  27729. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27730. */
  27731. getFacetNormal(i: number): Vector3;
  27732. /**
  27733. * Sets the reference Vector3 with the i-th facet normal in the world system
  27734. * @param i defines the facet index
  27735. * @param ref defines the target vector
  27736. * @returns the current mesh
  27737. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27738. */
  27739. getFacetNormalToRef(i: number, ref: Vector3): this;
  27740. /**
  27741. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27742. * @param x defines x coordinate
  27743. * @param y defines y coordinate
  27744. * @param z defines z coordinate
  27745. * @returns the array of facet indexes
  27746. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27747. */
  27748. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27749. /**
  27750. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27751. * @param projected sets as the (x,y,z) world projection on the facet
  27752. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27753. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27754. * @param x defines x coordinate
  27755. * @param y defines y coordinate
  27756. * @param z defines z coordinate
  27757. * @returns the face index if found (or null instead)
  27758. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27759. */
  27760. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27761. /**
  27762. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27763. * @param projected sets as the (x,y,z) local projection on the facet
  27764. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27765. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27766. * @param x defines x coordinate
  27767. * @param y defines y coordinate
  27768. * @param z defines z coordinate
  27769. * @returns the face index if found (or null instead)
  27770. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27771. */
  27772. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27773. /**
  27774. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27775. * @returns the parameters
  27776. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27777. */
  27778. getFacetDataParameters(): any;
  27779. /**
  27780. * Disables the feature FacetData and frees the related memory
  27781. * @returns the current mesh
  27782. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27783. */
  27784. disableFacetData(): AbstractMesh;
  27785. /**
  27786. * Updates the AbstractMesh indices array
  27787. * @param indices defines the data source
  27788. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27789. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27790. * @returns the current mesh
  27791. */
  27792. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27793. /**
  27794. * Creates new normals data for the mesh
  27795. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27796. * @returns the current mesh
  27797. */
  27798. createNormals(updatable: boolean): AbstractMesh;
  27799. /**
  27800. * Align the mesh with a normal
  27801. * @param normal defines the normal to use
  27802. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27803. * @returns the current mesh
  27804. */
  27805. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27806. /** @hidden */
  27807. _checkOcclusionQuery(): boolean;
  27808. /**
  27809. * Disables the mesh edge rendering mode
  27810. * @returns the currentAbstractMesh
  27811. */
  27812. disableEdgesRendering(): AbstractMesh;
  27813. /**
  27814. * Enables the edge rendering mode on the mesh.
  27815. * This mode makes the mesh edges visible
  27816. * @param epsilon defines the maximal distance between two angles to detect a face
  27817. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27818. * @returns the currentAbstractMesh
  27819. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27820. */
  27821. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27822. }
  27823. }
  27824. declare module "babylonjs/Actions/actionEvent" {
  27825. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27826. import { Nullable } from "babylonjs/types";
  27827. import { Sprite } from "babylonjs/Sprites/sprite";
  27828. import { Scene } from "babylonjs/scene";
  27829. import { Vector2 } from "babylonjs/Maths/math.vector";
  27830. /**
  27831. * Interface used to define ActionEvent
  27832. */
  27833. export interface IActionEvent {
  27834. /** The mesh or sprite that triggered the action */
  27835. source: any;
  27836. /** The X mouse cursor position at the time of the event */
  27837. pointerX: number;
  27838. /** The Y mouse cursor position at the time of the event */
  27839. pointerY: number;
  27840. /** The mesh that is currently pointed at (can be null) */
  27841. meshUnderPointer: Nullable<AbstractMesh>;
  27842. /** the original (browser) event that triggered the ActionEvent */
  27843. sourceEvent?: any;
  27844. /** additional data for the event */
  27845. additionalData?: any;
  27846. }
  27847. /**
  27848. * ActionEvent is the event being sent when an action is triggered.
  27849. */
  27850. export class ActionEvent implements IActionEvent {
  27851. /** The mesh or sprite that triggered the action */
  27852. source: any;
  27853. /** The X mouse cursor position at the time of the event */
  27854. pointerX: number;
  27855. /** The Y mouse cursor position at the time of the event */
  27856. pointerY: number;
  27857. /** The mesh that is currently pointed at (can be null) */
  27858. meshUnderPointer: Nullable<AbstractMesh>;
  27859. /** the original (browser) event that triggered the ActionEvent */
  27860. sourceEvent?: any;
  27861. /** additional data for the event */
  27862. additionalData?: any;
  27863. /**
  27864. * Creates a new ActionEvent
  27865. * @param source The mesh or sprite that triggered the action
  27866. * @param pointerX The X mouse cursor position at the time of the event
  27867. * @param pointerY The Y mouse cursor position at the time of the event
  27868. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27869. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27870. * @param additionalData additional data for the event
  27871. */
  27872. constructor(
  27873. /** The mesh or sprite that triggered the action */
  27874. source: any,
  27875. /** The X mouse cursor position at the time of the event */
  27876. pointerX: number,
  27877. /** The Y mouse cursor position at the time of the event */
  27878. pointerY: number,
  27879. /** The mesh that is currently pointed at (can be null) */
  27880. meshUnderPointer: Nullable<AbstractMesh>,
  27881. /** the original (browser) event that triggered the ActionEvent */
  27882. sourceEvent?: any,
  27883. /** additional data for the event */
  27884. additionalData?: any);
  27885. /**
  27886. * Helper function to auto-create an ActionEvent from a source mesh.
  27887. * @param source The source mesh that triggered the event
  27888. * @param evt The original (browser) event
  27889. * @param additionalData additional data for the event
  27890. * @returns the new ActionEvent
  27891. */
  27892. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27893. /**
  27894. * Helper function to auto-create an ActionEvent from a source sprite
  27895. * @param source The source sprite that triggered the event
  27896. * @param scene Scene associated with the sprite
  27897. * @param evt The original (browser) event
  27898. * @param additionalData additional data for the event
  27899. * @returns the new ActionEvent
  27900. */
  27901. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27902. /**
  27903. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27904. * @param scene the scene where the event occurred
  27905. * @param evt The original (browser) event
  27906. * @returns the new ActionEvent
  27907. */
  27908. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27909. /**
  27910. * Helper function to auto-create an ActionEvent from a primitive
  27911. * @param prim defines the target primitive
  27912. * @param pointerPos defines the pointer position
  27913. * @param evt The original (browser) event
  27914. * @param additionalData additional data for the event
  27915. * @returns the new ActionEvent
  27916. */
  27917. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27918. }
  27919. }
  27920. declare module "babylonjs/Actions/abstractActionManager" {
  27921. import { IDisposable } from "babylonjs/scene";
  27922. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27923. import { IAction } from "babylonjs/Actions/action";
  27924. import { Nullable } from "babylonjs/types";
  27925. /**
  27926. * Abstract class used to decouple action Manager from scene and meshes.
  27927. * Do not instantiate.
  27928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27929. */
  27930. export abstract class AbstractActionManager implements IDisposable {
  27931. /** Gets the list of active triggers */
  27932. static Triggers: {
  27933. [key: string]: number;
  27934. };
  27935. /** Gets the cursor to use when hovering items */
  27936. hoverCursor: string;
  27937. /** Gets the list of actions */
  27938. actions: IAction[];
  27939. /**
  27940. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27941. */
  27942. isRecursive: boolean;
  27943. /**
  27944. * Releases all associated resources
  27945. */
  27946. abstract dispose(): void;
  27947. /**
  27948. * Does this action manager has pointer triggers
  27949. */
  27950. abstract readonly hasPointerTriggers: boolean;
  27951. /**
  27952. * Does this action manager has pick triggers
  27953. */
  27954. abstract readonly hasPickTriggers: boolean;
  27955. /**
  27956. * Process a specific trigger
  27957. * @param trigger defines the trigger to process
  27958. * @param evt defines the event details to be processed
  27959. */
  27960. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27961. /**
  27962. * Does this action manager handles actions of any of the given triggers
  27963. * @param triggers defines the triggers to be tested
  27964. * @return a boolean indicating whether one (or more) of the triggers is handled
  27965. */
  27966. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27967. /**
  27968. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27969. * speed.
  27970. * @param triggerA defines the trigger to be tested
  27971. * @param triggerB defines the trigger to be tested
  27972. * @return a boolean indicating whether one (or more) of the triggers is handled
  27973. */
  27974. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27975. /**
  27976. * Does this action manager handles actions of a given trigger
  27977. * @param trigger defines the trigger to be tested
  27978. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27979. * @return whether the trigger is handled
  27980. */
  27981. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27982. /**
  27983. * Serialize this manager to a JSON object
  27984. * @param name defines the property name to store this manager
  27985. * @returns a JSON representation of this manager
  27986. */
  27987. abstract serialize(name: string): any;
  27988. /**
  27989. * Registers an action to this action manager
  27990. * @param action defines the action to be registered
  27991. * @return the action amended (prepared) after registration
  27992. */
  27993. abstract registerAction(action: IAction): Nullable<IAction>;
  27994. /**
  27995. * Unregisters an action to this action manager
  27996. * @param action defines the action to be unregistered
  27997. * @return a boolean indicating whether the action has been unregistered
  27998. */
  27999. abstract unregisterAction(action: IAction): Boolean;
  28000. /**
  28001. * Does exist one action manager with at least one trigger
  28002. **/
  28003. static readonly HasTriggers: boolean;
  28004. /**
  28005. * Does exist one action manager with at least one pick trigger
  28006. **/
  28007. static readonly HasPickTriggers: boolean;
  28008. /**
  28009. * Does exist one action manager that handles actions of a given trigger
  28010. * @param trigger defines the trigger to be tested
  28011. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  28012. **/
  28013. static HasSpecificTrigger(trigger: number): boolean;
  28014. }
  28015. }
  28016. declare module "babylonjs/node" {
  28017. import { Scene } from "babylonjs/scene";
  28018. import { Nullable } from "babylonjs/types";
  28019. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28020. import { Engine } from "babylonjs/Engines/engine";
  28021. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28022. import { Observable } from "babylonjs/Misc/observable";
  28023. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28024. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28025. import { Animatable } from "babylonjs/Animations/animatable";
  28026. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28027. import { Animation } from "babylonjs/Animations/animation";
  28028. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28030. /**
  28031. * Defines how a node can be built from a string name.
  28032. */
  28033. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28034. /**
  28035. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28036. */
  28037. export class Node implements IBehaviorAware<Node> {
  28038. /** @hidden */
  28039. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28040. private static _NodeConstructors;
  28041. /**
  28042. * Add a new node constructor
  28043. * @param type defines the type name of the node to construct
  28044. * @param constructorFunc defines the constructor function
  28045. */
  28046. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28047. /**
  28048. * Returns a node constructor based on type name
  28049. * @param type defines the type name
  28050. * @param name defines the new node name
  28051. * @param scene defines the hosting scene
  28052. * @param options defines optional options to transmit to constructors
  28053. * @returns the new constructor or null
  28054. */
  28055. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28056. /**
  28057. * Gets or sets the name of the node
  28058. */
  28059. name: string;
  28060. /**
  28061. * Gets or sets the id of the node
  28062. */
  28063. id: string;
  28064. /**
  28065. * Gets or sets the unique id of the node
  28066. */
  28067. uniqueId: number;
  28068. /**
  28069. * Gets or sets a string used to store user defined state for the node
  28070. */
  28071. state: string;
  28072. /**
  28073. * Gets or sets an object used to store user defined information for the node
  28074. */
  28075. metadata: any;
  28076. /**
  28077. * For internal use only. Please do not use.
  28078. */
  28079. reservedDataStore: any;
  28080. /**
  28081. * List of inspectable custom properties (used by the Inspector)
  28082. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28083. */
  28084. inspectableCustomProperties: IInspectable[];
  28085. private _doNotSerialize;
  28086. /**
  28087. * Gets or sets a boolean used to define if the node must be serialized
  28088. */
  28089. doNotSerialize: boolean;
  28090. /** @hidden */
  28091. _isDisposed: boolean;
  28092. /**
  28093. * Gets a list of Animations associated with the node
  28094. */
  28095. animations: import("babylonjs/Animations/animation").Animation[];
  28096. protected _ranges: {
  28097. [name: string]: Nullable<AnimationRange>;
  28098. };
  28099. /**
  28100. * Callback raised when the node is ready to be used
  28101. */
  28102. onReady: Nullable<(node: Node) => void>;
  28103. private _isEnabled;
  28104. private _isParentEnabled;
  28105. private _isReady;
  28106. /** @hidden */
  28107. _currentRenderId: number;
  28108. private _parentUpdateId;
  28109. /** @hidden */
  28110. _childUpdateId: number;
  28111. /** @hidden */
  28112. _waitingParentId: Nullable<string>;
  28113. /** @hidden */
  28114. _scene: Scene;
  28115. /** @hidden */
  28116. _cache: any;
  28117. private _parentNode;
  28118. private _children;
  28119. /** @hidden */
  28120. _worldMatrix: Matrix;
  28121. /** @hidden */
  28122. _worldMatrixDeterminant: number;
  28123. /** @hidden */
  28124. _worldMatrixDeterminantIsDirty: boolean;
  28125. /** @hidden */
  28126. private _sceneRootNodesIndex;
  28127. /**
  28128. * Gets a boolean indicating if the node has been disposed
  28129. * @returns true if the node was disposed
  28130. */
  28131. isDisposed(): boolean;
  28132. /**
  28133. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28134. * @see https://doc.babylonjs.com/how_to/parenting
  28135. */
  28136. parent: Nullable<Node>;
  28137. /** @hidden */
  28138. _addToSceneRootNodes(): void;
  28139. /** @hidden */
  28140. _removeFromSceneRootNodes(): void;
  28141. private _animationPropertiesOverride;
  28142. /**
  28143. * Gets or sets the animation properties override
  28144. */
  28145. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28146. /**
  28147. * Gets a string idenfifying the name of the class
  28148. * @returns "Node" string
  28149. */
  28150. getClassName(): string;
  28151. /** @hidden */
  28152. readonly _isNode: boolean;
  28153. /**
  28154. * An event triggered when the mesh is disposed
  28155. */
  28156. onDisposeObservable: Observable<Node>;
  28157. private _onDisposeObserver;
  28158. /**
  28159. * Sets a callback that will be raised when the node will be disposed
  28160. */
  28161. onDispose: () => void;
  28162. /**
  28163. * Creates a new Node
  28164. * @param name the name and id to be given to this node
  28165. * @param scene the scene this node will be added to
  28166. */
  28167. constructor(name: string, scene?: Nullable<Scene>);
  28168. /**
  28169. * Gets the scene of the node
  28170. * @returns a scene
  28171. */
  28172. getScene(): Scene;
  28173. /**
  28174. * Gets the engine of the node
  28175. * @returns a Engine
  28176. */
  28177. getEngine(): Engine;
  28178. private _behaviors;
  28179. /**
  28180. * Attach a behavior to the node
  28181. * @see http://doc.babylonjs.com/features/behaviour
  28182. * @param behavior defines the behavior to attach
  28183. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28184. * @returns the current Node
  28185. */
  28186. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28187. /**
  28188. * Remove an attached behavior
  28189. * @see http://doc.babylonjs.com/features/behaviour
  28190. * @param behavior defines the behavior to attach
  28191. * @returns the current Node
  28192. */
  28193. removeBehavior(behavior: Behavior<Node>): Node;
  28194. /**
  28195. * Gets the list of attached behaviors
  28196. * @see http://doc.babylonjs.com/features/behaviour
  28197. */
  28198. readonly behaviors: Behavior<Node>[];
  28199. /**
  28200. * Gets an attached behavior by name
  28201. * @param name defines the name of the behavior to look for
  28202. * @see http://doc.babylonjs.com/features/behaviour
  28203. * @returns null if behavior was not found else the requested behavior
  28204. */
  28205. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28206. /**
  28207. * Returns the latest update of the World matrix
  28208. * @returns a Matrix
  28209. */
  28210. getWorldMatrix(): Matrix;
  28211. /** @hidden */
  28212. _getWorldMatrixDeterminant(): number;
  28213. /**
  28214. * Returns directly the latest state of the mesh World matrix.
  28215. * A Matrix is returned.
  28216. */
  28217. readonly worldMatrixFromCache: Matrix;
  28218. /** @hidden */
  28219. _initCache(): void;
  28220. /** @hidden */
  28221. updateCache(force?: boolean): void;
  28222. /** @hidden */
  28223. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28224. /** @hidden */
  28225. _updateCache(ignoreParentClass?: boolean): void;
  28226. /** @hidden */
  28227. _isSynchronized(): boolean;
  28228. /** @hidden */
  28229. _markSyncedWithParent(): void;
  28230. /** @hidden */
  28231. isSynchronizedWithParent(): boolean;
  28232. /** @hidden */
  28233. isSynchronized(): boolean;
  28234. /**
  28235. * Is this node ready to be used/rendered
  28236. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28237. * @return true if the node is ready
  28238. */
  28239. isReady(completeCheck?: boolean): boolean;
  28240. /**
  28241. * Is this node enabled?
  28242. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  28243. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  28244. * @return whether this node (and its parent) is enabled
  28245. */
  28246. isEnabled(checkAncestors?: boolean): boolean;
  28247. /** @hidden */
  28248. protected _syncParentEnabledState(): void;
  28249. /**
  28250. * Set the enabled state of this node
  28251. * @param value defines the new enabled state
  28252. */
  28253. setEnabled(value: boolean): void;
  28254. /**
  28255. * Is this node a descendant of the given node?
  28256. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28257. * @param ancestor defines the parent node to inspect
  28258. * @returns a boolean indicating if this node is a descendant of the given node
  28259. */
  28260. isDescendantOf(ancestor: Node): boolean;
  28261. /** @hidden */
  28262. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28263. /**
  28264. * Will return all nodes that have this node as ascendant
  28265. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  28266. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28267. * @return all children nodes of all types
  28268. */
  28269. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28270. /**
  28271. * Get all child-meshes of this node
  28272. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  28273. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28274. * @returns an array of AbstractMesh
  28275. */
  28276. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28277. /**
  28278. * Get all direct children of this node
  28279. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28280. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  28281. * @returns an array of Node
  28282. */
  28283. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28284. /** @hidden */
  28285. _setReady(state: boolean): void;
  28286. /**
  28287. * Get an animation by name
  28288. * @param name defines the name of the animation to look for
  28289. * @returns null if not found else the requested animation
  28290. */
  28291. getAnimationByName(name: string): Nullable<Animation>;
  28292. /**
  28293. * Creates an animation range for this node
  28294. * @param name defines the name of the range
  28295. * @param from defines the starting key
  28296. * @param to defines the end key
  28297. */
  28298. createAnimationRange(name: string, from: number, to: number): void;
  28299. /**
  28300. * Delete a specific animation range
  28301. * @param name defines the name of the range to delete
  28302. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28303. */
  28304. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28305. /**
  28306. * Get an animation range by name
  28307. * @param name defines the name of the animation range to look for
  28308. * @returns null if not found else the requested animation range
  28309. */
  28310. getAnimationRange(name: string): Nullable<AnimationRange>;
  28311. /**
  28312. * Gets the list of all animation ranges defined on this node
  28313. * @returns an array
  28314. */
  28315. getAnimationRanges(): Nullable<AnimationRange>[];
  28316. /**
  28317. * Will start the animation sequence
  28318. * @param name defines the range frames for animation sequence
  28319. * @param loop defines if the animation should loop (false by default)
  28320. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28321. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28322. * @returns the object created for this animation. If range does not exist, it will return null
  28323. */
  28324. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28325. /**
  28326. * Serialize animation ranges into a JSON compatible object
  28327. * @returns serialization object
  28328. */
  28329. serializeAnimationRanges(): any;
  28330. /**
  28331. * Computes the world matrix of the node
  28332. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28333. * @returns the world matrix
  28334. */
  28335. computeWorldMatrix(force?: boolean): Matrix;
  28336. /**
  28337. * Releases resources associated with this node.
  28338. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28339. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28340. */
  28341. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28342. /**
  28343. * Parse animation range data from a serialization object and store them into a given node
  28344. * @param node defines where to store the animation ranges
  28345. * @param parsedNode defines the serialization object to read data from
  28346. * @param scene defines the hosting scene
  28347. */
  28348. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28349. /**
  28350. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28351. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28352. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  28353. * @returns the new bounding vectors
  28354. */
  28355. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28356. min: Vector3;
  28357. max: Vector3;
  28358. };
  28359. }
  28360. }
  28361. declare module "babylonjs/Animations/animation" {
  28362. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28363. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28364. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28365. import { Nullable } from "babylonjs/types";
  28366. import { Scene } from "babylonjs/scene";
  28367. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28368. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28369. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28370. import { Node } from "babylonjs/node";
  28371. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28372. import { Size } from "babylonjs/Maths/math.size";
  28373. import { Animatable } from "babylonjs/Animations/animatable";
  28374. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28375. /**
  28376. * @hidden
  28377. */
  28378. export class _IAnimationState {
  28379. key: number;
  28380. repeatCount: number;
  28381. workValue?: any;
  28382. loopMode?: number;
  28383. offsetValue?: any;
  28384. highLimitValue?: any;
  28385. }
  28386. /**
  28387. * Class used to store any kind of animation
  28388. */
  28389. export class Animation {
  28390. /**Name of the animation */
  28391. name: string;
  28392. /**Property to animate */
  28393. targetProperty: string;
  28394. /**The frames per second of the animation */
  28395. framePerSecond: number;
  28396. /**The data type of the animation */
  28397. dataType: number;
  28398. /**The loop mode of the animation */
  28399. loopMode?: number | undefined;
  28400. /**Specifies if blending should be enabled */
  28401. enableBlending?: boolean | undefined;
  28402. /**
  28403. * Use matrix interpolation instead of using direct key value when animating matrices
  28404. */
  28405. static AllowMatricesInterpolation: boolean;
  28406. /**
  28407. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28408. */
  28409. static AllowMatrixDecomposeForInterpolation: boolean;
  28410. /**
  28411. * Stores the key frames of the animation
  28412. */
  28413. private _keys;
  28414. /**
  28415. * Stores the easing function of the animation
  28416. */
  28417. private _easingFunction;
  28418. /**
  28419. * @hidden Internal use only
  28420. */
  28421. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28422. /**
  28423. * The set of event that will be linked to this animation
  28424. */
  28425. private _events;
  28426. /**
  28427. * Stores an array of target property paths
  28428. */
  28429. targetPropertyPath: string[];
  28430. /**
  28431. * Stores the blending speed of the animation
  28432. */
  28433. blendingSpeed: number;
  28434. /**
  28435. * Stores the animation ranges for the animation
  28436. */
  28437. private _ranges;
  28438. /**
  28439. * @hidden Internal use
  28440. */
  28441. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28442. /**
  28443. * Sets up an animation
  28444. * @param property The property to animate
  28445. * @param animationType The animation type to apply
  28446. * @param framePerSecond The frames per second of the animation
  28447. * @param easingFunction The easing function used in the animation
  28448. * @returns The created animation
  28449. */
  28450. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28451. /**
  28452. * Create and start an animation on a node
  28453. * @param name defines the name of the global animation that will be run on all nodes
  28454. * @param node defines the root node where the animation will take place
  28455. * @param targetProperty defines property to animate
  28456. * @param framePerSecond defines the number of frame per second yo use
  28457. * @param totalFrame defines the number of frames in total
  28458. * @param from defines the initial value
  28459. * @param to defines the final value
  28460. * @param loopMode defines which loop mode you want to use (off by default)
  28461. * @param easingFunction defines the easing function to use (linear by default)
  28462. * @param onAnimationEnd defines the callback to call when animation end
  28463. * @returns the animatable created for this animation
  28464. */
  28465. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28466. /**
  28467. * Create and start an animation on a node and its descendants
  28468. * @param name defines the name of the global animation that will be run on all nodes
  28469. * @param node defines the root node where the animation will take place
  28470. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  28471. * @param targetProperty defines property to animate
  28472. * @param framePerSecond defines the number of frame per second to use
  28473. * @param totalFrame defines the number of frames in total
  28474. * @param from defines the initial value
  28475. * @param to defines the final value
  28476. * @param loopMode defines which loop mode you want to use (off by default)
  28477. * @param easingFunction defines the easing function to use (linear by default)
  28478. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28479. * @returns the list of animatables created for all nodes
  28480. * @example https://www.babylonjs-playground.com/#MH0VLI
  28481. */
  28482. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  28483. /**
  28484. * Creates a new animation, merges it with the existing animations and starts it
  28485. * @param name Name of the animation
  28486. * @param node Node which contains the scene that begins the animations
  28487. * @param targetProperty Specifies which property to animate
  28488. * @param framePerSecond The frames per second of the animation
  28489. * @param totalFrame The total number of frames
  28490. * @param from The frame at the beginning of the animation
  28491. * @param to The frame at the end of the animation
  28492. * @param loopMode Specifies the loop mode of the animation
  28493. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28494. * @param onAnimationEnd Callback to run once the animation is complete
  28495. * @returns Nullable animation
  28496. */
  28497. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28498. /**
  28499. * Transition property of an host to the target Value
  28500. * @param property The property to transition
  28501. * @param targetValue The target Value of the property
  28502. * @param host The object where the property to animate belongs
  28503. * @param scene Scene used to run the animation
  28504. * @param frameRate Framerate (in frame/s) to use
  28505. * @param transition The transition type we want to use
  28506. * @param duration The duration of the animation, in milliseconds
  28507. * @param onAnimationEnd Callback trigger at the end of the animation
  28508. * @returns Nullable animation
  28509. */
  28510. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28511. /**
  28512. * Return the array of runtime animations currently using this animation
  28513. */
  28514. readonly runtimeAnimations: RuntimeAnimation[];
  28515. /**
  28516. * Specifies if any of the runtime animations are currently running
  28517. */
  28518. readonly hasRunningRuntimeAnimations: boolean;
  28519. /**
  28520. * Initializes the animation
  28521. * @param name Name of the animation
  28522. * @param targetProperty Property to animate
  28523. * @param framePerSecond The frames per second of the animation
  28524. * @param dataType The data type of the animation
  28525. * @param loopMode The loop mode of the animation
  28526. * @param enableBlending Specifies if blending should be enabled
  28527. */
  28528. constructor(
  28529. /**Name of the animation */
  28530. name: string,
  28531. /**Property to animate */
  28532. targetProperty: string,
  28533. /**The frames per second of the animation */
  28534. framePerSecond: number,
  28535. /**The data type of the animation */
  28536. dataType: number,
  28537. /**The loop mode of the animation */
  28538. loopMode?: number | undefined,
  28539. /**Specifies if blending should be enabled */
  28540. enableBlending?: boolean | undefined);
  28541. /**
  28542. * Converts the animation to a string
  28543. * @param fullDetails support for multiple levels of logging within scene loading
  28544. * @returns String form of the animation
  28545. */
  28546. toString(fullDetails?: boolean): string;
  28547. /**
  28548. * Add an event to this animation
  28549. * @param event Event to add
  28550. */
  28551. addEvent(event: AnimationEvent): void;
  28552. /**
  28553. * Remove all events found at the given frame
  28554. * @param frame The frame to remove events from
  28555. */
  28556. removeEvents(frame: number): void;
  28557. /**
  28558. * Retrieves all the events from the animation
  28559. * @returns Events from the animation
  28560. */
  28561. getEvents(): AnimationEvent[];
  28562. /**
  28563. * Creates an animation range
  28564. * @param name Name of the animation range
  28565. * @param from Starting frame of the animation range
  28566. * @param to Ending frame of the animation
  28567. */
  28568. createRange(name: string, from: number, to: number): void;
  28569. /**
  28570. * Deletes an animation range by name
  28571. * @param name Name of the animation range to delete
  28572. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28573. */
  28574. deleteRange(name: string, deleteFrames?: boolean): void;
  28575. /**
  28576. * Gets the animation range by name, or null if not defined
  28577. * @param name Name of the animation range
  28578. * @returns Nullable animation range
  28579. */
  28580. getRange(name: string): Nullable<AnimationRange>;
  28581. /**
  28582. * Gets the key frames from the animation
  28583. * @returns The key frames of the animation
  28584. */
  28585. getKeys(): Array<IAnimationKey>;
  28586. /**
  28587. * Gets the highest frame rate of the animation
  28588. * @returns Highest frame rate of the animation
  28589. */
  28590. getHighestFrame(): number;
  28591. /**
  28592. * Gets the easing function of the animation
  28593. * @returns Easing function of the animation
  28594. */
  28595. getEasingFunction(): IEasingFunction;
  28596. /**
  28597. * Sets the easing function of the animation
  28598. * @param easingFunction A custom mathematical formula for animation
  28599. */
  28600. setEasingFunction(easingFunction: EasingFunction): void;
  28601. /**
  28602. * Interpolates a scalar linearly
  28603. * @param startValue Start value of the animation curve
  28604. * @param endValue End value of the animation curve
  28605. * @param gradient Scalar amount to interpolate
  28606. * @returns Interpolated scalar value
  28607. */
  28608. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28609. /**
  28610. * Interpolates a scalar cubically
  28611. * @param startValue Start value of the animation curve
  28612. * @param outTangent End tangent of the animation
  28613. * @param endValue End value of the animation curve
  28614. * @param inTangent Start tangent of the animation curve
  28615. * @param gradient Scalar amount to interpolate
  28616. * @returns Interpolated scalar value
  28617. */
  28618. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28619. /**
  28620. * Interpolates a quaternion using a spherical linear interpolation
  28621. * @param startValue Start value of the animation curve
  28622. * @param endValue End value of the animation curve
  28623. * @param gradient Scalar amount to interpolate
  28624. * @returns Interpolated quaternion value
  28625. */
  28626. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28627. /**
  28628. * Interpolates a quaternion cubically
  28629. * @param startValue Start value of the animation curve
  28630. * @param outTangent End tangent of the animation curve
  28631. * @param endValue End value of the animation curve
  28632. * @param inTangent Start tangent of the animation curve
  28633. * @param gradient Scalar amount to interpolate
  28634. * @returns Interpolated quaternion value
  28635. */
  28636. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28637. /**
  28638. * Interpolates a Vector3 linearl
  28639. * @param startValue Start value of the animation curve
  28640. * @param endValue End value of the animation curve
  28641. * @param gradient Scalar amount to interpolate
  28642. * @returns Interpolated scalar value
  28643. */
  28644. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28645. /**
  28646. * Interpolates a Vector3 cubically
  28647. * @param startValue Start value of the animation curve
  28648. * @param outTangent End tangent of the animation
  28649. * @param endValue End value of the animation curve
  28650. * @param inTangent Start tangent of the animation curve
  28651. * @param gradient Scalar amount to interpolate
  28652. * @returns InterpolatedVector3 value
  28653. */
  28654. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28655. /**
  28656. * Interpolates a Vector2 linearly
  28657. * @param startValue Start value of the animation curve
  28658. * @param endValue End value of the animation curve
  28659. * @param gradient Scalar amount to interpolate
  28660. * @returns Interpolated Vector2 value
  28661. */
  28662. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28663. /**
  28664. * Interpolates a Vector2 cubically
  28665. * @param startValue Start value of the animation curve
  28666. * @param outTangent End tangent of the animation
  28667. * @param endValue End value of the animation curve
  28668. * @param inTangent Start tangent of the animation curve
  28669. * @param gradient Scalar amount to interpolate
  28670. * @returns Interpolated Vector2 value
  28671. */
  28672. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28673. /**
  28674. * Interpolates a size linearly
  28675. * @param startValue Start value of the animation curve
  28676. * @param endValue End value of the animation curve
  28677. * @param gradient Scalar amount to interpolate
  28678. * @returns Interpolated Size value
  28679. */
  28680. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28681. /**
  28682. * Interpolates a Color3 linearly
  28683. * @param startValue Start value of the animation curve
  28684. * @param endValue End value of the animation curve
  28685. * @param gradient Scalar amount to interpolate
  28686. * @returns Interpolated Color3 value
  28687. */
  28688. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28689. /**
  28690. * Interpolates a Color4 linearly
  28691. * @param startValue Start value of the animation curve
  28692. * @param endValue End value of the animation curve
  28693. * @param gradient Scalar amount to interpolate
  28694. * @returns Interpolated Color3 value
  28695. */
  28696. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28697. /**
  28698. * @hidden Internal use only
  28699. */
  28700. _getKeyValue(value: any): any;
  28701. /**
  28702. * @hidden Internal use only
  28703. */
  28704. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28705. /**
  28706. * Defines the function to use to interpolate matrices
  28707. * @param startValue defines the start matrix
  28708. * @param endValue defines the end matrix
  28709. * @param gradient defines the gradient between both matrices
  28710. * @param result defines an optional target matrix where to store the interpolation
  28711. * @returns the interpolated matrix
  28712. */
  28713. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28714. /**
  28715. * Makes a copy of the animation
  28716. * @returns Cloned animation
  28717. */
  28718. clone(): Animation;
  28719. /**
  28720. * Sets the key frames of the animation
  28721. * @param values The animation key frames to set
  28722. */
  28723. setKeys(values: Array<IAnimationKey>): void;
  28724. /**
  28725. * Serializes the animation to an object
  28726. * @returns Serialized object
  28727. */
  28728. serialize(): any;
  28729. /**
  28730. * Float animation type
  28731. */
  28732. static readonly ANIMATIONTYPE_FLOAT: number;
  28733. /**
  28734. * Vector3 animation type
  28735. */
  28736. static readonly ANIMATIONTYPE_VECTOR3: number;
  28737. /**
  28738. * Quaternion animation type
  28739. */
  28740. static readonly ANIMATIONTYPE_QUATERNION: number;
  28741. /**
  28742. * Matrix animation type
  28743. */
  28744. static readonly ANIMATIONTYPE_MATRIX: number;
  28745. /**
  28746. * Color3 animation type
  28747. */
  28748. static readonly ANIMATIONTYPE_COLOR3: number;
  28749. /**
  28750. * Color3 animation type
  28751. */
  28752. static readonly ANIMATIONTYPE_COLOR4: number;
  28753. /**
  28754. * Vector2 animation type
  28755. */
  28756. static readonly ANIMATIONTYPE_VECTOR2: number;
  28757. /**
  28758. * Size animation type
  28759. */
  28760. static readonly ANIMATIONTYPE_SIZE: number;
  28761. /**
  28762. * Relative Loop Mode
  28763. */
  28764. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28765. /**
  28766. * Cycle Loop Mode
  28767. */
  28768. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28769. /**
  28770. * Constant Loop Mode
  28771. */
  28772. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28773. /** @hidden */
  28774. static _UniversalLerp(left: any, right: any, amount: number): any;
  28775. /**
  28776. * Parses an animation object and creates an animation
  28777. * @param parsedAnimation Parsed animation object
  28778. * @returns Animation object
  28779. */
  28780. static Parse(parsedAnimation: any): Animation;
  28781. /**
  28782. * Appends the serialized animations from the source animations
  28783. * @param source Source containing the animations
  28784. * @param destination Target to store the animations
  28785. */
  28786. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28787. }
  28788. }
  28789. declare module "babylonjs/Animations/animatable.interface" {
  28790. import { Nullable } from "babylonjs/types";
  28791. import { Animation } from "babylonjs/Animations/animation";
  28792. /**
  28793. * Interface containing an array of animations
  28794. */
  28795. export interface IAnimatable {
  28796. /**
  28797. * Array of animations
  28798. */
  28799. animations: Nullable<Array<Animation>>;
  28800. }
  28801. }
  28802. declare module "babylonjs/Materials/fresnelParameters" {
  28803. import { Color3 } from "babylonjs/Maths/math.color";
  28804. /**
  28805. * This represents all the required information to add a fresnel effect on a material:
  28806. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28807. */
  28808. export class FresnelParameters {
  28809. private _isEnabled;
  28810. /**
  28811. * Define if the fresnel effect is enable or not.
  28812. */
  28813. isEnabled: boolean;
  28814. /**
  28815. * Define the color used on edges (grazing angle)
  28816. */
  28817. leftColor: Color3;
  28818. /**
  28819. * Define the color used on center
  28820. */
  28821. rightColor: Color3;
  28822. /**
  28823. * Define bias applied to computed fresnel term
  28824. */
  28825. bias: number;
  28826. /**
  28827. * Defined the power exponent applied to fresnel term
  28828. */
  28829. power: number;
  28830. /**
  28831. * Clones the current fresnel and its valuues
  28832. * @returns a clone fresnel configuration
  28833. */
  28834. clone(): FresnelParameters;
  28835. /**
  28836. * Serializes the current fresnel parameters to a JSON representation.
  28837. * @return the JSON serialization
  28838. */
  28839. serialize(): any;
  28840. /**
  28841. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28842. * @param parsedFresnelParameters Define the JSON representation
  28843. * @returns the parsed parameters
  28844. */
  28845. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28846. }
  28847. }
  28848. declare module "babylonjs/Misc/decorators" {
  28849. import { Nullable } from "babylonjs/types";
  28850. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28851. import { Scene } from "babylonjs/scene";
  28852. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28853. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28854. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28855. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28856. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28857. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28858. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28859. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28860. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28861. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28862. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28863. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28864. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28865. /**
  28866. * Decorator used to define property that can be serialized as reference to a camera
  28867. * @param sourceName defines the name of the property to decorate
  28868. */
  28869. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28870. /**
  28871. * Class used to help serialization objects
  28872. */
  28873. export class SerializationHelper {
  28874. /** @hidden */
  28875. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28876. /** @hidden */
  28877. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28878. /** @hidden */
  28879. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28880. /** @hidden */
  28881. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28882. /**
  28883. * Appends the serialized animations from the source animations
  28884. * @param source Source containing the animations
  28885. * @param destination Target to store the animations
  28886. */
  28887. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28888. /**
  28889. * Static function used to serialized a specific entity
  28890. * @param entity defines the entity to serialize
  28891. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28892. * @returns a JSON compatible object representing the serialization of the entity
  28893. */
  28894. static Serialize<T>(entity: T, serializationObject?: any): any;
  28895. /**
  28896. * Creates a new entity from a serialization data object
  28897. * @param creationFunction defines a function used to instanciated the new entity
  28898. * @param source defines the source serialization data
  28899. * @param scene defines the hosting scene
  28900. * @param rootUrl defines the root url for resources
  28901. * @returns a new entity
  28902. */
  28903. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28904. /**
  28905. * Clones an object
  28906. * @param creationFunction defines the function used to instanciate the new object
  28907. * @param source defines the source object
  28908. * @returns the cloned object
  28909. */
  28910. static Clone<T>(creationFunction: () => T, source: T): T;
  28911. /**
  28912. * Instanciates a new object based on a source one (some data will be shared between both object)
  28913. * @param creationFunction defines the function used to instanciate the new object
  28914. * @param source defines the source object
  28915. * @returns the new object
  28916. */
  28917. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28918. }
  28919. }
  28920. declare module "babylonjs/Misc/guid" {
  28921. /**
  28922. * Class used to manipulate GUIDs
  28923. */
  28924. export class GUID {
  28925. /**
  28926. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28927. * Be aware Math.random() could cause collisions, but:
  28928. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28929. * @returns a pseudo random id
  28930. */
  28931. static RandomId(): string;
  28932. }
  28933. }
  28934. declare module "babylonjs/Materials/Textures/baseTexture" {
  28935. import { Observable } from "babylonjs/Misc/observable";
  28936. import { Nullable } from "babylonjs/types";
  28937. import { Scene } from "babylonjs/scene";
  28938. import { Matrix } from "babylonjs/Maths/math.vector";
  28939. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28940. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28941. import { ISize } from "babylonjs/Maths/math.size";
  28942. /**
  28943. * Base class of all the textures in babylon.
  28944. * It groups all the common properties the materials, post process, lights... might need
  28945. * in order to make a correct use of the texture.
  28946. */
  28947. export class BaseTexture implements IAnimatable {
  28948. /**
  28949. * Default anisotropic filtering level for the application.
  28950. * It is set to 4 as a good tradeoff between perf and quality.
  28951. */
  28952. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28953. /**
  28954. * Gets or sets the unique id of the texture
  28955. */
  28956. uniqueId: number;
  28957. /**
  28958. * Define the name of the texture.
  28959. */
  28960. name: string;
  28961. /**
  28962. * Gets or sets an object used to store user defined information.
  28963. */
  28964. metadata: any;
  28965. /**
  28966. * For internal use only. Please do not use.
  28967. */
  28968. reservedDataStore: any;
  28969. private _hasAlpha;
  28970. /**
  28971. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28972. */
  28973. hasAlpha: boolean;
  28974. /**
  28975. * Defines if the alpha value should be determined via the rgb values.
  28976. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28977. */
  28978. getAlphaFromRGB: boolean;
  28979. /**
  28980. * Intensity or strength of the texture.
  28981. * It is commonly used by materials to fine tune the intensity of the texture
  28982. */
  28983. level: number;
  28984. /**
  28985. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28986. * This is part of the texture as textures usually maps to one uv set.
  28987. */
  28988. coordinatesIndex: number;
  28989. private _coordinatesMode;
  28990. /**
  28991. * How a texture is mapped.
  28992. *
  28993. * | Value | Type | Description |
  28994. * | ----- | ----------------------------------- | ----------- |
  28995. * | 0 | EXPLICIT_MODE | |
  28996. * | 1 | SPHERICAL_MODE | |
  28997. * | 2 | PLANAR_MODE | |
  28998. * | 3 | CUBIC_MODE | |
  28999. * | 4 | PROJECTION_MODE | |
  29000. * | 5 | SKYBOX_MODE | |
  29001. * | 6 | INVCUBIC_MODE | |
  29002. * | 7 | EQUIRECTANGULAR_MODE | |
  29003. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  29004. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  29005. */
  29006. coordinatesMode: number;
  29007. /**
  29008. * | Value | Type | Description |
  29009. * | ----- | ------------------ | ----------- |
  29010. * | 0 | CLAMP_ADDRESSMODE | |
  29011. * | 1 | WRAP_ADDRESSMODE | |
  29012. * | 2 | MIRROR_ADDRESSMODE | |
  29013. */
  29014. wrapU: number;
  29015. /**
  29016. * | Value | Type | Description |
  29017. * | ----- | ------------------ | ----------- |
  29018. * | 0 | CLAMP_ADDRESSMODE | |
  29019. * | 1 | WRAP_ADDRESSMODE | |
  29020. * | 2 | MIRROR_ADDRESSMODE | |
  29021. */
  29022. wrapV: number;
  29023. /**
  29024. * | Value | Type | Description |
  29025. * | ----- | ------------------ | ----------- |
  29026. * | 0 | CLAMP_ADDRESSMODE | |
  29027. * | 1 | WRAP_ADDRESSMODE | |
  29028. * | 2 | MIRROR_ADDRESSMODE | |
  29029. */
  29030. wrapR: number;
  29031. /**
  29032. * With compliant hardware and browser (supporting anisotropic filtering)
  29033. * this defines the level of anisotropic filtering in the texture.
  29034. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29035. */
  29036. anisotropicFilteringLevel: number;
  29037. /**
  29038. * Define if the texture is a cube texture or if false a 2d texture.
  29039. */
  29040. isCube: boolean;
  29041. /**
  29042. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29043. */
  29044. is3D: boolean;
  29045. /**
  29046. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29047. */
  29048. is2DArray: boolean;
  29049. /**
  29050. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29051. * HDR texture are usually stored in linear space.
  29052. * This only impacts the PBR and Background materials
  29053. */
  29054. gammaSpace: boolean;
  29055. /**
  29056. * Gets or sets whether or not the texture contains RGBD data.
  29057. */
  29058. isRGBD: boolean;
  29059. /**
  29060. * Is Z inverted in the texture (useful in a cube texture).
  29061. */
  29062. invertZ: boolean;
  29063. /**
  29064. * Are mip maps generated for this texture or not.
  29065. */
  29066. readonly noMipmap: boolean;
  29067. /**
  29068. * @hidden
  29069. */
  29070. lodLevelInAlpha: boolean;
  29071. /**
  29072. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29073. */
  29074. lodGenerationOffset: number;
  29075. /**
  29076. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29077. */
  29078. lodGenerationScale: number;
  29079. /**
  29080. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29081. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29082. * average roughness values.
  29083. */
  29084. linearSpecularLOD: boolean;
  29085. /**
  29086. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29087. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29088. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29089. */
  29090. irradianceTexture: Nullable<BaseTexture>;
  29091. /**
  29092. * Define if the texture is a render target.
  29093. */
  29094. isRenderTarget: boolean;
  29095. /**
  29096. * Define the unique id of the texture in the scene.
  29097. */
  29098. readonly uid: string;
  29099. /**
  29100. * Return a string representation of the texture.
  29101. * @returns the texture as a string
  29102. */
  29103. toString(): string;
  29104. /**
  29105. * Get the class name of the texture.
  29106. * @returns "BaseTexture"
  29107. */
  29108. getClassName(): string;
  29109. /**
  29110. * Define the list of animation attached to the texture.
  29111. */
  29112. animations: import("babylonjs/Animations/animation").Animation[];
  29113. /**
  29114. * An event triggered when the texture is disposed.
  29115. */
  29116. onDisposeObservable: Observable<BaseTexture>;
  29117. private _onDisposeObserver;
  29118. /**
  29119. * Callback triggered when the texture has been disposed.
  29120. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29121. */
  29122. onDispose: () => void;
  29123. /**
  29124. * Define the current state of the loading sequence when in delayed load mode.
  29125. */
  29126. delayLoadState: number;
  29127. private _scene;
  29128. /** @hidden */
  29129. _texture: Nullable<InternalTexture>;
  29130. private _uid;
  29131. /**
  29132. * Define if the texture is preventinga material to render or not.
  29133. * If not and the texture is not ready, the engine will use a default black texture instead.
  29134. */
  29135. readonly isBlocking: boolean;
  29136. /**
  29137. * Instantiates a new BaseTexture.
  29138. * Base class of all the textures in babylon.
  29139. * It groups all the common properties the materials, post process, lights... might need
  29140. * in order to make a correct use of the texture.
  29141. * @param scene Define the scene the texture blongs to
  29142. */
  29143. constructor(scene: Nullable<Scene>);
  29144. /**
  29145. * Get the scene the texture belongs to.
  29146. * @returns the scene or null if undefined
  29147. */
  29148. getScene(): Nullable<Scene>;
  29149. /**
  29150. * Get the texture transform matrix used to offset tile the texture for istance.
  29151. * @returns the transformation matrix
  29152. */
  29153. getTextureMatrix(): Matrix;
  29154. /**
  29155. * Get the texture reflection matrix used to rotate/transform the reflection.
  29156. * @returns the reflection matrix
  29157. */
  29158. getReflectionTextureMatrix(): Matrix;
  29159. /**
  29160. * Get the underlying lower level texture from Babylon.
  29161. * @returns the insternal texture
  29162. */
  29163. getInternalTexture(): Nullable<InternalTexture>;
  29164. /**
  29165. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29166. * @returns true if ready or not blocking
  29167. */
  29168. isReadyOrNotBlocking(): boolean;
  29169. /**
  29170. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29171. * @returns true if fully ready
  29172. */
  29173. isReady(): boolean;
  29174. private _cachedSize;
  29175. /**
  29176. * Get the size of the texture.
  29177. * @returns the texture size.
  29178. */
  29179. getSize(): ISize;
  29180. /**
  29181. * Get the base size of the texture.
  29182. * It can be different from the size if the texture has been resized for POT for instance
  29183. * @returns the base size
  29184. */
  29185. getBaseSize(): ISize;
  29186. /**
  29187. * Update the sampling mode of the texture.
  29188. * Default is Trilinear mode.
  29189. *
  29190. * | Value | Type | Description |
  29191. * | ----- | ------------------ | ----------- |
  29192. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29193. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29194. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29195. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29196. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29197. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29198. * | 7 | NEAREST_LINEAR | |
  29199. * | 8 | NEAREST_NEAREST | |
  29200. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29201. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29202. * | 11 | LINEAR_LINEAR | |
  29203. * | 12 | LINEAR_NEAREST | |
  29204. *
  29205. * > _mag_: magnification filter (close to the viewer)
  29206. * > _min_: minification filter (far from the viewer)
  29207. * > _mip_: filter used between mip map levels
  29208. *@param samplingMode Define the new sampling mode of the texture
  29209. */
  29210. updateSamplingMode(samplingMode: number): void;
  29211. /**
  29212. * Scales the texture if is `canRescale()`
  29213. * @param ratio the resize factor we want to use to rescale
  29214. */
  29215. scale(ratio: number): void;
  29216. /**
  29217. * Get if the texture can rescale.
  29218. */
  29219. readonly canRescale: boolean;
  29220. /** @hidden */
  29221. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29222. /** @hidden */
  29223. _rebuild(): void;
  29224. /**
  29225. * Triggers the load sequence in delayed load mode.
  29226. */
  29227. delayLoad(): void;
  29228. /**
  29229. * Clones the texture.
  29230. * @returns the cloned texture
  29231. */
  29232. clone(): Nullable<BaseTexture>;
  29233. /**
  29234. * Get the texture underlying type (INT, FLOAT...)
  29235. */
  29236. readonly textureType: number;
  29237. /**
  29238. * Get the texture underlying format (RGB, RGBA...)
  29239. */
  29240. readonly textureFormat: number;
  29241. /**
  29242. * Indicates that textures need to be re-calculated for all materials
  29243. */
  29244. protected _markAllSubMeshesAsTexturesDirty(): void;
  29245. /**
  29246. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29247. * This will returns an RGBA array buffer containing either in values (0-255) or
  29248. * float values (0-1) depending of the underlying buffer type.
  29249. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29250. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29251. * @param buffer defines a user defined buffer to fill with data (can be null)
  29252. * @returns The Array buffer containing the pixels data.
  29253. */
  29254. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29255. /**
  29256. * Release and destroy the underlying lower level texture aka internalTexture.
  29257. */
  29258. releaseInternalTexture(): void;
  29259. /** @hidden */
  29260. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29261. /** @hidden */
  29262. readonly _lodTextureMid: Nullable<BaseTexture>;
  29263. /** @hidden */
  29264. readonly _lodTextureLow: Nullable<BaseTexture>;
  29265. /**
  29266. * Dispose the texture and release its associated resources.
  29267. */
  29268. dispose(): void;
  29269. /**
  29270. * Serialize the texture into a JSON representation that can be parsed later on.
  29271. * @returns the JSON representation of the texture
  29272. */
  29273. serialize(): any;
  29274. /**
  29275. * Helper function to be called back once a list of texture contains only ready textures.
  29276. * @param textures Define the list of textures to wait for
  29277. * @param callback Define the callback triggered once the entire list will be ready
  29278. */
  29279. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29280. }
  29281. }
  29282. declare module "babylonjs/Materials/effect" {
  29283. import { Observable } from "babylonjs/Misc/observable";
  29284. import { Nullable } from "babylonjs/types";
  29285. import { IDisposable } from "babylonjs/scene";
  29286. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29287. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29288. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29289. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29290. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29291. import { Engine } from "babylonjs/Engines/engine";
  29292. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29293. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29294. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29295. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29296. /**
  29297. * Options to be used when creating an effect.
  29298. */
  29299. export interface IEffectCreationOptions {
  29300. /**
  29301. * Atrributes that will be used in the shader.
  29302. */
  29303. attributes: string[];
  29304. /**
  29305. * Uniform varible names that will be set in the shader.
  29306. */
  29307. uniformsNames: string[];
  29308. /**
  29309. * Uniform buffer variable names that will be set in the shader.
  29310. */
  29311. uniformBuffersNames: string[];
  29312. /**
  29313. * Sampler texture variable names that will be set in the shader.
  29314. */
  29315. samplers: string[];
  29316. /**
  29317. * Define statements that will be set in the shader.
  29318. */
  29319. defines: any;
  29320. /**
  29321. * Possible fallbacks for this effect to improve performance when needed.
  29322. */
  29323. fallbacks: Nullable<IEffectFallbacks>;
  29324. /**
  29325. * Callback that will be called when the shader is compiled.
  29326. */
  29327. onCompiled: Nullable<(effect: Effect) => void>;
  29328. /**
  29329. * Callback that will be called if an error occurs during shader compilation.
  29330. */
  29331. onError: Nullable<(effect: Effect, errors: string) => void>;
  29332. /**
  29333. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29334. */
  29335. indexParameters?: any;
  29336. /**
  29337. * Max number of lights that can be used in the shader.
  29338. */
  29339. maxSimultaneousLights?: number;
  29340. /**
  29341. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29342. */
  29343. transformFeedbackVaryings?: Nullable<string[]>;
  29344. }
  29345. /**
  29346. * Effect containing vertex and fragment shader that can be executed on an object.
  29347. */
  29348. export class Effect implements IDisposable {
  29349. /**
  29350. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29351. */
  29352. static ShadersRepository: string;
  29353. /**
  29354. * Name of the effect.
  29355. */
  29356. name: any;
  29357. /**
  29358. * String container all the define statements that should be set on the shader.
  29359. */
  29360. defines: string;
  29361. /**
  29362. * Callback that will be called when the shader is compiled.
  29363. */
  29364. onCompiled: Nullable<(effect: Effect) => void>;
  29365. /**
  29366. * Callback that will be called if an error occurs during shader compilation.
  29367. */
  29368. onError: Nullable<(effect: Effect, errors: string) => void>;
  29369. /**
  29370. * Callback that will be called when effect is bound.
  29371. */
  29372. onBind: Nullable<(effect: Effect) => void>;
  29373. /**
  29374. * Unique ID of the effect.
  29375. */
  29376. uniqueId: number;
  29377. /**
  29378. * Observable that will be called when the shader is compiled.
  29379. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29380. */
  29381. onCompileObservable: Observable<Effect>;
  29382. /**
  29383. * Observable that will be called if an error occurs during shader compilation.
  29384. */
  29385. onErrorObservable: Observable<Effect>;
  29386. /** @hidden */
  29387. _onBindObservable: Nullable<Observable<Effect>>;
  29388. /**
  29389. * Observable that will be called when effect is bound.
  29390. */
  29391. readonly onBindObservable: Observable<Effect>;
  29392. /** @hidden */
  29393. _bonesComputationForcedToCPU: boolean;
  29394. private static _uniqueIdSeed;
  29395. private _engine;
  29396. private _uniformBuffersNames;
  29397. private _uniformsNames;
  29398. private _samplerList;
  29399. private _samplers;
  29400. private _isReady;
  29401. private _compilationError;
  29402. private _allFallbacksProcessed;
  29403. private _attributesNames;
  29404. private _attributes;
  29405. private _uniforms;
  29406. /**
  29407. * Key for the effect.
  29408. * @hidden
  29409. */
  29410. _key: string;
  29411. private _indexParameters;
  29412. private _fallbacks;
  29413. private _vertexSourceCode;
  29414. private _fragmentSourceCode;
  29415. private _vertexSourceCodeOverride;
  29416. private _fragmentSourceCodeOverride;
  29417. private _transformFeedbackVaryings;
  29418. /**
  29419. * Compiled shader to webGL program.
  29420. * @hidden
  29421. */
  29422. _pipelineContext: Nullable<IPipelineContext>;
  29423. private _valueCache;
  29424. private static _baseCache;
  29425. /**
  29426. * Instantiates an effect.
  29427. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29428. * @param baseName Name of the effect.
  29429. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29430. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29431. * @param samplers List of sampler variables that will be passed to the shader.
  29432. * @param engine Engine to be used to render the effect
  29433. * @param defines Define statements to be added to the shader.
  29434. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29435. * @param onCompiled Callback that will be called when the shader is compiled.
  29436. * @param onError Callback that will be called if an error occurs during shader compilation.
  29437. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29438. */
  29439. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29440. private _useFinalCode;
  29441. /**
  29442. * Unique key for this effect
  29443. */
  29444. readonly key: string;
  29445. /**
  29446. * If the effect has been compiled and prepared.
  29447. * @returns if the effect is compiled and prepared.
  29448. */
  29449. isReady(): boolean;
  29450. private _isReadyInternal;
  29451. /**
  29452. * The engine the effect was initialized with.
  29453. * @returns the engine.
  29454. */
  29455. getEngine(): Engine;
  29456. /**
  29457. * The pipeline context for this effect
  29458. * @returns the associated pipeline context
  29459. */
  29460. getPipelineContext(): Nullable<IPipelineContext>;
  29461. /**
  29462. * The set of names of attribute variables for the shader.
  29463. * @returns An array of attribute names.
  29464. */
  29465. getAttributesNames(): string[];
  29466. /**
  29467. * Returns the attribute at the given index.
  29468. * @param index The index of the attribute.
  29469. * @returns The location of the attribute.
  29470. */
  29471. getAttributeLocation(index: number): number;
  29472. /**
  29473. * Returns the attribute based on the name of the variable.
  29474. * @param name of the attribute to look up.
  29475. * @returns the attribute location.
  29476. */
  29477. getAttributeLocationByName(name: string): number;
  29478. /**
  29479. * The number of attributes.
  29480. * @returns the numnber of attributes.
  29481. */
  29482. getAttributesCount(): number;
  29483. /**
  29484. * Gets the index of a uniform variable.
  29485. * @param uniformName of the uniform to look up.
  29486. * @returns the index.
  29487. */
  29488. getUniformIndex(uniformName: string): number;
  29489. /**
  29490. * Returns the attribute based on the name of the variable.
  29491. * @param uniformName of the uniform to look up.
  29492. * @returns the location of the uniform.
  29493. */
  29494. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29495. /**
  29496. * Returns an array of sampler variable names
  29497. * @returns The array of sampler variable neames.
  29498. */
  29499. getSamplers(): string[];
  29500. /**
  29501. * The error from the last compilation.
  29502. * @returns the error string.
  29503. */
  29504. getCompilationError(): string;
  29505. /**
  29506. * Gets a boolean indicating that all fallbacks were used during compilation
  29507. * @returns true if all fallbacks were used
  29508. */
  29509. allFallbacksProcessed(): boolean;
  29510. /**
  29511. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29512. * @param func The callback to be used.
  29513. */
  29514. executeWhenCompiled(func: (effect: Effect) => void): void;
  29515. private _checkIsReady;
  29516. private _loadShader;
  29517. /**
  29518. * Recompiles the webGL program
  29519. * @param vertexSourceCode The source code for the vertex shader.
  29520. * @param fragmentSourceCode The source code for the fragment shader.
  29521. * @param onCompiled Callback called when completed.
  29522. * @param onError Callback called on error.
  29523. * @hidden
  29524. */
  29525. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29526. /**
  29527. * Prepares the effect
  29528. * @hidden
  29529. */
  29530. _prepareEffect(): void;
  29531. private _processCompilationErrors;
  29532. /**
  29533. * Checks if the effect is supported. (Must be called after compilation)
  29534. */
  29535. readonly isSupported: boolean;
  29536. /**
  29537. * Binds a texture to the engine to be used as output of the shader.
  29538. * @param channel Name of the output variable.
  29539. * @param texture Texture to bind.
  29540. * @hidden
  29541. */
  29542. _bindTexture(channel: string, texture: InternalTexture): void;
  29543. /**
  29544. * Sets a texture on the engine to be used in the shader.
  29545. * @param channel Name of the sampler variable.
  29546. * @param texture Texture to set.
  29547. */
  29548. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29549. /**
  29550. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29551. * @param channel Name of the sampler variable.
  29552. * @param texture Texture to set.
  29553. */
  29554. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29555. /**
  29556. * Sets an array of textures on the engine to be used in the shader.
  29557. * @param channel Name of the variable.
  29558. * @param textures Textures to set.
  29559. */
  29560. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29561. /**
  29562. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29563. * @param channel Name of the sampler variable.
  29564. * @param postProcess Post process to get the input texture from.
  29565. */
  29566. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29567. /**
  29568. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29569. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29570. * @param channel Name of the sampler variable.
  29571. * @param postProcess Post process to get the output texture from.
  29572. */
  29573. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29574. /** @hidden */
  29575. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29576. /** @hidden */
  29577. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29578. /** @hidden */
  29579. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29580. /** @hidden */
  29581. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29582. /**
  29583. * Binds a buffer to a uniform.
  29584. * @param buffer Buffer to bind.
  29585. * @param name Name of the uniform variable to bind to.
  29586. */
  29587. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29588. /**
  29589. * Binds block to a uniform.
  29590. * @param blockName Name of the block to bind.
  29591. * @param index Index to bind.
  29592. */
  29593. bindUniformBlock(blockName: string, index: number): void;
  29594. /**
  29595. * Sets an interger value on a uniform variable.
  29596. * @param uniformName Name of the variable.
  29597. * @param value Value to be set.
  29598. * @returns this effect.
  29599. */
  29600. setInt(uniformName: string, value: number): Effect;
  29601. /**
  29602. * Sets an int array on a uniform variable.
  29603. * @param uniformName Name of the variable.
  29604. * @param array array to be set.
  29605. * @returns this effect.
  29606. */
  29607. setIntArray(uniformName: string, array: Int32Array): Effect;
  29608. /**
  29609. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29610. * @param uniformName Name of the variable.
  29611. * @param array array to be set.
  29612. * @returns this effect.
  29613. */
  29614. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29615. /**
  29616. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29617. * @param uniformName Name of the variable.
  29618. * @param array array to be set.
  29619. * @returns this effect.
  29620. */
  29621. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29622. /**
  29623. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29624. * @param uniformName Name of the variable.
  29625. * @param array array to be set.
  29626. * @returns this effect.
  29627. */
  29628. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29629. /**
  29630. * Sets an float array on a uniform variable.
  29631. * @param uniformName Name of the variable.
  29632. * @param array array to be set.
  29633. * @returns this effect.
  29634. */
  29635. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29636. /**
  29637. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29638. * @param uniformName Name of the variable.
  29639. * @param array array to be set.
  29640. * @returns this effect.
  29641. */
  29642. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29643. /**
  29644. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29645. * @param uniformName Name of the variable.
  29646. * @param array array to be set.
  29647. * @returns this effect.
  29648. */
  29649. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29650. /**
  29651. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29652. * @param uniformName Name of the variable.
  29653. * @param array array to be set.
  29654. * @returns this effect.
  29655. */
  29656. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29657. /**
  29658. * Sets an array on a uniform variable.
  29659. * @param uniformName Name of the variable.
  29660. * @param array array to be set.
  29661. * @returns this effect.
  29662. */
  29663. setArray(uniformName: string, array: number[]): Effect;
  29664. /**
  29665. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29666. * @param uniformName Name of the variable.
  29667. * @param array array to be set.
  29668. * @returns this effect.
  29669. */
  29670. setArray2(uniformName: string, array: number[]): Effect;
  29671. /**
  29672. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29673. * @param uniformName Name of the variable.
  29674. * @param array array to be set.
  29675. * @returns this effect.
  29676. */
  29677. setArray3(uniformName: string, array: number[]): Effect;
  29678. /**
  29679. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29680. * @param uniformName Name of the variable.
  29681. * @param array array to be set.
  29682. * @returns this effect.
  29683. */
  29684. setArray4(uniformName: string, array: number[]): Effect;
  29685. /**
  29686. * Sets matrices on a uniform variable.
  29687. * @param uniformName Name of the variable.
  29688. * @param matrices matrices to be set.
  29689. * @returns this effect.
  29690. */
  29691. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29692. /**
  29693. * Sets matrix on a uniform variable.
  29694. * @param uniformName Name of the variable.
  29695. * @param matrix matrix to be set.
  29696. * @returns this effect.
  29697. */
  29698. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29699. /**
  29700. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29701. * @param uniformName Name of the variable.
  29702. * @param matrix matrix to be set.
  29703. * @returns this effect.
  29704. */
  29705. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29706. /**
  29707. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29708. * @param uniformName Name of the variable.
  29709. * @param matrix matrix to be set.
  29710. * @returns this effect.
  29711. */
  29712. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29713. /**
  29714. * Sets a float on a uniform variable.
  29715. * @param uniformName Name of the variable.
  29716. * @param value value to be set.
  29717. * @returns this effect.
  29718. */
  29719. setFloat(uniformName: string, value: number): Effect;
  29720. /**
  29721. * Sets a boolean on a uniform variable.
  29722. * @param uniformName Name of the variable.
  29723. * @param bool value to be set.
  29724. * @returns this effect.
  29725. */
  29726. setBool(uniformName: string, bool: boolean): Effect;
  29727. /**
  29728. * Sets a Vector2 on a uniform variable.
  29729. * @param uniformName Name of the variable.
  29730. * @param vector2 vector2 to be set.
  29731. * @returns this effect.
  29732. */
  29733. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29734. /**
  29735. * Sets a float2 on a uniform variable.
  29736. * @param uniformName Name of the variable.
  29737. * @param x First float in float2.
  29738. * @param y Second float in float2.
  29739. * @returns this effect.
  29740. */
  29741. setFloat2(uniformName: string, x: number, y: number): Effect;
  29742. /**
  29743. * Sets a Vector3 on a uniform variable.
  29744. * @param uniformName Name of the variable.
  29745. * @param vector3 Value to be set.
  29746. * @returns this effect.
  29747. */
  29748. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29749. /**
  29750. * Sets a float3 on a uniform variable.
  29751. * @param uniformName Name of the variable.
  29752. * @param x First float in float3.
  29753. * @param y Second float in float3.
  29754. * @param z Third float in float3.
  29755. * @returns this effect.
  29756. */
  29757. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29758. /**
  29759. * Sets a Vector4 on a uniform variable.
  29760. * @param uniformName Name of the variable.
  29761. * @param vector4 Value to be set.
  29762. * @returns this effect.
  29763. */
  29764. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29765. /**
  29766. * Sets a float4 on a uniform variable.
  29767. * @param uniformName Name of the variable.
  29768. * @param x First float in float4.
  29769. * @param y Second float in float4.
  29770. * @param z Third float in float4.
  29771. * @param w Fourth float in float4.
  29772. * @returns this effect.
  29773. */
  29774. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29775. /**
  29776. * Sets a Color3 on a uniform variable.
  29777. * @param uniformName Name of the variable.
  29778. * @param color3 Value to be set.
  29779. * @returns this effect.
  29780. */
  29781. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29782. /**
  29783. * Sets a Color4 on a uniform variable.
  29784. * @param uniformName Name of the variable.
  29785. * @param color3 Value to be set.
  29786. * @param alpha Alpha value to be set.
  29787. * @returns this effect.
  29788. */
  29789. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29790. /**
  29791. * Sets a Color4 on a uniform variable
  29792. * @param uniformName defines the name of the variable
  29793. * @param color4 defines the value to be set
  29794. * @returns this effect.
  29795. */
  29796. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29797. /** Release all associated resources */
  29798. dispose(): void;
  29799. /**
  29800. * This function will add a new shader to the shader store
  29801. * @param name the name of the shader
  29802. * @param pixelShader optional pixel shader content
  29803. * @param vertexShader optional vertex shader content
  29804. */
  29805. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29806. /**
  29807. * Store of each shader (The can be looked up using effect.key)
  29808. */
  29809. static ShadersStore: {
  29810. [key: string]: string;
  29811. };
  29812. /**
  29813. * Store of each included file for a shader (The can be looked up using effect.key)
  29814. */
  29815. static IncludesShadersStore: {
  29816. [key: string]: string;
  29817. };
  29818. /**
  29819. * Resets the cache of effects.
  29820. */
  29821. static ResetCache(): void;
  29822. }
  29823. }
  29824. declare module "babylonjs/Engines/engineCapabilities" {
  29825. /**
  29826. * Interface used to describe the capabilities of the engine relatively to the current browser
  29827. */
  29828. export interface EngineCapabilities {
  29829. /** Maximum textures units per fragment shader */
  29830. maxTexturesImageUnits: number;
  29831. /** Maximum texture units per vertex shader */
  29832. maxVertexTextureImageUnits: number;
  29833. /** Maximum textures units in the entire pipeline */
  29834. maxCombinedTexturesImageUnits: number;
  29835. /** Maximum texture size */
  29836. maxTextureSize: number;
  29837. /** Maximum texture samples */
  29838. maxSamples?: number;
  29839. /** Maximum cube texture size */
  29840. maxCubemapTextureSize: number;
  29841. /** Maximum render texture size */
  29842. maxRenderTextureSize: number;
  29843. /** Maximum number of vertex attributes */
  29844. maxVertexAttribs: number;
  29845. /** Maximum number of varyings */
  29846. maxVaryingVectors: number;
  29847. /** Maximum number of uniforms per vertex shader */
  29848. maxVertexUniformVectors: number;
  29849. /** Maximum number of uniforms per fragment shader */
  29850. maxFragmentUniformVectors: number;
  29851. /** Defines if standard derivates (dx/dy) are supported */
  29852. standardDerivatives: boolean;
  29853. /** Defines if s3tc texture compression is supported */
  29854. s3tc?: WEBGL_compressed_texture_s3tc;
  29855. /** Defines if pvrtc texture compression is supported */
  29856. pvrtc: any;
  29857. /** Defines if etc1 texture compression is supported */
  29858. etc1: any;
  29859. /** Defines if etc2 texture compression is supported */
  29860. etc2: any;
  29861. /** Defines if astc texture compression is supported */
  29862. astc: any;
  29863. /** Defines if float textures are supported */
  29864. textureFloat: boolean;
  29865. /** Defines if vertex array objects are supported */
  29866. vertexArrayObject: boolean;
  29867. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29868. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29869. /** Gets the maximum level of anisotropy supported */
  29870. maxAnisotropy: number;
  29871. /** Defines if instancing is supported */
  29872. instancedArrays: boolean;
  29873. /** Defines if 32 bits indices are supported */
  29874. uintIndices: boolean;
  29875. /** Defines if high precision shaders are supported */
  29876. highPrecisionShaderSupported: boolean;
  29877. /** Defines if depth reading in the fragment shader is supported */
  29878. fragmentDepthSupported: boolean;
  29879. /** Defines if float texture linear filtering is supported*/
  29880. textureFloatLinearFiltering: boolean;
  29881. /** Defines if rendering to float textures is supported */
  29882. textureFloatRender: boolean;
  29883. /** Defines if half float textures are supported*/
  29884. textureHalfFloat: boolean;
  29885. /** Defines if half float texture linear filtering is supported*/
  29886. textureHalfFloatLinearFiltering: boolean;
  29887. /** Defines if rendering to half float textures is supported */
  29888. textureHalfFloatRender: boolean;
  29889. /** Defines if textureLOD shader command is supported */
  29890. textureLOD: boolean;
  29891. /** Defines if draw buffers extension is supported */
  29892. drawBuffersExtension: boolean;
  29893. /** Defines if depth textures are supported */
  29894. depthTextureExtension: boolean;
  29895. /** Defines if float color buffer are supported */
  29896. colorBufferFloat: boolean;
  29897. /** Gets disjoint timer query extension (null if not supported) */
  29898. timerQuery?: EXT_disjoint_timer_query;
  29899. /** Defines if timestamp can be used with timer query */
  29900. canUseTimestampForTimerQuery: boolean;
  29901. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29902. multiview?: any;
  29903. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29904. oculusMultiview?: any;
  29905. /** Function used to let the system compiles shaders in background */
  29906. parallelShaderCompile?: {
  29907. COMPLETION_STATUS_KHR: number;
  29908. };
  29909. /** Max number of texture samples for MSAA */
  29910. maxMSAASamples: number;
  29911. /** Defines if the blend min max extension is supported */
  29912. blendMinMax: boolean;
  29913. }
  29914. }
  29915. declare module "babylonjs/States/depthCullingState" {
  29916. import { Nullable } from "babylonjs/types";
  29917. /**
  29918. * @hidden
  29919. **/
  29920. export class DepthCullingState {
  29921. private _isDepthTestDirty;
  29922. private _isDepthMaskDirty;
  29923. private _isDepthFuncDirty;
  29924. private _isCullFaceDirty;
  29925. private _isCullDirty;
  29926. private _isZOffsetDirty;
  29927. private _isFrontFaceDirty;
  29928. private _depthTest;
  29929. private _depthMask;
  29930. private _depthFunc;
  29931. private _cull;
  29932. private _cullFace;
  29933. private _zOffset;
  29934. private _frontFace;
  29935. /**
  29936. * Initializes the state.
  29937. */
  29938. constructor();
  29939. readonly isDirty: boolean;
  29940. zOffset: number;
  29941. cullFace: Nullable<number>;
  29942. cull: Nullable<boolean>;
  29943. depthFunc: Nullable<number>;
  29944. depthMask: boolean;
  29945. depthTest: boolean;
  29946. frontFace: Nullable<number>;
  29947. reset(): void;
  29948. apply(gl: WebGLRenderingContext): void;
  29949. }
  29950. }
  29951. declare module "babylonjs/States/stencilState" {
  29952. /**
  29953. * @hidden
  29954. **/
  29955. export class StencilState {
  29956. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  29957. static readonly ALWAYS: number;
  29958. /** Passed to stencilOperation to specify that stencil value must be kept */
  29959. static readonly KEEP: number;
  29960. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29961. static readonly REPLACE: number;
  29962. private _isStencilTestDirty;
  29963. private _isStencilMaskDirty;
  29964. private _isStencilFuncDirty;
  29965. private _isStencilOpDirty;
  29966. private _stencilTest;
  29967. private _stencilMask;
  29968. private _stencilFunc;
  29969. private _stencilFuncRef;
  29970. private _stencilFuncMask;
  29971. private _stencilOpStencilFail;
  29972. private _stencilOpDepthFail;
  29973. private _stencilOpStencilDepthPass;
  29974. readonly isDirty: boolean;
  29975. stencilFunc: number;
  29976. stencilFuncRef: number;
  29977. stencilFuncMask: number;
  29978. stencilOpStencilFail: number;
  29979. stencilOpDepthFail: number;
  29980. stencilOpStencilDepthPass: number;
  29981. stencilMask: number;
  29982. stencilTest: boolean;
  29983. constructor();
  29984. reset(): void;
  29985. apply(gl: WebGLRenderingContext): void;
  29986. }
  29987. }
  29988. declare module "babylonjs/States/alphaCullingState" {
  29989. /**
  29990. * @hidden
  29991. **/
  29992. export class AlphaState {
  29993. private _isAlphaBlendDirty;
  29994. private _isBlendFunctionParametersDirty;
  29995. private _isBlendEquationParametersDirty;
  29996. private _isBlendConstantsDirty;
  29997. private _alphaBlend;
  29998. private _blendFunctionParameters;
  29999. private _blendEquationParameters;
  30000. private _blendConstants;
  30001. /**
  30002. * Initializes the state.
  30003. */
  30004. constructor();
  30005. readonly isDirty: boolean;
  30006. alphaBlend: boolean;
  30007. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  30008. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30009. setAlphaEquationParameters(rgb: number, alpha: number): void;
  30010. reset(): void;
  30011. apply(gl: WebGLRenderingContext): void;
  30012. }
  30013. }
  30014. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30015. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30016. /** @hidden */
  30017. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30018. attributeProcessor(attribute: string): string;
  30019. varyingProcessor(varying: string, isFragment: boolean): string;
  30020. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30021. }
  30022. }
  30023. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30024. /**
  30025. * Interface for attribute information associated with buffer instanciation
  30026. */
  30027. export interface InstancingAttributeInfo {
  30028. /**
  30029. * Index/offset of the attribute in the vertex shader
  30030. */
  30031. index: number;
  30032. /**
  30033. * size of the attribute, 1, 2, 3 or 4
  30034. */
  30035. attributeSize: number;
  30036. /**
  30037. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30038. * default is FLOAT
  30039. */
  30040. attributeType: number;
  30041. /**
  30042. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30043. */
  30044. normalized: boolean;
  30045. /**
  30046. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30047. */
  30048. offset: number;
  30049. /**
  30050. * Name of the GLSL attribute, for debugging purpose only
  30051. */
  30052. attributeName: string;
  30053. }
  30054. }
  30055. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30056. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30057. import { Nullable } from "babylonjs/types";
  30058. module "babylonjs/Engines/thinEngine" {
  30059. interface ThinEngine {
  30060. /**
  30061. * Update a video texture
  30062. * @param texture defines the texture to update
  30063. * @param video defines the video element to use
  30064. * @param invertY defines if data must be stored with Y axis inverted
  30065. */
  30066. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30067. }
  30068. }
  30069. }
  30070. declare module "babylonjs/Materials/Textures/videoTexture" {
  30071. import { Observable } from "babylonjs/Misc/observable";
  30072. import { Nullable } from "babylonjs/types";
  30073. import { Scene } from "babylonjs/scene";
  30074. import { Texture } from "babylonjs/Materials/Textures/texture";
  30075. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30076. /**
  30077. * Settings for finer control over video usage
  30078. */
  30079. export interface VideoTextureSettings {
  30080. /**
  30081. * Applies `autoplay` to video, if specified
  30082. */
  30083. autoPlay?: boolean;
  30084. /**
  30085. * Applies `loop` to video, if specified
  30086. */
  30087. loop?: boolean;
  30088. /**
  30089. * Automatically updates internal texture from video at every frame in the render loop
  30090. */
  30091. autoUpdateTexture: boolean;
  30092. /**
  30093. * Image src displayed during the video loading or until the user interacts with the video.
  30094. */
  30095. poster?: string;
  30096. }
  30097. /**
  30098. * If you want to display a video in your scene, this is the special texture for that.
  30099. * This special texture works similar to other textures, with the exception of a few parameters.
  30100. * @see https://doc.babylonjs.com/how_to/video_texture
  30101. */
  30102. export class VideoTexture extends Texture {
  30103. /**
  30104. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30105. */
  30106. readonly autoUpdateTexture: boolean;
  30107. /**
  30108. * The video instance used by the texture internally
  30109. */
  30110. readonly video: HTMLVideoElement;
  30111. private _onUserActionRequestedObservable;
  30112. /**
  30113. * Event triggerd when a dom action is required by the user to play the video.
  30114. * This happens due to recent changes in browser policies preventing video to auto start.
  30115. */
  30116. readonly onUserActionRequestedObservable: Observable<Texture>;
  30117. private _generateMipMaps;
  30118. private _engine;
  30119. private _stillImageCaptured;
  30120. private _displayingPosterTexture;
  30121. private _settings;
  30122. private _createInternalTextureOnEvent;
  30123. private _frameId;
  30124. /**
  30125. * Creates a video texture.
  30126. * If you want to display a video in your scene, this is the special texture for that.
  30127. * This special texture works similar to other textures, with the exception of a few parameters.
  30128. * @see https://doc.babylonjs.com/how_to/video_texture
  30129. * @param name optional name, will detect from video source, if not defined
  30130. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30131. * @param scene is obviously the current scene.
  30132. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30133. * @param invertY is false by default but can be used to invert video on Y axis
  30134. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30135. * @param settings allows finer control over video usage
  30136. */
  30137. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30138. private _getName;
  30139. private _getVideo;
  30140. private _createInternalTexture;
  30141. private reset;
  30142. /**
  30143. * @hidden Internal method to initiate `update`.
  30144. */
  30145. _rebuild(): void;
  30146. /**
  30147. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30148. */
  30149. update(): void;
  30150. /**
  30151. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30152. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30153. */
  30154. updateTexture(isVisible: boolean): void;
  30155. protected _updateInternalTexture: () => void;
  30156. /**
  30157. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30158. * @param url New url.
  30159. */
  30160. updateURL(url: string): void;
  30161. /**
  30162. * Dispose the texture and release its associated resources.
  30163. */
  30164. dispose(): void;
  30165. /**
  30166. * Creates a video texture straight from a stream.
  30167. * @param scene Define the scene the texture should be created in
  30168. * @param stream Define the stream the texture should be created from
  30169. * @returns The created video texture as a promise
  30170. */
  30171. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30172. /**
  30173. * Creates a video texture straight from your WebCam video feed.
  30174. * @param scene Define the scene the texture should be created in
  30175. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30176. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30177. * @returns The created video texture as a promise
  30178. */
  30179. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30180. minWidth: number;
  30181. maxWidth: number;
  30182. minHeight: number;
  30183. maxHeight: number;
  30184. deviceId: string;
  30185. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30186. /**
  30187. * Creates a video texture straight from your WebCam video feed.
  30188. * @param scene Define the scene the texture should be created in
  30189. * @param onReady Define a callback to triggered once the texture will be ready
  30190. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30191. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30192. */
  30193. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30194. minWidth: number;
  30195. maxWidth: number;
  30196. minHeight: number;
  30197. maxHeight: number;
  30198. deviceId: string;
  30199. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30200. }
  30201. }
  30202. declare module "babylonjs/Engines/thinEngine" {
  30203. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30204. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30205. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30206. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30207. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30208. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30209. import { Observable } from "babylonjs/Misc/observable";
  30210. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30211. import { StencilState } from "babylonjs/States/stencilState";
  30212. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30213. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30214. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30215. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30216. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30217. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30218. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30219. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30220. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30221. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30222. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30223. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30224. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30225. /**
  30226. * Defines the interface used by objects working like Scene
  30227. * @hidden
  30228. */
  30229. interface ISceneLike {
  30230. _addPendingData(data: any): void;
  30231. _removePendingData(data: any): void;
  30232. offlineProvider: IOfflineProvider;
  30233. }
  30234. /** Interface defining initialization parameters for Engine class */
  30235. export interface EngineOptions extends WebGLContextAttributes {
  30236. /**
  30237. * Defines if the engine should no exceed a specified device ratio
  30238. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30239. */
  30240. limitDeviceRatio?: number;
  30241. /**
  30242. * Defines if webvr should be enabled automatically
  30243. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30244. */
  30245. autoEnableWebVR?: boolean;
  30246. /**
  30247. * Defines if webgl2 should be turned off even if supported
  30248. * @see http://doc.babylonjs.com/features/webgl2
  30249. */
  30250. disableWebGL2Support?: boolean;
  30251. /**
  30252. * Defines if webaudio should be initialized as well
  30253. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30254. */
  30255. audioEngine?: boolean;
  30256. /**
  30257. * Defines if animations should run using a deterministic lock step
  30258. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30259. */
  30260. deterministicLockstep?: boolean;
  30261. /** Defines the maximum steps to use with deterministic lock step mode */
  30262. lockstepMaxSteps?: number;
  30263. /** Defines the seconds between each deterministic lock step */
  30264. timeStep?: number;
  30265. /**
  30266. * Defines that engine should ignore context lost events
  30267. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30268. */
  30269. doNotHandleContextLost?: boolean;
  30270. /**
  30271. * Defines that engine should ignore modifying touch action attribute and style
  30272. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30273. */
  30274. doNotHandleTouchAction?: boolean;
  30275. /**
  30276. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30277. */
  30278. useHighPrecisionFloats?: boolean;
  30279. }
  30280. /**
  30281. * The base engine class (root of all engines)
  30282. */
  30283. export class ThinEngine {
  30284. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30285. static ExceptionList: ({
  30286. key: string;
  30287. capture: string;
  30288. captureConstraint: number;
  30289. targets: string[];
  30290. } | {
  30291. key: string;
  30292. capture: null;
  30293. captureConstraint: null;
  30294. targets: string[];
  30295. })[];
  30296. /** @hidden */
  30297. static _TextureLoaders: IInternalTextureLoader[];
  30298. /**
  30299. * Returns the current npm package of the sdk
  30300. */
  30301. static readonly NpmPackage: string;
  30302. /**
  30303. * Returns the current version of the framework
  30304. */
  30305. static readonly Version: string;
  30306. /**
  30307. * Returns a string describing the current engine
  30308. */
  30309. readonly description: string;
  30310. /**
  30311. * Gets or sets the epsilon value used by collision engine
  30312. */
  30313. static CollisionsEpsilon: number;
  30314. /**
  30315. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30316. */
  30317. static ShadersRepository: string;
  30318. /** @hidden */
  30319. _shaderProcessor: IShaderProcessor;
  30320. /**
  30321. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30322. */
  30323. forcePOTTextures: boolean;
  30324. /**
  30325. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30326. */
  30327. isFullscreen: boolean;
  30328. /**
  30329. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30330. */
  30331. cullBackFaces: boolean;
  30332. /**
  30333. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30334. */
  30335. renderEvenInBackground: boolean;
  30336. /**
  30337. * Gets or sets a boolean indicating that cache can be kept between frames
  30338. */
  30339. preventCacheWipeBetweenFrames: boolean;
  30340. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30341. validateShaderPrograms: boolean;
  30342. /**
  30343. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  30344. * This can provide greater z depth for distant objects.
  30345. */
  30346. useReverseDepthBuffer: boolean;
  30347. /**
  30348. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30349. */
  30350. disableUniformBuffers: boolean;
  30351. /** @hidden */
  30352. _uniformBuffers: UniformBuffer[];
  30353. /**
  30354. * Gets a boolean indicating that the engine supports uniform buffers
  30355. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30356. */
  30357. readonly supportsUniformBuffers: boolean;
  30358. /** @hidden */
  30359. _gl: WebGLRenderingContext;
  30360. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30361. protected _windowIsBackground: boolean;
  30362. protected _webGLVersion: number;
  30363. protected _creationOptions: EngineOptions;
  30364. protected _highPrecisionShadersAllowed: boolean;
  30365. /** @hidden */
  30366. readonly _shouldUseHighPrecisionShader: boolean;
  30367. /**
  30368. * Gets a boolean indicating that only power of 2 textures are supported
  30369. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30370. */
  30371. readonly needPOTTextures: boolean;
  30372. /** @hidden */
  30373. _badOS: boolean;
  30374. /** @hidden */
  30375. _badDesktopOS: boolean;
  30376. private _hardwareScalingLevel;
  30377. /** @hidden */
  30378. _caps: EngineCapabilities;
  30379. private _isStencilEnable;
  30380. protected _colorWrite: boolean;
  30381. private _glVersion;
  30382. private _glRenderer;
  30383. private _glVendor;
  30384. /** @hidden */
  30385. _videoTextureSupported: boolean;
  30386. protected _renderingQueueLaunched: boolean;
  30387. protected _activeRenderLoops: (() => void)[];
  30388. /**
  30389. * Observable signaled when a context lost event is raised
  30390. */
  30391. onContextLostObservable: Observable<ThinEngine>;
  30392. /**
  30393. * Observable signaled when a context restored event is raised
  30394. */
  30395. onContextRestoredObservable: Observable<ThinEngine>;
  30396. private _onContextLost;
  30397. private _onContextRestored;
  30398. protected _contextWasLost: boolean;
  30399. /** @hidden */
  30400. _doNotHandleContextLost: boolean;
  30401. /**
  30402. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30403. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30404. */
  30405. doNotHandleContextLost: boolean;
  30406. /**
  30407. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30408. */
  30409. disableVertexArrayObjects: boolean;
  30410. /** @hidden */
  30411. protected _depthCullingState: DepthCullingState;
  30412. /** @hidden */
  30413. protected _stencilState: StencilState;
  30414. /** @hidden */
  30415. protected _alphaState: AlphaState;
  30416. /** @hidden */
  30417. _internalTexturesCache: InternalTexture[];
  30418. /** @hidden */
  30419. protected _activeChannel: number;
  30420. private _currentTextureChannel;
  30421. /** @hidden */
  30422. protected _boundTexturesCache: {
  30423. [key: string]: Nullable<InternalTexture>;
  30424. };
  30425. /** @hidden */
  30426. protected _currentEffect: Nullable<Effect>;
  30427. /** @hidden */
  30428. protected _currentProgram: Nullable<WebGLProgram>;
  30429. private _compiledEffects;
  30430. private _vertexAttribArraysEnabled;
  30431. /** @hidden */
  30432. protected _cachedViewport: Nullable<IViewportLike>;
  30433. private _cachedVertexArrayObject;
  30434. /** @hidden */
  30435. protected _cachedVertexBuffers: any;
  30436. /** @hidden */
  30437. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30438. /** @hidden */
  30439. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30440. /** @hidden */
  30441. _currentRenderTarget: Nullable<InternalTexture>;
  30442. private _uintIndicesCurrentlySet;
  30443. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30444. /** @hidden */
  30445. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30446. private _currentBufferPointers;
  30447. private _currentInstanceLocations;
  30448. private _currentInstanceBuffers;
  30449. private _textureUnits;
  30450. /** @hidden */
  30451. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30452. /** @hidden */
  30453. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30454. /** @hidden */
  30455. _boundRenderFunction: any;
  30456. private _vaoRecordInProgress;
  30457. private _mustWipeVertexAttributes;
  30458. private _emptyTexture;
  30459. private _emptyCubeTexture;
  30460. private _emptyTexture3D;
  30461. private _emptyTexture2DArray;
  30462. /** @hidden */
  30463. _frameHandler: number;
  30464. private _nextFreeTextureSlots;
  30465. private _maxSimultaneousTextures;
  30466. private _activeRequests;
  30467. protected _texturesSupported: string[];
  30468. /** @hidden */
  30469. _textureFormatInUse: Nullable<string>;
  30470. protected readonly _supportsHardwareTextureRescaling: boolean;
  30471. /**
  30472. * Gets the list of texture formats supported
  30473. */
  30474. readonly texturesSupported: Array<string>;
  30475. /**
  30476. * Gets the list of texture formats in use
  30477. */
  30478. readonly textureFormatInUse: Nullable<string>;
  30479. /**
  30480. * Gets the current viewport
  30481. */
  30482. readonly currentViewport: Nullable<IViewportLike>;
  30483. /**
  30484. * Gets the default empty texture
  30485. */
  30486. readonly emptyTexture: InternalTexture;
  30487. /**
  30488. * Gets the default empty 3D texture
  30489. */
  30490. readonly emptyTexture3D: InternalTexture;
  30491. /**
  30492. * Gets the default empty 2D array texture
  30493. */
  30494. readonly emptyTexture2DArray: InternalTexture;
  30495. /**
  30496. * Gets the default empty cube texture
  30497. */
  30498. readonly emptyCubeTexture: InternalTexture;
  30499. /**
  30500. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30501. */
  30502. readonly premultipliedAlpha: boolean;
  30503. /**
  30504. * Observable event triggered before each texture is initialized
  30505. */
  30506. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30507. /**
  30508. * Creates a new engine
  30509. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  30510. * @param antialias defines enable antialiasing (default: false)
  30511. * @param options defines further options to be sent to the getContext() function
  30512. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30513. */
  30514. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30515. private _rebuildInternalTextures;
  30516. private _rebuildEffects;
  30517. /**
  30518. * Gets a boolean indicating if all created effects are ready
  30519. * @returns true if all effects are ready
  30520. */
  30521. areAllEffectsReady(): boolean;
  30522. protected _rebuildBuffers(): void;
  30523. private _initGLContext;
  30524. /**
  30525. * Gets version of the current webGL context
  30526. */
  30527. readonly webGLVersion: number;
  30528. /**
  30529. * Gets a string idenfifying the name of the class
  30530. * @returns "Engine" string
  30531. */
  30532. getClassName(): string;
  30533. /**
  30534. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30535. */
  30536. readonly isStencilEnable: boolean;
  30537. /** @hidden */
  30538. _prepareWorkingCanvas(): void;
  30539. /**
  30540. * Reset the texture cache to empty state
  30541. */
  30542. resetTextureCache(): void;
  30543. /**
  30544. * Gets an object containing information about the current webGL context
  30545. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30546. */
  30547. getGlInfo(): {
  30548. vendor: string;
  30549. renderer: string;
  30550. version: string;
  30551. };
  30552. /**
  30553. * Defines the hardware scaling level.
  30554. * By default the hardware scaling level is computed from the window device ratio.
  30555. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30556. * @param level defines the level to use
  30557. */
  30558. setHardwareScalingLevel(level: number): void;
  30559. /**
  30560. * Gets the current hardware scaling level.
  30561. * By default the hardware scaling level is computed from the window device ratio.
  30562. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30563. * @returns a number indicating the current hardware scaling level
  30564. */
  30565. getHardwareScalingLevel(): number;
  30566. /**
  30567. * Gets the list of loaded textures
  30568. * @returns an array containing all loaded textures
  30569. */
  30570. getLoadedTexturesCache(): InternalTexture[];
  30571. /**
  30572. * Gets the object containing all engine capabilities
  30573. * @returns the EngineCapabilities object
  30574. */
  30575. getCaps(): EngineCapabilities;
  30576. /**
  30577. * stop executing a render loop function and remove it from the execution array
  30578. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30579. */
  30580. stopRenderLoop(renderFunction?: () => void): void;
  30581. /** @hidden */
  30582. _renderLoop(): void;
  30583. /**
  30584. * Gets the HTML canvas attached with the current webGL context
  30585. * @returns a HTML canvas
  30586. */
  30587. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30588. /**
  30589. * Gets host window
  30590. * @returns the host window object
  30591. */
  30592. getHostWindow(): Nullable<Window>;
  30593. /**
  30594. * Gets the current render width
  30595. * @param useScreen defines if screen size must be used (or the current render target if any)
  30596. * @returns a number defining the current render width
  30597. */
  30598. getRenderWidth(useScreen?: boolean): number;
  30599. /**
  30600. * Gets the current render height
  30601. * @param useScreen defines if screen size must be used (or the current render target if any)
  30602. * @returns a number defining the current render height
  30603. */
  30604. getRenderHeight(useScreen?: boolean): number;
  30605. /**
  30606. * Can be used to override the current requestAnimationFrame requester.
  30607. * @hidden
  30608. */
  30609. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30610. /**
  30611. * Register and execute a render loop. The engine can have more than one render function
  30612. * @param renderFunction defines the function to continuously execute
  30613. */
  30614. runRenderLoop(renderFunction: () => void): void;
  30615. /**
  30616. * Clear the current render buffer or the current render target (if any is set up)
  30617. * @param color defines the color to use
  30618. * @param backBuffer defines if the back buffer must be cleared
  30619. * @param depth defines if the depth buffer must be cleared
  30620. * @param stencil defines if the stencil buffer must be cleared
  30621. */
  30622. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30623. private _viewportCached;
  30624. /** @hidden */
  30625. _viewport(x: number, y: number, width: number, height: number): void;
  30626. /**
  30627. * Set the WebGL's viewport
  30628. * @param viewport defines the viewport element to be used
  30629. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30630. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30631. */
  30632. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30633. /**
  30634. * Begin a new frame
  30635. */
  30636. beginFrame(): void;
  30637. /**
  30638. * Enf the current frame
  30639. */
  30640. endFrame(): void;
  30641. /**
  30642. * Resize the view according to the canvas' size
  30643. */
  30644. resize(): void;
  30645. /**
  30646. * Force a specific size of the canvas
  30647. * @param width defines the new canvas' width
  30648. * @param height defines the new canvas' height
  30649. */
  30650. setSize(width: number, height: number): void;
  30651. /**
  30652. * Binds the frame buffer to the specified texture.
  30653. * @param texture The texture to render to or null for the default canvas
  30654. * @param faceIndex The face of the texture to render to in case of cube texture
  30655. * @param requiredWidth The width of the target to render to
  30656. * @param requiredHeight The height of the target to render to
  30657. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30658. * @param depthStencilTexture The depth stencil texture to use to render
  30659. * @param lodLevel defines le lod level to bind to the frame buffer
  30660. */
  30661. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30662. /** @hidden */
  30663. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30664. /**
  30665. * Unbind the current render target texture from the webGL context
  30666. * @param texture defines the render target texture to unbind
  30667. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30668. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30669. */
  30670. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30671. /**
  30672. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30673. */
  30674. flushFramebuffer(): void;
  30675. /**
  30676. * Unbind the current render target and bind the default framebuffer
  30677. */
  30678. restoreDefaultFramebuffer(): void;
  30679. /** @hidden */
  30680. protected _resetVertexBufferBinding(): void;
  30681. /**
  30682. * Creates a vertex buffer
  30683. * @param data the data for the vertex buffer
  30684. * @returns the new WebGL static buffer
  30685. */
  30686. createVertexBuffer(data: DataArray): DataBuffer;
  30687. private _createVertexBuffer;
  30688. /**
  30689. * Creates a dynamic vertex buffer
  30690. * @param data the data for the dynamic vertex buffer
  30691. * @returns the new WebGL dynamic buffer
  30692. */
  30693. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30694. protected _resetIndexBufferBinding(): void;
  30695. /**
  30696. * Creates a new index buffer
  30697. * @param indices defines the content of the index buffer
  30698. * @param updatable defines if the index buffer must be updatable
  30699. * @returns a new webGL buffer
  30700. */
  30701. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30702. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30703. /**
  30704. * Bind a webGL buffer to the webGL context
  30705. * @param buffer defines the buffer to bind
  30706. */
  30707. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30708. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30709. private bindBuffer;
  30710. /**
  30711. * update the bound buffer with the given data
  30712. * @param data defines the data to update
  30713. */
  30714. updateArrayBuffer(data: Float32Array): void;
  30715. private _vertexAttribPointer;
  30716. private _bindIndexBufferWithCache;
  30717. private _bindVertexBuffersAttributes;
  30718. /**
  30719. * Records a vertex array object
  30720. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30721. * @param vertexBuffers defines the list of vertex buffers to store
  30722. * @param indexBuffer defines the index buffer to store
  30723. * @param effect defines the effect to store
  30724. * @returns the new vertex array object
  30725. */
  30726. recordVertexArrayObject(vertexBuffers: {
  30727. [key: string]: VertexBuffer;
  30728. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30729. /**
  30730. * Bind a specific vertex array object
  30731. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30732. * @param vertexArrayObject defines the vertex array object to bind
  30733. * @param indexBuffer defines the index buffer to bind
  30734. */
  30735. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30736. /**
  30737. * Bind webGl buffers directly to the webGL context
  30738. * @param vertexBuffer defines the vertex buffer to bind
  30739. * @param indexBuffer defines the index buffer to bind
  30740. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30741. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30742. * @param effect defines the effect associated with the vertex buffer
  30743. */
  30744. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30745. private _unbindVertexArrayObject;
  30746. /**
  30747. * Bind a list of vertex buffers to the webGL context
  30748. * @param vertexBuffers defines the list of vertex buffers to bind
  30749. * @param indexBuffer defines the index buffer to bind
  30750. * @param effect defines the effect associated with the vertex buffers
  30751. */
  30752. bindBuffers(vertexBuffers: {
  30753. [key: string]: Nullable<VertexBuffer>;
  30754. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30755. /**
  30756. * Unbind all instance attributes
  30757. */
  30758. unbindInstanceAttributes(): void;
  30759. /**
  30760. * Release and free the memory of a vertex array object
  30761. * @param vao defines the vertex array object to delete
  30762. */
  30763. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30764. /** @hidden */
  30765. _releaseBuffer(buffer: DataBuffer): boolean;
  30766. protected _deleteBuffer(buffer: DataBuffer): void;
  30767. /**
  30768. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30769. * @param instancesBuffer defines the webGL buffer to update and bind
  30770. * @param data defines the data to store in the buffer
  30771. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30772. */
  30773. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30774. /**
  30775. * Apply all cached states (depth, culling, stencil and alpha)
  30776. */
  30777. applyStates(): void;
  30778. /**
  30779. * Send a draw order
  30780. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30781. * @param indexStart defines the starting index
  30782. * @param indexCount defines the number of index to draw
  30783. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30784. */
  30785. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30786. /**
  30787. * Draw a list of points
  30788. * @param verticesStart defines the index of first vertex to draw
  30789. * @param verticesCount defines the count of vertices to draw
  30790. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30791. */
  30792. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30793. /**
  30794. * Draw a list of unindexed primitives
  30795. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30796. * @param verticesStart defines the index of first vertex to draw
  30797. * @param verticesCount defines the count of vertices to draw
  30798. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30799. */
  30800. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30801. /**
  30802. * Draw a list of indexed primitives
  30803. * @param fillMode defines the primitive to use
  30804. * @param indexStart defines the starting index
  30805. * @param indexCount defines the number of index to draw
  30806. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30807. */
  30808. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30809. /**
  30810. * Draw a list of unindexed primitives
  30811. * @param fillMode defines the primitive to use
  30812. * @param verticesStart defines the index of first vertex to draw
  30813. * @param verticesCount defines the count of vertices to draw
  30814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30815. */
  30816. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30817. private _drawMode;
  30818. /** @hidden */
  30819. protected _reportDrawCall(): void;
  30820. /** @hidden */
  30821. _releaseEffect(effect: Effect): void;
  30822. /** @hidden */
  30823. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30824. /**
  30825. * Create a new effect (used to store vertex/fragment shaders)
  30826. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30827. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30828. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30829. * @param samplers defines an array of string used to represent textures
  30830. * @param defines defines the string containing the defines to use to compile the shaders
  30831. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30832. * @param onCompiled defines a function to call when the effect creation is successful
  30833. * @param onError defines a function to call when the effect creation has failed
  30834. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30835. * @returns the new Effect
  30836. */
  30837. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30838. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30839. private _compileShader;
  30840. private _compileRawShader;
  30841. /**
  30842. * Directly creates a webGL program
  30843. * @param pipelineContext defines the pipeline context to attach to
  30844. * @param vertexCode defines the vertex shader code to use
  30845. * @param fragmentCode defines the fragment shader code to use
  30846. * @param context defines the webGL context to use (if not set, the current one will be used)
  30847. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30848. * @returns the new webGL program
  30849. */
  30850. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30851. /**
  30852. * Creates a webGL program
  30853. * @param pipelineContext defines the pipeline context to attach to
  30854. * @param vertexCode defines the vertex shader code to use
  30855. * @param fragmentCode defines the fragment shader code to use
  30856. * @param defines defines the string containing the defines to use to compile the shaders
  30857. * @param context defines the webGL context to use (if not set, the current one will be used)
  30858. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30859. * @returns the new webGL program
  30860. */
  30861. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30862. /**
  30863. * Creates a new pipeline context
  30864. * @returns the new pipeline
  30865. */
  30866. createPipelineContext(): IPipelineContext;
  30867. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30868. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30869. /** @hidden */
  30870. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30871. /** @hidden */
  30872. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30873. /** @hidden */
  30874. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30875. /**
  30876. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30877. * @param pipelineContext defines the pipeline context to use
  30878. * @param uniformsNames defines the list of uniform names
  30879. * @returns an array of webGL uniform locations
  30880. */
  30881. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30882. /**
  30883. * Gets the lsit of active attributes for a given webGL program
  30884. * @param pipelineContext defines the pipeline context to use
  30885. * @param attributesNames defines the list of attribute names to get
  30886. * @returns an array of indices indicating the offset of each attribute
  30887. */
  30888. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30889. /**
  30890. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30891. * @param effect defines the effect to activate
  30892. */
  30893. enableEffect(effect: Nullable<Effect>): void;
  30894. /**
  30895. * Set the value of an uniform to a number (int)
  30896. * @param uniform defines the webGL uniform location where to store the value
  30897. * @param value defines the int number to store
  30898. */
  30899. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30900. /**
  30901. * Set the value of an uniform to an array of int32
  30902. * @param uniform defines the webGL uniform location where to store the value
  30903. * @param array defines the array of int32 to store
  30904. */
  30905. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30906. /**
  30907. * Set the value of an uniform to an array of int32 (stored as vec2)
  30908. * @param uniform defines the webGL uniform location where to store the value
  30909. * @param array defines the array of int32 to store
  30910. */
  30911. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30912. /**
  30913. * Set the value of an uniform to an array of int32 (stored as vec3)
  30914. * @param uniform defines the webGL uniform location where to store the value
  30915. * @param array defines the array of int32 to store
  30916. */
  30917. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30918. /**
  30919. * Set the value of an uniform to an array of int32 (stored as vec4)
  30920. * @param uniform defines the webGL uniform location where to store the value
  30921. * @param array defines the array of int32 to store
  30922. */
  30923. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30924. /**
  30925. * Set the value of an uniform to an array of number
  30926. * @param uniform defines the webGL uniform location where to store the value
  30927. * @param array defines the array of number to store
  30928. */
  30929. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30930. /**
  30931. * Set the value of an uniform to an array of number (stored as vec2)
  30932. * @param uniform defines the webGL uniform location where to store the value
  30933. * @param array defines the array of number to store
  30934. */
  30935. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30936. /**
  30937. * Set the value of an uniform to an array of number (stored as vec3)
  30938. * @param uniform defines the webGL uniform location where to store the value
  30939. * @param array defines the array of number to store
  30940. */
  30941. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30942. /**
  30943. * Set the value of an uniform to an array of number (stored as vec4)
  30944. * @param uniform defines the webGL uniform location where to store the value
  30945. * @param array defines the array of number to store
  30946. */
  30947. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30948. /**
  30949. * Set the value of an uniform to an array of float32 (stored as matrices)
  30950. * @param uniform defines the webGL uniform location where to store the value
  30951. * @param matrices defines the array of float32 to store
  30952. */
  30953. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30954. /**
  30955. * Set the value of an uniform to a matrix (3x3)
  30956. * @param uniform defines the webGL uniform location where to store the value
  30957. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30958. */
  30959. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30960. /**
  30961. * Set the value of an uniform to a matrix (2x2)
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30964. */
  30965. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30966. /**
  30967. * Set the value of an uniform to a number (float)
  30968. * @param uniform defines the webGL uniform location where to store the value
  30969. * @param value defines the float number to store
  30970. */
  30971. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30972. /**
  30973. * Set the value of an uniform to a vec2
  30974. * @param uniform defines the webGL uniform location where to store the value
  30975. * @param x defines the 1st component of the value
  30976. * @param y defines the 2nd component of the value
  30977. */
  30978. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30979. /**
  30980. * Set the value of an uniform to a vec3
  30981. * @param uniform defines the webGL uniform location where to store the value
  30982. * @param x defines the 1st component of the value
  30983. * @param y defines the 2nd component of the value
  30984. * @param z defines the 3rd component of the value
  30985. */
  30986. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30987. /**
  30988. * Set the value of an uniform to a vec4
  30989. * @param uniform defines the webGL uniform location where to store the value
  30990. * @param x defines the 1st component of the value
  30991. * @param y defines the 2nd component of the value
  30992. * @param z defines the 3rd component of the value
  30993. * @param w defines the 4th component of the value
  30994. */
  30995. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30996. /**
  30997. * Gets the depth culling state manager
  30998. */
  30999. readonly depthCullingState: DepthCullingState;
  31000. /**
  31001. * Gets the alpha state manager
  31002. */
  31003. readonly alphaState: AlphaState;
  31004. /**
  31005. * Gets the stencil state manager
  31006. */
  31007. readonly stencilState: StencilState;
  31008. /**
  31009. * Clears the list of texture accessible through engine.
  31010. * This can help preventing texture load conflict due to name collision.
  31011. */
  31012. clearInternalTexturesCache(): void;
  31013. /**
  31014. * Force the entire cache to be cleared
  31015. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31016. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31017. */
  31018. wipeCaches(bruteForce?: boolean): void;
  31019. /** @hidden */
  31020. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31021. min: number;
  31022. mag: number;
  31023. };
  31024. /** @hidden */
  31025. _createTexture(): WebGLTexture;
  31026. /**
  31027. * Usually called from Texture.ts.
  31028. * Passed information to create a WebGLTexture
  31029. * @param urlArg defines a value which contains one of the following:
  31030. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31031. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31032. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31033. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31034. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  31035. * @param scene needed for loading to the correct scene
  31036. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31037. * @param onLoad optional callback to be called upon successful completion
  31038. * @param onError optional callback to be called upon failure
  31039. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  31040. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31041. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31042. * @param forcedExtension defines the extension to use to pick the right loader
  31043. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31044. * @param mimeType defines an optional mime type
  31045. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31046. */
  31047. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  31048. /**
  31049. * @hidden
  31050. */
  31051. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31052. /**
  31053. * Creates a raw texture
  31054. * @param data defines the data to store in the texture
  31055. * @param width defines the width of the texture
  31056. * @param height defines the height of the texture
  31057. * @param format defines the format of the data
  31058. * @param generateMipMaps defines if the engine should generate the mip levels
  31059. * @param invertY defines if data must be stored with Y axis inverted
  31060. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31061. * @param compression defines the compression used (null by default)
  31062. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31063. * @returns the raw texture inside an InternalTexture
  31064. */
  31065. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31066. /**
  31067. * Creates a new raw cube texture
  31068. * @param data defines the array of data to use to create each face
  31069. * @param size defines the size of the textures
  31070. * @param format defines the format of the data
  31071. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31072. * @param generateMipMaps defines if the engine should generate the mip levels
  31073. * @param invertY defines if data must be stored with Y axis inverted
  31074. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31075. * @param compression defines the compression used (null by default)
  31076. * @returns the cube texture as an InternalTexture
  31077. */
  31078. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31079. /**
  31080. * Creates a new raw 3D texture
  31081. * @param data defines the data used to create the texture
  31082. * @param width defines the width of the texture
  31083. * @param height defines the height of the texture
  31084. * @param depth defines the depth of the texture
  31085. * @param format defines the format of the texture
  31086. * @param generateMipMaps defines if the engine must generate mip levels
  31087. * @param invertY defines if data must be stored with Y axis inverted
  31088. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31089. * @param compression defines the compressed used (can be null)
  31090. * @param textureType defines the compressed used (can be null)
  31091. * @returns a new raw 3D texture (stored in an InternalTexture)
  31092. */
  31093. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31094. /**
  31095. * Creates a new raw 2D array texture
  31096. * @param data defines the data used to create the texture
  31097. * @param width defines the width of the texture
  31098. * @param height defines the height of the texture
  31099. * @param depth defines the number of layers of the texture
  31100. * @param format defines the format of the texture
  31101. * @param generateMipMaps defines if the engine must generate mip levels
  31102. * @param invertY defines if data must be stored with Y axis inverted
  31103. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31104. * @param compression defines the compressed used (can be null)
  31105. * @param textureType defines the compressed used (can be null)
  31106. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31107. */
  31108. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31109. private _unpackFlipYCached;
  31110. /**
  31111. * In case you are sharing the context with other applications, it might
  31112. * be interested to not cache the unpack flip y state to ensure a consistent
  31113. * value would be set.
  31114. */
  31115. enableUnpackFlipYCached: boolean;
  31116. /** @hidden */
  31117. _unpackFlipY(value: boolean): void;
  31118. /** @hidden */
  31119. _getUnpackAlignement(): number;
  31120. /**
  31121. * Update the sampling mode of a given texture
  31122. * @param samplingMode defines the required sampling mode
  31123. * @param texture defines the texture to update
  31124. */
  31125. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31126. /** @hidden */
  31127. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31128. width: number;
  31129. height: number;
  31130. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31131. /** @hidden */
  31132. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31133. /** @hidden */
  31134. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31135. /** @hidden */
  31136. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31137. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31138. private _prepareWebGLTexture;
  31139. /** @hidden */
  31140. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31141. /** @hidden */
  31142. _releaseFramebufferObjects(texture: InternalTexture): void;
  31143. /** @hidden */
  31144. _releaseTexture(texture: InternalTexture): void;
  31145. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31146. protected _setProgram(program: WebGLProgram): void;
  31147. protected _boundUniforms: {
  31148. [key: number]: WebGLUniformLocation;
  31149. };
  31150. /**
  31151. * Binds an effect to the webGL context
  31152. * @param effect defines the effect to bind
  31153. */
  31154. bindSamplers(effect: Effect): void;
  31155. private _activateCurrentTexture;
  31156. /** @hidden */
  31157. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31158. /** @hidden */
  31159. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31160. /**
  31161. * Unbind all textures from the webGL context
  31162. */
  31163. unbindAllTextures(): void;
  31164. /**
  31165. * Sets a texture to the according uniform.
  31166. * @param channel The texture channel
  31167. * @param uniform The uniform to set
  31168. * @param texture The texture to apply
  31169. */
  31170. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31171. private _bindSamplerUniformToChannel;
  31172. private _getTextureWrapMode;
  31173. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31174. /**
  31175. * Sets an array of texture to the webGL context
  31176. * @param channel defines the channel where the texture array must be set
  31177. * @param uniform defines the associated uniform location
  31178. * @param textures defines the array of textures to bind
  31179. */
  31180. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31181. /** @hidden */
  31182. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31183. private _setTextureParameterFloat;
  31184. private _setTextureParameterInteger;
  31185. /**
  31186. * Unbind all vertex attributes from the webGL context
  31187. */
  31188. unbindAllAttributes(): void;
  31189. /**
  31190. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  31191. */
  31192. releaseEffects(): void;
  31193. /**
  31194. * Dispose and release all associated resources
  31195. */
  31196. dispose(): void;
  31197. /**
  31198. * Attach a new callback raised when context lost event is fired
  31199. * @param callback defines the callback to call
  31200. */
  31201. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31202. /**
  31203. * Attach a new callback raised when context restored event is fired
  31204. * @param callback defines the callback to call
  31205. */
  31206. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31207. /**
  31208. * Get the current error code of the webGL context
  31209. * @returns the error code
  31210. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31211. */
  31212. getError(): number;
  31213. private _canRenderToFloatFramebuffer;
  31214. private _canRenderToHalfFloatFramebuffer;
  31215. private _canRenderToFramebuffer;
  31216. /** @hidden */
  31217. _getWebGLTextureType(type: number): number;
  31218. /** @hidden */
  31219. _getInternalFormat(format: number): number;
  31220. /** @hidden */
  31221. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31222. /** @hidden */
  31223. _getRGBAMultiSampleBufferFormat(type: number): number;
  31224. /** @hidden */
  31225. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  31226. /**
  31227. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31228. * @returns true if the engine can be created
  31229. * @ignorenaming
  31230. */
  31231. static isSupported(): boolean;
  31232. /**
  31233. * Find the next highest power of two.
  31234. * @param x Number to start search from.
  31235. * @return Next highest power of two.
  31236. */
  31237. static CeilingPOT(x: number): number;
  31238. /**
  31239. * Find the next lowest power of two.
  31240. * @param x Number to start search from.
  31241. * @return Next lowest power of two.
  31242. */
  31243. static FloorPOT(x: number): number;
  31244. /**
  31245. * Find the nearest power of two.
  31246. * @param x Number to start search from.
  31247. * @return Next nearest power of two.
  31248. */
  31249. static NearestPOT(x: number): number;
  31250. /**
  31251. * Get the closest exponent of two
  31252. * @param value defines the value to approximate
  31253. * @param max defines the maximum value to return
  31254. * @param mode defines how to define the closest value
  31255. * @returns closest exponent of two of the given value
  31256. */
  31257. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31258. /**
  31259. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31260. * @param func - the function to be called
  31261. * @param requester - the object that will request the next frame. Falls back to window.
  31262. * @returns frame number
  31263. */
  31264. static QueueNewFrame(func: () => void, requester?: any): number;
  31265. /**
  31266. * Gets host document
  31267. * @returns the host document object
  31268. */
  31269. getHostDocument(): Document;
  31270. }
  31271. }
  31272. declare module "babylonjs/Maths/sphericalPolynomial" {
  31273. import { Vector3 } from "babylonjs/Maths/math.vector";
  31274. import { Color3 } from "babylonjs/Maths/math.color";
  31275. /**
  31276. * Class representing spherical harmonics coefficients to the 3rd degree
  31277. */
  31278. export class SphericalHarmonics {
  31279. /**
  31280. * Defines whether or not the harmonics have been prescaled for rendering.
  31281. */
  31282. preScaled: boolean;
  31283. /**
  31284. * The l0,0 coefficients of the spherical harmonics
  31285. */
  31286. l00: Vector3;
  31287. /**
  31288. * The l1,-1 coefficients of the spherical harmonics
  31289. */
  31290. l1_1: Vector3;
  31291. /**
  31292. * The l1,0 coefficients of the spherical harmonics
  31293. */
  31294. l10: Vector3;
  31295. /**
  31296. * The l1,1 coefficients of the spherical harmonics
  31297. */
  31298. l11: Vector3;
  31299. /**
  31300. * The l2,-2 coefficients of the spherical harmonics
  31301. */
  31302. l2_2: Vector3;
  31303. /**
  31304. * The l2,-1 coefficients of the spherical harmonics
  31305. */
  31306. l2_1: Vector3;
  31307. /**
  31308. * The l2,0 coefficients of the spherical harmonics
  31309. */
  31310. l20: Vector3;
  31311. /**
  31312. * The l2,1 coefficients of the spherical harmonics
  31313. */
  31314. l21: Vector3;
  31315. /**
  31316. * The l2,2 coefficients of the spherical harmonics
  31317. */
  31318. l22: Vector3;
  31319. /**
  31320. * Adds a light to the spherical harmonics
  31321. * @param direction the direction of the light
  31322. * @param color the color of the light
  31323. * @param deltaSolidAngle the delta solid angle of the light
  31324. */
  31325. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31326. /**
  31327. * Scales the spherical harmonics by the given amount
  31328. * @param scale the amount to scale
  31329. */
  31330. scaleInPlace(scale: number): void;
  31331. /**
  31332. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31333. *
  31334. * ```
  31335. * E_lm = A_l * L_lm
  31336. * ```
  31337. *
  31338. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31339. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31340. * the scaling factors are given in equation 9.
  31341. */
  31342. convertIncidentRadianceToIrradiance(): void;
  31343. /**
  31344. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31345. *
  31346. * ```
  31347. * L = (1/pi) * E * rho
  31348. * ```
  31349. *
  31350. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31351. */
  31352. convertIrradianceToLambertianRadiance(): void;
  31353. /**
  31354. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31355. * required operations at run time.
  31356. *
  31357. * This is simply done by scaling back the SH with Ylm constants parameter.
  31358. * The trigonometric part being applied by the shader at run time.
  31359. */
  31360. preScaleForRendering(): void;
  31361. /**
  31362. * Constructs a spherical harmonics from an array.
  31363. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31364. * @returns the spherical harmonics
  31365. */
  31366. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31367. /**
  31368. * Gets the spherical harmonics from polynomial
  31369. * @param polynomial the spherical polynomial
  31370. * @returns the spherical harmonics
  31371. */
  31372. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31373. }
  31374. /**
  31375. * Class representing spherical polynomial coefficients to the 3rd degree
  31376. */
  31377. export class SphericalPolynomial {
  31378. private _harmonics;
  31379. /**
  31380. * The spherical harmonics used to create the polynomials.
  31381. */
  31382. readonly preScaledHarmonics: SphericalHarmonics;
  31383. /**
  31384. * The x coefficients of the spherical polynomial
  31385. */
  31386. x: Vector3;
  31387. /**
  31388. * The y coefficients of the spherical polynomial
  31389. */
  31390. y: Vector3;
  31391. /**
  31392. * The z coefficients of the spherical polynomial
  31393. */
  31394. z: Vector3;
  31395. /**
  31396. * The xx coefficients of the spherical polynomial
  31397. */
  31398. xx: Vector3;
  31399. /**
  31400. * The yy coefficients of the spherical polynomial
  31401. */
  31402. yy: Vector3;
  31403. /**
  31404. * The zz coefficients of the spherical polynomial
  31405. */
  31406. zz: Vector3;
  31407. /**
  31408. * The xy coefficients of the spherical polynomial
  31409. */
  31410. xy: Vector3;
  31411. /**
  31412. * The yz coefficients of the spherical polynomial
  31413. */
  31414. yz: Vector3;
  31415. /**
  31416. * The zx coefficients of the spherical polynomial
  31417. */
  31418. zx: Vector3;
  31419. /**
  31420. * Adds an ambient color to the spherical polynomial
  31421. * @param color the color to add
  31422. */
  31423. addAmbient(color: Color3): void;
  31424. /**
  31425. * Scales the spherical polynomial by the given amount
  31426. * @param scale the amount to scale
  31427. */
  31428. scaleInPlace(scale: number): void;
  31429. /**
  31430. * Gets the spherical polynomial from harmonics
  31431. * @param harmonics the spherical harmonics
  31432. * @returns the spherical polynomial
  31433. */
  31434. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31435. /**
  31436. * Constructs a spherical polynomial from an array.
  31437. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31438. * @returns the spherical polynomial
  31439. */
  31440. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31441. }
  31442. }
  31443. declare module "babylonjs/Materials/Textures/internalTexture" {
  31444. import { Observable } from "babylonjs/Misc/observable";
  31445. import { Nullable, int } from "babylonjs/types";
  31446. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31447. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31448. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31449. /**
  31450. * Defines the source of the internal texture
  31451. */
  31452. export enum InternalTextureSource {
  31453. /**
  31454. * The source of the texture data is unknown
  31455. */
  31456. Unknown = 0,
  31457. /**
  31458. * Texture data comes from an URL
  31459. */
  31460. Url = 1,
  31461. /**
  31462. * Texture data is only used for temporary storage
  31463. */
  31464. Temp = 2,
  31465. /**
  31466. * Texture data comes from raw data (ArrayBuffer)
  31467. */
  31468. Raw = 3,
  31469. /**
  31470. * Texture content is dynamic (video or dynamic texture)
  31471. */
  31472. Dynamic = 4,
  31473. /**
  31474. * Texture content is generated by rendering to it
  31475. */
  31476. RenderTarget = 5,
  31477. /**
  31478. * Texture content is part of a multi render target process
  31479. */
  31480. MultiRenderTarget = 6,
  31481. /**
  31482. * Texture data comes from a cube data file
  31483. */
  31484. Cube = 7,
  31485. /**
  31486. * Texture data comes from a raw cube data
  31487. */
  31488. CubeRaw = 8,
  31489. /**
  31490. * Texture data come from a prefiltered cube data file
  31491. */
  31492. CubePrefiltered = 9,
  31493. /**
  31494. * Texture content is raw 3D data
  31495. */
  31496. Raw3D = 10,
  31497. /**
  31498. * Texture content is raw 2D array data
  31499. */
  31500. Raw2DArray = 11,
  31501. /**
  31502. * Texture content is a depth texture
  31503. */
  31504. Depth = 12,
  31505. /**
  31506. * Texture data comes from a raw cube data encoded with RGBD
  31507. */
  31508. CubeRawRGBD = 13
  31509. }
  31510. /**
  31511. * Class used to store data associated with WebGL texture data for the engine
  31512. * This class should not be used directly
  31513. */
  31514. export class InternalTexture {
  31515. /** @hidden */
  31516. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31517. /**
  31518. * Defines if the texture is ready
  31519. */
  31520. isReady: boolean;
  31521. /**
  31522. * Defines if the texture is a cube texture
  31523. */
  31524. isCube: boolean;
  31525. /**
  31526. * Defines if the texture contains 3D data
  31527. */
  31528. is3D: boolean;
  31529. /**
  31530. * Defines if the texture contains 2D array data
  31531. */
  31532. is2DArray: boolean;
  31533. /**
  31534. * Defines if the texture contains multiview data
  31535. */
  31536. isMultiview: boolean;
  31537. /**
  31538. * Gets the URL used to load this texture
  31539. */
  31540. url: string;
  31541. /**
  31542. * Gets the sampling mode of the texture
  31543. */
  31544. samplingMode: number;
  31545. /**
  31546. * Gets a boolean indicating if the texture needs mipmaps generation
  31547. */
  31548. generateMipMaps: boolean;
  31549. /**
  31550. * Gets the number of samples used by the texture (WebGL2+ only)
  31551. */
  31552. samples: number;
  31553. /**
  31554. * Gets the type of the texture (int, float...)
  31555. */
  31556. type: number;
  31557. /**
  31558. * Gets the format of the texture (RGB, RGBA...)
  31559. */
  31560. format: number;
  31561. /**
  31562. * Observable called when the texture is loaded
  31563. */
  31564. onLoadedObservable: Observable<InternalTexture>;
  31565. /**
  31566. * Gets the width of the texture
  31567. */
  31568. width: number;
  31569. /**
  31570. * Gets the height of the texture
  31571. */
  31572. height: number;
  31573. /**
  31574. * Gets the depth of the texture
  31575. */
  31576. depth: number;
  31577. /**
  31578. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31579. */
  31580. baseWidth: number;
  31581. /**
  31582. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31583. */
  31584. baseHeight: number;
  31585. /**
  31586. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31587. */
  31588. baseDepth: number;
  31589. /**
  31590. * Gets a boolean indicating if the texture is inverted on Y axis
  31591. */
  31592. invertY: boolean;
  31593. /** @hidden */
  31594. _invertVScale: boolean;
  31595. /** @hidden */
  31596. _associatedChannel: number;
  31597. /** @hidden */
  31598. _source: InternalTextureSource;
  31599. /** @hidden */
  31600. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31601. /** @hidden */
  31602. _bufferView: Nullable<ArrayBufferView>;
  31603. /** @hidden */
  31604. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31605. /** @hidden */
  31606. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31607. /** @hidden */
  31608. _size: number;
  31609. /** @hidden */
  31610. _extension: string;
  31611. /** @hidden */
  31612. _files: Nullable<string[]>;
  31613. /** @hidden */
  31614. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31615. /** @hidden */
  31616. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31617. /** @hidden */
  31618. _framebuffer: Nullable<WebGLFramebuffer>;
  31619. /** @hidden */
  31620. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31621. /** @hidden */
  31622. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31623. /** @hidden */
  31624. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31625. /** @hidden */
  31626. _attachments: Nullable<number[]>;
  31627. /** @hidden */
  31628. _cachedCoordinatesMode: Nullable<number>;
  31629. /** @hidden */
  31630. _cachedWrapU: Nullable<number>;
  31631. /** @hidden */
  31632. _cachedWrapV: Nullable<number>;
  31633. /** @hidden */
  31634. _cachedWrapR: Nullable<number>;
  31635. /** @hidden */
  31636. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31637. /** @hidden */
  31638. _isDisabled: boolean;
  31639. /** @hidden */
  31640. _compression: Nullable<string>;
  31641. /** @hidden */
  31642. _generateStencilBuffer: boolean;
  31643. /** @hidden */
  31644. _generateDepthBuffer: boolean;
  31645. /** @hidden */
  31646. _comparisonFunction: number;
  31647. /** @hidden */
  31648. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31649. /** @hidden */
  31650. _lodGenerationScale: number;
  31651. /** @hidden */
  31652. _lodGenerationOffset: number;
  31653. /** @hidden */
  31654. _colorTextureArray: Nullable<WebGLTexture>;
  31655. /** @hidden */
  31656. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31657. /** @hidden */
  31658. _lodTextureHigh: Nullable<BaseTexture>;
  31659. /** @hidden */
  31660. _lodTextureMid: Nullable<BaseTexture>;
  31661. /** @hidden */
  31662. _lodTextureLow: Nullable<BaseTexture>;
  31663. /** @hidden */
  31664. _isRGBD: boolean;
  31665. /** @hidden */
  31666. _linearSpecularLOD: boolean;
  31667. /** @hidden */
  31668. _irradianceTexture: Nullable<BaseTexture>;
  31669. /** @hidden */
  31670. _webGLTexture: Nullable<WebGLTexture>;
  31671. /** @hidden */
  31672. _references: number;
  31673. private _engine;
  31674. /**
  31675. * Gets the Engine the texture belongs to.
  31676. * @returns The babylon engine
  31677. */
  31678. getEngine(): ThinEngine;
  31679. /**
  31680. * Gets the data source type of the texture
  31681. */
  31682. readonly source: InternalTextureSource;
  31683. /**
  31684. * Creates a new InternalTexture
  31685. * @param engine defines the engine to use
  31686. * @param source defines the type of data that will be used
  31687. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31688. */
  31689. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31690. /**
  31691. * Increments the number of references (ie. the number of Texture that point to it)
  31692. */
  31693. incrementReferences(): void;
  31694. /**
  31695. * Change the size of the texture (not the size of the content)
  31696. * @param width defines the new width
  31697. * @param height defines the new height
  31698. * @param depth defines the new depth (1 by default)
  31699. */
  31700. updateSize(width: int, height: int, depth?: int): void;
  31701. /** @hidden */
  31702. _rebuild(): void;
  31703. /** @hidden */
  31704. _swapAndDie(target: InternalTexture): void;
  31705. /**
  31706. * Dispose the current allocated resources
  31707. */
  31708. dispose(): void;
  31709. }
  31710. }
  31711. declare module "babylonjs/Audio/analyser" {
  31712. import { Scene } from "babylonjs/scene";
  31713. /**
  31714. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31715. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31716. */
  31717. export class Analyser {
  31718. /**
  31719. * Gets or sets the smoothing
  31720. * @ignorenaming
  31721. */
  31722. SMOOTHING: number;
  31723. /**
  31724. * Gets or sets the FFT table size
  31725. * @ignorenaming
  31726. */
  31727. FFT_SIZE: number;
  31728. /**
  31729. * Gets or sets the bar graph amplitude
  31730. * @ignorenaming
  31731. */
  31732. BARGRAPHAMPLITUDE: number;
  31733. /**
  31734. * Gets or sets the position of the debug canvas
  31735. * @ignorenaming
  31736. */
  31737. DEBUGCANVASPOS: {
  31738. x: number;
  31739. y: number;
  31740. };
  31741. /**
  31742. * Gets or sets the debug canvas size
  31743. * @ignorenaming
  31744. */
  31745. DEBUGCANVASSIZE: {
  31746. width: number;
  31747. height: number;
  31748. };
  31749. private _byteFreqs;
  31750. private _byteTime;
  31751. private _floatFreqs;
  31752. private _webAudioAnalyser;
  31753. private _debugCanvas;
  31754. private _debugCanvasContext;
  31755. private _scene;
  31756. private _registerFunc;
  31757. private _audioEngine;
  31758. /**
  31759. * Creates a new analyser
  31760. * @param scene defines hosting scene
  31761. */
  31762. constructor(scene: Scene);
  31763. /**
  31764. * Get the number of data values you will have to play with for the visualization
  31765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31766. * @returns a number
  31767. */
  31768. getFrequencyBinCount(): number;
  31769. /**
  31770. * Gets the current frequency data as a byte array
  31771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31772. * @returns a Uint8Array
  31773. */
  31774. getByteFrequencyData(): Uint8Array;
  31775. /**
  31776. * Gets the current waveform as a byte array
  31777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31778. * @returns a Uint8Array
  31779. */
  31780. getByteTimeDomainData(): Uint8Array;
  31781. /**
  31782. * Gets the current frequency data as a float array
  31783. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31784. * @returns a Float32Array
  31785. */
  31786. getFloatFrequencyData(): Float32Array;
  31787. /**
  31788. * Renders the debug canvas
  31789. */
  31790. drawDebugCanvas(): void;
  31791. /**
  31792. * Stops rendering the debug canvas and removes it
  31793. */
  31794. stopDebugCanvas(): void;
  31795. /**
  31796. * Connects two audio nodes
  31797. * @param inputAudioNode defines first node to connect
  31798. * @param outputAudioNode defines second node to connect
  31799. */
  31800. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31801. /**
  31802. * Releases all associated resources
  31803. */
  31804. dispose(): void;
  31805. }
  31806. }
  31807. declare module "babylonjs/Audio/audioEngine" {
  31808. import { IDisposable } from "babylonjs/scene";
  31809. import { Analyser } from "babylonjs/Audio/analyser";
  31810. import { Nullable } from "babylonjs/types";
  31811. import { Observable } from "babylonjs/Misc/observable";
  31812. /**
  31813. * This represents an audio engine and it is responsible
  31814. * to play, synchronize and analyse sounds throughout the application.
  31815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31816. */
  31817. export interface IAudioEngine extends IDisposable {
  31818. /**
  31819. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31820. */
  31821. readonly canUseWebAudio: boolean;
  31822. /**
  31823. * Gets the current AudioContext if available.
  31824. */
  31825. readonly audioContext: Nullable<AudioContext>;
  31826. /**
  31827. * The master gain node defines the global audio volume of your audio engine.
  31828. */
  31829. readonly masterGain: GainNode;
  31830. /**
  31831. * Gets whether or not mp3 are supported by your browser.
  31832. */
  31833. readonly isMP3supported: boolean;
  31834. /**
  31835. * Gets whether or not ogg are supported by your browser.
  31836. */
  31837. readonly isOGGsupported: boolean;
  31838. /**
  31839. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31840. * @ignoreNaming
  31841. */
  31842. WarnedWebAudioUnsupported: boolean;
  31843. /**
  31844. * Defines if the audio engine relies on a custom unlocked button.
  31845. * In this case, the embedded button will not be displayed.
  31846. */
  31847. useCustomUnlockedButton: boolean;
  31848. /**
  31849. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31850. */
  31851. readonly unlocked: boolean;
  31852. /**
  31853. * Event raised when audio has been unlocked on the browser.
  31854. */
  31855. onAudioUnlockedObservable: Observable<AudioEngine>;
  31856. /**
  31857. * Event raised when audio has been locked on the browser.
  31858. */
  31859. onAudioLockedObservable: Observable<AudioEngine>;
  31860. /**
  31861. * Flags the audio engine in Locked state.
  31862. * This happens due to new browser policies preventing audio to autoplay.
  31863. */
  31864. lock(): void;
  31865. /**
  31866. * Unlocks the audio engine once a user action has been done on the dom.
  31867. * This is helpful to resume play once browser policies have been satisfied.
  31868. */
  31869. unlock(): void;
  31870. }
  31871. /**
  31872. * This represents the default audio engine used in babylon.
  31873. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31875. */
  31876. export class AudioEngine implements IAudioEngine {
  31877. private _audioContext;
  31878. private _audioContextInitialized;
  31879. private _muteButton;
  31880. private _hostElement;
  31881. /**
  31882. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31883. */
  31884. canUseWebAudio: boolean;
  31885. /**
  31886. * The master gain node defines the global audio volume of your audio engine.
  31887. */
  31888. masterGain: GainNode;
  31889. /**
  31890. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31891. * @ignoreNaming
  31892. */
  31893. WarnedWebAudioUnsupported: boolean;
  31894. /**
  31895. * Gets whether or not mp3 are supported by your browser.
  31896. */
  31897. isMP3supported: boolean;
  31898. /**
  31899. * Gets whether or not ogg are supported by your browser.
  31900. */
  31901. isOGGsupported: boolean;
  31902. /**
  31903. * Gets whether audio has been unlocked on the device.
  31904. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31905. * a user interaction has happened.
  31906. */
  31907. unlocked: boolean;
  31908. /**
  31909. * Defines if the audio engine relies on a custom unlocked button.
  31910. * In this case, the embedded button will not be displayed.
  31911. */
  31912. useCustomUnlockedButton: boolean;
  31913. /**
  31914. * Event raised when audio has been unlocked on the browser.
  31915. */
  31916. onAudioUnlockedObservable: Observable<AudioEngine>;
  31917. /**
  31918. * Event raised when audio has been locked on the browser.
  31919. */
  31920. onAudioLockedObservable: Observable<AudioEngine>;
  31921. /**
  31922. * Gets the current AudioContext if available.
  31923. */
  31924. readonly audioContext: Nullable<AudioContext>;
  31925. private _connectedAnalyser;
  31926. /**
  31927. * Instantiates a new audio engine.
  31928. *
  31929. * There should be only one per page as some browsers restrict the number
  31930. * of audio contexts you can create.
  31931. * @param hostElement defines the host element where to display the mute icon if necessary
  31932. */
  31933. constructor(hostElement?: Nullable<HTMLElement>);
  31934. /**
  31935. * Flags the audio engine in Locked state.
  31936. * This happens due to new browser policies preventing audio to autoplay.
  31937. */
  31938. lock(): void;
  31939. /**
  31940. * Unlocks the audio engine once a user action has been done on the dom.
  31941. * This is helpful to resume play once browser policies have been satisfied.
  31942. */
  31943. unlock(): void;
  31944. private _resumeAudioContext;
  31945. private _initializeAudioContext;
  31946. private _tryToRun;
  31947. private _triggerRunningState;
  31948. private _triggerSuspendedState;
  31949. private _displayMuteButton;
  31950. private _moveButtonToTopLeft;
  31951. private _onResize;
  31952. private _hideMuteButton;
  31953. /**
  31954. * Destroy and release the resources associated with the audio ccontext.
  31955. */
  31956. dispose(): void;
  31957. /**
  31958. * Gets the global volume sets on the master gain.
  31959. * @returns the global volume if set or -1 otherwise
  31960. */
  31961. getGlobalVolume(): number;
  31962. /**
  31963. * Sets the global volume of your experience (sets on the master gain).
  31964. * @param newVolume Defines the new global volume of the application
  31965. */
  31966. setGlobalVolume(newVolume: number): void;
  31967. /**
  31968. * Connect the audio engine to an audio analyser allowing some amazing
  31969. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31971. * @param analyser The analyser to connect to the engine
  31972. */
  31973. connectToAnalyser(analyser: Analyser): void;
  31974. }
  31975. }
  31976. declare module "babylonjs/Loading/loadingScreen" {
  31977. /**
  31978. * Interface used to present a loading screen while loading a scene
  31979. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31980. */
  31981. export interface ILoadingScreen {
  31982. /**
  31983. * Function called to display the loading screen
  31984. */
  31985. displayLoadingUI: () => void;
  31986. /**
  31987. * Function called to hide the loading screen
  31988. */
  31989. hideLoadingUI: () => void;
  31990. /**
  31991. * Gets or sets the color to use for the background
  31992. */
  31993. loadingUIBackgroundColor: string;
  31994. /**
  31995. * Gets or sets the text to display while loading
  31996. */
  31997. loadingUIText: string;
  31998. }
  31999. /**
  32000. * Class used for the default loading screen
  32001. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32002. */
  32003. export class DefaultLoadingScreen implements ILoadingScreen {
  32004. private _renderingCanvas;
  32005. private _loadingText;
  32006. private _loadingDivBackgroundColor;
  32007. private _loadingDiv;
  32008. private _loadingTextDiv;
  32009. /** Gets or sets the logo url to use for the default loading screen */
  32010. static DefaultLogoUrl: string;
  32011. /** Gets or sets the spinner url to use for the default loading screen */
  32012. static DefaultSpinnerUrl: string;
  32013. /**
  32014. * Creates a new default loading screen
  32015. * @param _renderingCanvas defines the canvas used to render the scene
  32016. * @param _loadingText defines the default text to display
  32017. * @param _loadingDivBackgroundColor defines the default background color
  32018. */
  32019. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  32020. /**
  32021. * Function called to display the loading screen
  32022. */
  32023. displayLoadingUI(): void;
  32024. /**
  32025. * Function called to hide the loading screen
  32026. */
  32027. hideLoadingUI(): void;
  32028. /**
  32029. * Gets or sets the text to display while loading
  32030. */
  32031. loadingUIText: string;
  32032. /**
  32033. * Gets or sets the color to use for the background
  32034. */
  32035. loadingUIBackgroundColor: string;
  32036. private _resizeLoadingUI;
  32037. }
  32038. }
  32039. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32040. /**
  32041. * Interface for any object that can request an animation frame
  32042. */
  32043. export interface ICustomAnimationFrameRequester {
  32044. /**
  32045. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32046. */
  32047. renderFunction?: Function;
  32048. /**
  32049. * Called to request the next frame to render to
  32050. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32051. */
  32052. requestAnimationFrame: Function;
  32053. /**
  32054. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32055. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32056. */
  32057. requestID?: number;
  32058. }
  32059. }
  32060. declare module "babylonjs/Misc/performanceMonitor" {
  32061. /**
  32062. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32063. */
  32064. export class PerformanceMonitor {
  32065. private _enabled;
  32066. private _rollingFrameTime;
  32067. private _lastFrameTimeMs;
  32068. /**
  32069. * constructor
  32070. * @param frameSampleSize The number of samples required to saturate the sliding window
  32071. */
  32072. constructor(frameSampleSize?: number);
  32073. /**
  32074. * Samples current frame
  32075. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32076. */
  32077. sampleFrame(timeMs?: number): void;
  32078. /**
  32079. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32080. */
  32081. readonly averageFrameTime: number;
  32082. /**
  32083. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32084. */
  32085. readonly averageFrameTimeVariance: number;
  32086. /**
  32087. * Returns the frame time of the most recent frame
  32088. */
  32089. readonly instantaneousFrameTime: number;
  32090. /**
  32091. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32092. */
  32093. readonly averageFPS: number;
  32094. /**
  32095. * Returns the average framerate in frames per second using the most recent frame time
  32096. */
  32097. readonly instantaneousFPS: number;
  32098. /**
  32099. * Returns true if enough samples have been taken to completely fill the sliding window
  32100. */
  32101. readonly isSaturated: boolean;
  32102. /**
  32103. * Enables contributions to the sliding window sample set
  32104. */
  32105. enable(): void;
  32106. /**
  32107. * Disables contributions to the sliding window sample set
  32108. * Samples will not be interpolated over the disabled period
  32109. */
  32110. disable(): void;
  32111. /**
  32112. * Returns true if sampling is enabled
  32113. */
  32114. readonly isEnabled: boolean;
  32115. /**
  32116. * Resets performance monitor
  32117. */
  32118. reset(): void;
  32119. }
  32120. /**
  32121. * RollingAverage
  32122. *
  32123. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32124. */
  32125. export class RollingAverage {
  32126. /**
  32127. * Current average
  32128. */
  32129. average: number;
  32130. /**
  32131. * Current variance
  32132. */
  32133. variance: number;
  32134. protected _samples: Array<number>;
  32135. protected _sampleCount: number;
  32136. protected _pos: number;
  32137. protected _m2: number;
  32138. /**
  32139. * constructor
  32140. * @param length The number of samples required to saturate the sliding window
  32141. */
  32142. constructor(length: number);
  32143. /**
  32144. * Adds a sample to the sample set
  32145. * @param v The sample value
  32146. */
  32147. add(v: number): void;
  32148. /**
  32149. * Returns previously added values or null if outside of history or outside the sliding window domain
  32150. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32151. * @return Value previously recorded with add() or null if outside of range
  32152. */
  32153. history(i: number): number;
  32154. /**
  32155. * Returns true if enough samples have been taken to completely fill the sliding window
  32156. * @return true if sample-set saturated
  32157. */
  32158. isSaturated(): boolean;
  32159. /**
  32160. * Resets the rolling average (equivalent to 0 samples taken so far)
  32161. */
  32162. reset(): void;
  32163. /**
  32164. * Wraps a value around the sample range boundaries
  32165. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32166. * @return Wrapped position in sample range
  32167. */
  32168. protected _wrapPosition(i: number): number;
  32169. }
  32170. }
  32171. declare module "babylonjs/Misc/perfCounter" {
  32172. /**
  32173. * This class is used to track a performance counter which is number based.
  32174. * The user has access to many properties which give statistics of different nature.
  32175. *
  32176. * The implementer can track two kinds of Performance Counter: time and count.
  32177. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  32178. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  32179. */
  32180. export class PerfCounter {
  32181. /**
  32182. * Gets or sets a global boolean to turn on and off all the counters
  32183. */
  32184. static Enabled: boolean;
  32185. /**
  32186. * Returns the smallest value ever
  32187. */
  32188. readonly min: number;
  32189. /**
  32190. * Returns the biggest value ever
  32191. */
  32192. readonly max: number;
  32193. /**
  32194. * Returns the average value since the performance counter is running
  32195. */
  32196. readonly average: number;
  32197. /**
  32198. * Returns the average value of the last second the counter was monitored
  32199. */
  32200. readonly lastSecAverage: number;
  32201. /**
  32202. * Returns the current value
  32203. */
  32204. readonly current: number;
  32205. /**
  32206. * Gets the accumulated total
  32207. */
  32208. readonly total: number;
  32209. /**
  32210. * Gets the total value count
  32211. */
  32212. readonly count: number;
  32213. /**
  32214. * Creates a new counter
  32215. */
  32216. constructor();
  32217. /**
  32218. * Call this method to start monitoring a new frame.
  32219. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  32220. */
  32221. fetchNewFrame(): void;
  32222. /**
  32223. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32224. * @param newCount the count value to add to the monitored count
  32225. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  32226. */
  32227. addCount(newCount: number, fetchResult: boolean): void;
  32228. /**
  32229. * Start monitoring this performance counter
  32230. */
  32231. beginMonitoring(): void;
  32232. /**
  32233. * Compute the time lapsed since the previous beginMonitoring() call.
  32234. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  32235. */
  32236. endMonitoring(newFrame?: boolean): void;
  32237. private _fetchResult;
  32238. private _startMonitoringTime;
  32239. private _min;
  32240. private _max;
  32241. private _average;
  32242. private _current;
  32243. private _totalValueCount;
  32244. private _totalAccumulated;
  32245. private _lastSecAverage;
  32246. private _lastSecAccumulated;
  32247. private _lastSecTime;
  32248. private _lastSecValueCount;
  32249. }
  32250. }
  32251. declare module "babylonjs/Engines/engine" {
  32252. import { Observable } from "babylonjs/Misc/observable";
  32253. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32254. import { Scene } from "babylonjs/scene";
  32255. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32256. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32257. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32258. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32259. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32260. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32261. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32262. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32263. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32264. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32265. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32266. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32267. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32268. import { Material } from "babylonjs/Materials/material";
  32269. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32270. /**
  32271. * Defines the interface used by display changed events
  32272. */
  32273. export interface IDisplayChangedEventArgs {
  32274. /** Gets the vrDisplay object (if any) */
  32275. vrDisplay: Nullable<any>;
  32276. /** Gets a boolean indicating if webVR is supported */
  32277. vrSupported: boolean;
  32278. }
  32279. /**
  32280. * Defines the interface used by objects containing a viewport (like a camera)
  32281. */
  32282. interface IViewportOwnerLike {
  32283. /**
  32284. * Gets or sets the viewport
  32285. */
  32286. viewport: IViewportLike;
  32287. }
  32288. /**
  32289. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32290. */
  32291. export class Engine extends ThinEngine {
  32292. /** Defines that alpha blending is disabled */
  32293. static readonly ALPHA_DISABLE: number;
  32294. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32295. static readonly ALPHA_ADD: number;
  32296. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32297. static readonly ALPHA_COMBINE: number;
  32298. /** Defines that alpha blending to DEST - SRC * DEST */
  32299. static readonly ALPHA_SUBTRACT: number;
  32300. /** Defines that alpha blending to SRC * DEST */
  32301. static readonly ALPHA_MULTIPLY: number;
  32302. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32303. static readonly ALPHA_MAXIMIZED: number;
  32304. /** Defines that alpha blending to SRC + DEST */
  32305. static readonly ALPHA_ONEONE: number;
  32306. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32307. static readonly ALPHA_PREMULTIPLIED: number;
  32308. /**
  32309. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32310. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32311. */
  32312. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32313. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32314. static readonly ALPHA_INTERPOLATE: number;
  32315. /**
  32316. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32317. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32318. */
  32319. static readonly ALPHA_SCREENMODE: number;
  32320. /** Defines that the ressource is not delayed*/
  32321. static readonly DELAYLOADSTATE_NONE: number;
  32322. /** Defines that the ressource was successfully delay loaded */
  32323. static readonly DELAYLOADSTATE_LOADED: number;
  32324. /** Defines that the ressource is currently delay loading */
  32325. static readonly DELAYLOADSTATE_LOADING: number;
  32326. /** Defines that the ressource is delayed and has not started loading */
  32327. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32328. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32329. static readonly NEVER: number;
  32330. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  32331. static readonly ALWAYS: number;
  32332. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32333. static readonly LESS: number;
  32334. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32335. static readonly EQUAL: number;
  32336. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  32337. static readonly LEQUAL: number;
  32338. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32339. static readonly GREATER: number;
  32340. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  32341. static readonly GEQUAL: number;
  32342. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  32343. static readonly NOTEQUAL: number;
  32344. /** Passed to stencilOperation to specify that stencil value must be kept */
  32345. static readonly KEEP: number;
  32346. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32347. static readonly REPLACE: number;
  32348. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32349. static readonly INCR: number;
  32350. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32351. static readonly DECR: number;
  32352. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32353. static readonly INVERT: number;
  32354. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32355. static readonly INCR_WRAP: number;
  32356. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32357. static readonly DECR_WRAP: number;
  32358. /** Texture is not repeating outside of 0..1 UVs */
  32359. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32360. /** Texture is repeating outside of 0..1 UVs */
  32361. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32362. /** Texture is repeating and mirrored */
  32363. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32364. /** ALPHA */
  32365. static readonly TEXTUREFORMAT_ALPHA: number;
  32366. /** LUMINANCE */
  32367. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32368. /** LUMINANCE_ALPHA */
  32369. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32370. /** RGB */
  32371. static readonly TEXTUREFORMAT_RGB: number;
  32372. /** RGBA */
  32373. static readonly TEXTUREFORMAT_RGBA: number;
  32374. /** RED */
  32375. static readonly TEXTUREFORMAT_RED: number;
  32376. /** RED (2nd reference) */
  32377. static readonly TEXTUREFORMAT_R: number;
  32378. /** RG */
  32379. static readonly TEXTUREFORMAT_RG: number;
  32380. /** RED_INTEGER */
  32381. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32382. /** RED_INTEGER (2nd reference) */
  32383. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32384. /** RG_INTEGER */
  32385. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32386. /** RGB_INTEGER */
  32387. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32388. /** RGBA_INTEGER */
  32389. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32390. /** UNSIGNED_BYTE */
  32391. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32392. /** UNSIGNED_BYTE (2nd reference) */
  32393. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32394. /** FLOAT */
  32395. static readonly TEXTURETYPE_FLOAT: number;
  32396. /** HALF_FLOAT */
  32397. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32398. /** BYTE */
  32399. static readonly TEXTURETYPE_BYTE: number;
  32400. /** SHORT */
  32401. static readonly TEXTURETYPE_SHORT: number;
  32402. /** UNSIGNED_SHORT */
  32403. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32404. /** INT */
  32405. static readonly TEXTURETYPE_INT: number;
  32406. /** UNSIGNED_INT */
  32407. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32408. /** UNSIGNED_SHORT_4_4_4_4 */
  32409. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32410. /** UNSIGNED_SHORT_5_5_5_1 */
  32411. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32412. /** UNSIGNED_SHORT_5_6_5 */
  32413. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32414. /** UNSIGNED_INT_2_10_10_10_REV */
  32415. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32416. /** UNSIGNED_INT_24_8 */
  32417. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32418. /** UNSIGNED_INT_10F_11F_11F_REV */
  32419. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32420. /** UNSIGNED_INT_5_9_9_9_REV */
  32421. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32422. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32423. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32424. /** nearest is mag = nearest and min = nearest and mip = linear */
  32425. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32426. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32427. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32428. /** Trilinear is mag = linear and min = linear and mip = linear */
  32429. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32430. /** nearest is mag = nearest and min = nearest and mip = linear */
  32431. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32432. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32433. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32434. /** Trilinear is mag = linear and min = linear and mip = linear */
  32435. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32436. /** mag = nearest and min = nearest and mip = nearest */
  32437. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32438. /** mag = nearest and min = linear and mip = nearest */
  32439. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32440. /** mag = nearest and min = linear and mip = linear */
  32441. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32442. /** mag = nearest and min = linear and mip = none */
  32443. static readonly TEXTURE_NEAREST_LINEAR: number;
  32444. /** mag = nearest and min = nearest and mip = none */
  32445. static readonly TEXTURE_NEAREST_NEAREST: number;
  32446. /** mag = linear and min = nearest and mip = nearest */
  32447. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32448. /** mag = linear and min = nearest and mip = linear */
  32449. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32450. /** mag = linear and min = linear and mip = none */
  32451. static readonly TEXTURE_LINEAR_LINEAR: number;
  32452. /** mag = linear and min = nearest and mip = none */
  32453. static readonly TEXTURE_LINEAR_NEAREST: number;
  32454. /** Explicit coordinates mode */
  32455. static readonly TEXTURE_EXPLICIT_MODE: number;
  32456. /** Spherical coordinates mode */
  32457. static readonly TEXTURE_SPHERICAL_MODE: number;
  32458. /** Planar coordinates mode */
  32459. static readonly TEXTURE_PLANAR_MODE: number;
  32460. /** Cubic coordinates mode */
  32461. static readonly TEXTURE_CUBIC_MODE: number;
  32462. /** Projection coordinates mode */
  32463. static readonly TEXTURE_PROJECTION_MODE: number;
  32464. /** Skybox coordinates mode */
  32465. static readonly TEXTURE_SKYBOX_MODE: number;
  32466. /** Inverse Cubic coordinates mode */
  32467. static readonly TEXTURE_INVCUBIC_MODE: number;
  32468. /** Equirectangular coordinates mode */
  32469. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32470. /** Equirectangular Fixed coordinates mode */
  32471. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32472. /** Equirectangular Fixed Mirrored coordinates mode */
  32473. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32474. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32475. static readonly SCALEMODE_FLOOR: number;
  32476. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32477. static readonly SCALEMODE_NEAREST: number;
  32478. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32479. static readonly SCALEMODE_CEILING: number;
  32480. /**
  32481. * Returns the current npm package of the sdk
  32482. */
  32483. static readonly NpmPackage: string;
  32484. /**
  32485. * Returns the current version of the framework
  32486. */
  32487. static readonly Version: string;
  32488. /** Gets the list of created engines */
  32489. static readonly Instances: Engine[];
  32490. /**
  32491. * Gets the latest created engine
  32492. */
  32493. static readonly LastCreatedEngine: Nullable<Engine>;
  32494. /**
  32495. * Gets the latest created scene
  32496. */
  32497. static readonly LastCreatedScene: Nullable<Scene>;
  32498. /**
  32499. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32500. * @param flag defines which part of the materials must be marked as dirty
  32501. * @param predicate defines a predicate used to filter which materials should be affected
  32502. */
  32503. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32504. /**
  32505. * Method called to create the default loading screen.
  32506. * This can be overriden in your own app.
  32507. * @param canvas The rendering canvas element
  32508. * @returns The loading screen
  32509. */
  32510. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32511. /**
  32512. * Method called to create the default rescale post process on each engine.
  32513. */
  32514. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32515. /**
  32516. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32517. **/
  32518. enableOfflineSupport: boolean;
  32519. /**
  32520. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  32521. **/
  32522. disableManifestCheck: boolean;
  32523. /**
  32524. * Gets the list of created scenes
  32525. */
  32526. scenes: Scene[];
  32527. /**
  32528. * Event raised when a new scene is created
  32529. */
  32530. onNewSceneAddedObservable: Observable<Scene>;
  32531. /**
  32532. * Gets the list of created postprocesses
  32533. */
  32534. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32535. /**
  32536. * Gets a boolean indicating if the pointer is currently locked
  32537. */
  32538. isPointerLock: boolean;
  32539. /**
  32540. * Observable event triggered each time the rendering canvas is resized
  32541. */
  32542. onResizeObservable: Observable<Engine>;
  32543. /**
  32544. * Observable event triggered each time the canvas loses focus
  32545. */
  32546. onCanvasBlurObservable: Observable<Engine>;
  32547. /**
  32548. * Observable event triggered each time the canvas gains focus
  32549. */
  32550. onCanvasFocusObservable: Observable<Engine>;
  32551. /**
  32552. * Observable event triggered each time the canvas receives pointerout event
  32553. */
  32554. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32555. /**
  32556. * Observable raised when the engine begins a new frame
  32557. */
  32558. onBeginFrameObservable: Observable<Engine>;
  32559. /**
  32560. * If set, will be used to request the next animation frame for the render loop
  32561. */
  32562. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32563. /**
  32564. * Observable raised when the engine ends the current frame
  32565. */
  32566. onEndFrameObservable: Observable<Engine>;
  32567. /**
  32568. * Observable raised when the engine is about to compile a shader
  32569. */
  32570. onBeforeShaderCompilationObservable: Observable<Engine>;
  32571. /**
  32572. * Observable raised when the engine has jsut compiled a shader
  32573. */
  32574. onAfterShaderCompilationObservable: Observable<Engine>;
  32575. /**
  32576. * Gets the audio engine
  32577. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32578. * @ignorenaming
  32579. */
  32580. static audioEngine: IAudioEngine;
  32581. /**
  32582. * Default AudioEngine factory responsible of creating the Audio Engine.
  32583. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32584. */
  32585. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32586. /**
  32587. * Default offline support factory responsible of creating a tool used to store data locally.
  32588. * By default, this will create a Database object if the workload has been embedded.
  32589. */
  32590. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32591. private _loadingScreen;
  32592. private _pointerLockRequested;
  32593. private _dummyFramebuffer;
  32594. private _rescalePostProcess;
  32595. /** @hidden */
  32596. protected _alphaMode: number;
  32597. /** @hidden */
  32598. protected _alphaEquation: number;
  32599. private _deterministicLockstep;
  32600. private _lockstepMaxSteps;
  32601. private _timeStep;
  32602. protected readonly _supportsHardwareTextureRescaling: boolean;
  32603. private _fps;
  32604. private _deltaTime;
  32605. /** @hidden */
  32606. _drawCalls: PerfCounter;
  32607. /**
  32608. * Turn this value on if you want to pause FPS computation when in background
  32609. */
  32610. disablePerformanceMonitorInBackground: boolean;
  32611. private _performanceMonitor;
  32612. /**
  32613. * Gets the performance monitor attached to this engine
  32614. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32615. */
  32616. readonly performanceMonitor: PerformanceMonitor;
  32617. private _onFocus;
  32618. private _onBlur;
  32619. private _onCanvasPointerOut;
  32620. private _onCanvasBlur;
  32621. private _onCanvasFocus;
  32622. private _onFullscreenChange;
  32623. private _onPointerLockChange;
  32624. /**
  32625. * Gets the HTML element used to attach event listeners
  32626. * @returns a HTML element
  32627. */
  32628. getInputElement(): Nullable<HTMLElement>;
  32629. /**
  32630. * Creates a new engine
  32631. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  32632. * @param antialias defines enable antialiasing (default: false)
  32633. * @param options defines further options to be sent to the getContext() function
  32634. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32635. */
  32636. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32637. /**
  32638. * Gets current aspect ratio
  32639. * @param viewportOwner defines the camera to use to get the aspect ratio
  32640. * @param useScreen defines if screen size must be used (or the current render target if any)
  32641. * @returns a number defining the aspect ratio
  32642. */
  32643. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32644. /**
  32645. * Gets current screen aspect ratio
  32646. * @returns a number defining the aspect ratio
  32647. */
  32648. getScreenAspectRatio(): number;
  32649. /**
  32650. * Gets the client rect of the HTML canvas attached with the current webGL context
  32651. * @returns a client rectanglee
  32652. */
  32653. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32654. /**
  32655. * Gets the client rect of the HTML element used for events
  32656. * @returns a client rectanglee
  32657. */
  32658. getInputElementClientRect(): Nullable<ClientRect>;
  32659. /**
  32660. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32661. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32662. * @returns true if engine is in deterministic lock step mode
  32663. */
  32664. isDeterministicLockStep(): boolean;
  32665. /**
  32666. * Gets the max steps when engine is running in deterministic lock step
  32667. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32668. * @returns the max steps
  32669. */
  32670. getLockstepMaxSteps(): number;
  32671. /**
  32672. * Returns the time in ms between steps when using deterministic lock step.
  32673. * @returns time step in (ms)
  32674. */
  32675. getTimeStep(): number;
  32676. /**
  32677. * Force the mipmap generation for the given render target texture
  32678. * @param texture defines the render target texture to use
  32679. */
  32680. generateMipMapsForCubemap(texture: InternalTexture): void;
  32681. /** States */
  32682. /**
  32683. * Set various states to the webGL context
  32684. * @param culling defines backface culling state
  32685. * @param zOffset defines the value to apply to zOffset (0 by default)
  32686. * @param force defines if states must be applied even if cache is up to date
  32687. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32688. */
  32689. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32690. /**
  32691. * Set the z offset to apply to current rendering
  32692. * @param value defines the offset to apply
  32693. */
  32694. setZOffset(value: number): void;
  32695. /**
  32696. * Gets the current value of the zOffset
  32697. * @returns the current zOffset state
  32698. */
  32699. getZOffset(): number;
  32700. /**
  32701. * Enable or disable depth buffering
  32702. * @param enable defines the state to set
  32703. */
  32704. setDepthBuffer(enable: boolean): void;
  32705. /**
  32706. * Gets a boolean indicating if depth writing is enabled
  32707. * @returns the current depth writing state
  32708. */
  32709. getDepthWrite(): boolean;
  32710. /**
  32711. * Enable or disable depth writing
  32712. * @param enable defines the state to set
  32713. */
  32714. setDepthWrite(enable: boolean): void;
  32715. /**
  32716. * Enable or disable color writing
  32717. * @param enable defines the state to set
  32718. */
  32719. setColorWrite(enable: boolean): void;
  32720. /**
  32721. * Gets a boolean indicating if color writing is enabled
  32722. * @returns the current color writing state
  32723. */
  32724. getColorWrite(): boolean;
  32725. /**
  32726. * Sets alpha constants used by some alpha blending modes
  32727. * @param r defines the red component
  32728. * @param g defines the green component
  32729. * @param b defines the blue component
  32730. * @param a defines the alpha component
  32731. */
  32732. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32733. /**
  32734. * Sets the current alpha mode
  32735. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32736. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32737. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32738. */
  32739. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32740. /**
  32741. * Gets the current alpha mode
  32742. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32743. * @returns the current alpha mode
  32744. */
  32745. getAlphaMode(): number;
  32746. /**
  32747. * Sets the current alpha equation
  32748. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32749. */
  32750. setAlphaEquation(equation: number): void;
  32751. /**
  32752. * Gets the current alpha equation.
  32753. * @returns the current alpha equation
  32754. */
  32755. getAlphaEquation(): number;
  32756. /**
  32757. * Gets a boolean indicating if stencil buffer is enabled
  32758. * @returns the current stencil buffer state
  32759. */
  32760. getStencilBuffer(): boolean;
  32761. /**
  32762. * Enable or disable the stencil buffer
  32763. * @param enable defines if the stencil buffer must be enabled or disabled
  32764. */
  32765. setStencilBuffer(enable: boolean): void;
  32766. /**
  32767. * Gets the current stencil mask
  32768. * @returns a number defining the new stencil mask to use
  32769. */
  32770. getStencilMask(): number;
  32771. /**
  32772. * Sets the current stencil mask
  32773. * @param mask defines the new stencil mask to use
  32774. */
  32775. setStencilMask(mask: number): void;
  32776. /**
  32777. * Gets the current stencil function
  32778. * @returns a number defining the stencil function to use
  32779. */
  32780. getStencilFunction(): number;
  32781. /**
  32782. * Gets the current stencil reference value
  32783. * @returns a number defining the stencil reference value to use
  32784. */
  32785. getStencilFunctionReference(): number;
  32786. /**
  32787. * Gets the current stencil mask
  32788. * @returns a number defining the stencil mask to use
  32789. */
  32790. getStencilFunctionMask(): number;
  32791. /**
  32792. * Sets the current stencil function
  32793. * @param stencilFunc defines the new stencil function to use
  32794. */
  32795. setStencilFunction(stencilFunc: number): void;
  32796. /**
  32797. * Sets the current stencil reference
  32798. * @param reference defines the new stencil reference to use
  32799. */
  32800. setStencilFunctionReference(reference: number): void;
  32801. /**
  32802. * Sets the current stencil mask
  32803. * @param mask defines the new stencil mask to use
  32804. */
  32805. setStencilFunctionMask(mask: number): void;
  32806. /**
  32807. * Gets the current stencil operation when stencil fails
  32808. * @returns a number defining stencil operation to use when stencil fails
  32809. */
  32810. getStencilOperationFail(): number;
  32811. /**
  32812. * Gets the current stencil operation when depth fails
  32813. * @returns a number defining stencil operation to use when depth fails
  32814. */
  32815. getStencilOperationDepthFail(): number;
  32816. /**
  32817. * Gets the current stencil operation when stencil passes
  32818. * @returns a number defining stencil operation to use when stencil passes
  32819. */
  32820. getStencilOperationPass(): number;
  32821. /**
  32822. * Sets the stencil operation to use when stencil fails
  32823. * @param operation defines the stencil operation to use when stencil fails
  32824. */
  32825. setStencilOperationFail(operation: number): void;
  32826. /**
  32827. * Sets the stencil operation to use when depth fails
  32828. * @param operation defines the stencil operation to use when depth fails
  32829. */
  32830. setStencilOperationDepthFail(operation: number): void;
  32831. /**
  32832. * Sets the stencil operation to use when stencil passes
  32833. * @param operation defines the stencil operation to use when stencil passes
  32834. */
  32835. setStencilOperationPass(operation: number): void;
  32836. /**
  32837. * Sets a boolean indicating if the dithering state is enabled or disabled
  32838. * @param value defines the dithering state
  32839. */
  32840. setDitheringState(value: boolean): void;
  32841. /**
  32842. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32843. * @param value defines the rasterizer state
  32844. */
  32845. setRasterizerState(value: boolean): void;
  32846. /**
  32847. * Gets the current depth function
  32848. * @returns a number defining the depth function
  32849. */
  32850. getDepthFunction(): Nullable<number>;
  32851. /**
  32852. * Sets the current depth function
  32853. * @param depthFunc defines the function to use
  32854. */
  32855. setDepthFunction(depthFunc: number): void;
  32856. /**
  32857. * Sets the current depth function to GREATER
  32858. */
  32859. setDepthFunctionToGreater(): void;
  32860. /**
  32861. * Sets the current depth function to GEQUAL
  32862. */
  32863. setDepthFunctionToGreaterOrEqual(): void;
  32864. /**
  32865. * Sets the current depth function to LESS
  32866. */
  32867. setDepthFunctionToLess(): void;
  32868. /**
  32869. * Sets the current depth function to LEQUAL
  32870. */
  32871. setDepthFunctionToLessOrEqual(): void;
  32872. private _cachedStencilBuffer;
  32873. private _cachedStencilFunction;
  32874. private _cachedStencilMask;
  32875. private _cachedStencilOperationPass;
  32876. private _cachedStencilOperationFail;
  32877. private _cachedStencilOperationDepthFail;
  32878. private _cachedStencilReference;
  32879. /**
  32880. * Caches the the state of the stencil buffer
  32881. */
  32882. cacheStencilState(): void;
  32883. /**
  32884. * Restores the state of the stencil buffer
  32885. */
  32886. restoreStencilState(): void;
  32887. /**
  32888. * Directly set the WebGL Viewport
  32889. * @param x defines the x coordinate of the viewport (in screen space)
  32890. * @param y defines the y coordinate of the viewport (in screen space)
  32891. * @param width defines the width of the viewport (in screen space)
  32892. * @param height defines the height of the viewport (in screen space)
  32893. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  32894. */
  32895. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32896. /**
  32897. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32898. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32899. * @param y defines the y-coordinate of the corner of the clear rectangle
  32900. * @param width defines the width of the clear rectangle
  32901. * @param height defines the height of the clear rectangle
  32902. * @param clearColor defines the clear color
  32903. */
  32904. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32905. /**
  32906. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32907. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32908. * @param y defines the y-coordinate of the corner of the clear rectangle
  32909. * @param width defines the width of the clear rectangle
  32910. * @param height defines the height of the clear rectangle
  32911. */
  32912. enableScissor(x: number, y: number, width: number, height: number): void;
  32913. /**
  32914. * Disable previously set scissor test rectangle
  32915. */
  32916. disableScissor(): void;
  32917. protected _reportDrawCall(): void;
  32918. /**
  32919. * Initializes a webVR display and starts listening to display change events
  32920. * The onVRDisplayChangedObservable will be notified upon these changes
  32921. * @returns The onVRDisplayChangedObservable
  32922. */
  32923. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32924. /** @hidden */
  32925. _prepareVRComponent(): void;
  32926. /** @hidden */
  32927. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32928. /** @hidden */
  32929. _submitVRFrame(): void;
  32930. /**
  32931. * Call this function to leave webVR mode
  32932. * Will do nothing if webVR is not supported or if there is no webVR device
  32933. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32934. */
  32935. disableVR(): void;
  32936. /**
  32937. * Gets a boolean indicating that the system is in VR mode and is presenting
  32938. * @returns true if VR mode is engaged
  32939. */
  32940. isVRPresenting(): boolean;
  32941. /** @hidden */
  32942. _requestVRFrame(): void;
  32943. /** @hidden */
  32944. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32945. /**
  32946. * Gets the source code of the vertex shader associated with a specific webGL program
  32947. * @param program defines the program to use
  32948. * @returns a string containing the source code of the vertex shader associated with the program
  32949. */
  32950. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32951. /**
  32952. * Gets the source code of the fragment shader associated with a specific webGL program
  32953. * @param program defines the program to use
  32954. * @returns a string containing the source code of the fragment shader associated with the program
  32955. */
  32956. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32957. /**
  32958. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32959. * @param x defines the x coordinate of the rectangle where pixels must be read
  32960. * @param y defines the y coordinate of the rectangle where pixels must be read
  32961. * @param width defines the width of the rectangle where pixels must be read
  32962. * @param height defines the height of the rectangle where pixels must be read
  32963. * @returns a Uint8Array containing RGBA colors
  32964. */
  32965. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32966. /**
  32967. * Sets a depth stencil texture from a render target to the according uniform.
  32968. * @param channel The texture channel
  32969. * @param uniform The uniform to set
  32970. * @param texture The render target texture containing the depth stencil texture to apply
  32971. */
  32972. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32973. /**
  32974. * Sets a texture to the webGL context from a postprocess
  32975. * @param channel defines the channel to use
  32976. * @param postProcess defines the source postprocess
  32977. */
  32978. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32979. /**
  32980. * Binds the output of the passed in post process to the texture channel specified
  32981. * @param channel The channel the texture should be bound to
  32982. * @param postProcess The post process which's output should be bound
  32983. */
  32984. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32985. /** @hidden */
  32986. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32987. protected _rebuildBuffers(): void;
  32988. /** @hidden */
  32989. _renderFrame(): void;
  32990. _renderLoop(): void;
  32991. /** @hidden */
  32992. _renderViews(): boolean;
  32993. /**
  32994. * Toggle full screen mode
  32995. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32996. */
  32997. switchFullscreen(requestPointerLock: boolean): void;
  32998. /**
  32999. * Enters full screen mode
  33000. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33001. */
  33002. enterFullscreen(requestPointerLock: boolean): void;
  33003. /**
  33004. * Exits full screen mode
  33005. */
  33006. exitFullscreen(): void;
  33007. /**
  33008. * Enters Pointerlock mode
  33009. */
  33010. enterPointerlock(): void;
  33011. /**
  33012. * Exits Pointerlock mode
  33013. */
  33014. exitPointerlock(): void;
  33015. /**
  33016. * Begin a new frame
  33017. */
  33018. beginFrame(): void;
  33019. /**
  33020. * Enf the current frame
  33021. */
  33022. endFrame(): void;
  33023. resize(): void;
  33024. /**
  33025. * Set the compressed texture format to use, based on the formats you have, and the formats
  33026. * supported by the hardware / browser.
  33027. *
  33028. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  33029. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  33030. * to API arguments needed to compressed textures. This puts the burden on the container
  33031. * generator to house the arcane code for determining these for current & future formats.
  33032. *
  33033. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33034. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33035. *
  33036. * Note: The result of this call is not taken into account when a texture is base64.
  33037. *
  33038. * @param formatsAvailable defines the list of those format families you have created
  33039. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33040. *
  33041. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33042. * @returns The extension selected.
  33043. */
  33044. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33045. /**
  33046. * Force a specific size of the canvas
  33047. * @param width defines the new canvas' width
  33048. * @param height defines the new canvas' height
  33049. */
  33050. setSize(width: number, height: number): void;
  33051. /**
  33052. * Updates a dynamic vertex buffer.
  33053. * @param vertexBuffer the vertex buffer to update
  33054. * @param data the data used to update the vertex buffer
  33055. * @param byteOffset the byte offset of the data
  33056. * @param byteLength the byte length of the data
  33057. */
  33058. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33059. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33060. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33061. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33062. _releaseTexture(texture: InternalTexture): void;
  33063. /**
  33064. * @hidden
  33065. * Rescales a texture
  33066. * @param source input texutre
  33067. * @param destination destination texture
  33068. * @param scene scene to use to render the resize
  33069. * @param internalFormat format to use when resizing
  33070. * @param onComplete callback to be called when resize has completed
  33071. */
  33072. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33073. /**
  33074. * Gets the current framerate
  33075. * @returns a number representing the framerate
  33076. */
  33077. getFps(): number;
  33078. /**
  33079. * Gets the time spent between current and previous frame
  33080. * @returns a number representing the delta time in ms
  33081. */
  33082. getDeltaTime(): number;
  33083. private _measureFps;
  33084. /** @hidden */
  33085. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33086. /**
  33087. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33088. * @param renderTarget The render target to set the frame buffer for
  33089. */
  33090. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33091. /**
  33092. * Update a dynamic index buffer
  33093. * @param indexBuffer defines the target index buffer
  33094. * @param indices defines the data to update
  33095. * @param offset defines the offset in the target index buffer where update should start
  33096. */
  33097. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33098. /**
  33099. * Updates the sample count of a render target texture
  33100. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33101. * @param texture defines the texture to update
  33102. * @param samples defines the sample count to set
  33103. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33104. */
  33105. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33106. /**
  33107. * Updates a depth texture Comparison Mode and Function.
  33108. * If the comparison Function is equal to 0, the mode will be set to none.
  33109. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33110. * @param texture The texture to set the comparison function for
  33111. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33112. */
  33113. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33114. /**
  33115. * Creates a webGL buffer to use with instanciation
  33116. * @param capacity defines the size of the buffer
  33117. * @returns the webGL buffer
  33118. */
  33119. createInstancesBuffer(capacity: number): DataBuffer;
  33120. /**
  33121. * Delete a webGL buffer used with instanciation
  33122. * @param buffer defines the webGL buffer to delete
  33123. */
  33124. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33125. /** @hidden */
  33126. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33127. dispose(): void;
  33128. private _disableTouchAction;
  33129. /**
  33130. * Display the loading screen
  33131. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33132. */
  33133. displayLoadingUI(): void;
  33134. /**
  33135. * Hide the loading screen
  33136. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33137. */
  33138. hideLoadingUI(): void;
  33139. /**
  33140. * Gets the current loading screen object
  33141. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33142. */
  33143. /**
  33144. * Sets the current loading screen object
  33145. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33146. */
  33147. loadingScreen: ILoadingScreen;
  33148. /**
  33149. * Sets the current loading screen text
  33150. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33151. */
  33152. loadingUIText: string;
  33153. /**
  33154. * Sets the current loading screen background color
  33155. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33156. */
  33157. loadingUIBackgroundColor: string;
  33158. /** Pointerlock and fullscreen */
  33159. /**
  33160. * Ask the browser to promote the current element to pointerlock mode
  33161. * @param element defines the DOM element to promote
  33162. */
  33163. static _RequestPointerlock(element: HTMLElement): void;
  33164. /**
  33165. * Asks the browser to exit pointerlock mode
  33166. */
  33167. static _ExitPointerlock(): void;
  33168. /**
  33169. * Ask the browser to promote the current element to fullscreen rendering mode
  33170. * @param element defines the DOM element to promote
  33171. */
  33172. static _RequestFullscreen(element: HTMLElement): void;
  33173. /**
  33174. * Asks the browser to exit fullscreen mode
  33175. */
  33176. static _ExitFullscreen(): void;
  33177. }
  33178. }
  33179. declare module "babylonjs/Engines/engineStore" {
  33180. import { Nullable } from "babylonjs/types";
  33181. import { Engine } from "babylonjs/Engines/engine";
  33182. import { Scene } from "babylonjs/scene";
  33183. /**
  33184. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33185. * during the life time of the application.
  33186. */
  33187. export class EngineStore {
  33188. /** Gets the list of created engines */
  33189. static Instances: import("babylonjs/Engines/engine").Engine[];
  33190. /** @hidden */
  33191. static _LastCreatedScene: Nullable<Scene>;
  33192. /**
  33193. * Gets the latest created engine
  33194. */
  33195. static readonly LastCreatedEngine: Nullable<Engine>;
  33196. /**
  33197. * Gets the latest created scene
  33198. */
  33199. static readonly LastCreatedScene: Nullable<Scene>;
  33200. /**
  33201. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33202. * @ignorenaming
  33203. */
  33204. static UseFallbackTexture: boolean;
  33205. /**
  33206. * Texture content used if a texture cannot loaded
  33207. * @ignorenaming
  33208. */
  33209. static FallbackTexture: string;
  33210. }
  33211. }
  33212. declare module "babylonjs/Misc/promise" {
  33213. /**
  33214. * Helper class that provides a small promise polyfill
  33215. */
  33216. export class PromisePolyfill {
  33217. /**
  33218. * Static function used to check if the polyfill is required
  33219. * If this is the case then the function will inject the polyfill to window.Promise
  33220. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33221. */
  33222. static Apply(force?: boolean): void;
  33223. }
  33224. }
  33225. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33226. /**
  33227. * Interface for screenshot methods with describe argument called `size` as object with options
  33228. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33229. */
  33230. export interface IScreenshotSize {
  33231. /**
  33232. * number in pixels for canvas height
  33233. */
  33234. height?: number;
  33235. /**
  33236. * multiplier allowing render at a higher or lower resolution
  33237. * If value is defined then height and width will be ignored and taken from camera
  33238. */
  33239. precision?: number;
  33240. /**
  33241. * number in pixels for canvas width
  33242. */
  33243. width?: number;
  33244. }
  33245. }
  33246. declare module "babylonjs/Misc/tools" {
  33247. import { Nullable, float } from "babylonjs/types";
  33248. import { DomManagement } from "babylonjs/Misc/domManagement";
  33249. import { WebRequest } from "babylonjs/Misc/webRequest";
  33250. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33251. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33252. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33253. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33254. import { Camera } from "babylonjs/Cameras/camera";
  33255. import { Engine } from "babylonjs/Engines/engine";
  33256. interface IColor4Like {
  33257. r: float;
  33258. g: float;
  33259. b: float;
  33260. a: float;
  33261. }
  33262. /**
  33263. * Class containing a set of static utilities functions
  33264. */
  33265. export class Tools {
  33266. /**
  33267. * Gets or sets the base URL to use to load assets
  33268. */
  33269. static BaseUrl: string;
  33270. /**
  33271. * Enable/Disable Custom HTTP Request Headers globally.
  33272. * default = false
  33273. * @see CustomRequestHeaders
  33274. */
  33275. static UseCustomRequestHeaders: boolean;
  33276. /**
  33277. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33278. * i.e. when loading files, where the server/service expects an Authorization header
  33279. */
  33280. static CustomRequestHeaders: {
  33281. [key: string]: string;
  33282. };
  33283. /**
  33284. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33285. */
  33286. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33287. /**
  33288. * Default behaviour for cors in the application.
  33289. * It can be a string if the expected behavior is identical in the entire app.
  33290. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33291. */
  33292. static CorsBehavior: string | ((url: string | string[]) => string);
  33293. /**
  33294. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33295. * @ignorenaming
  33296. */
  33297. static UseFallbackTexture: boolean;
  33298. /**
  33299. * Use this object to register external classes like custom textures or material
  33300. * to allow the laoders to instantiate them
  33301. */
  33302. static RegisteredExternalClasses: {
  33303. [key: string]: Object;
  33304. };
  33305. /**
  33306. * Texture content used if a texture cannot loaded
  33307. * @ignorenaming
  33308. */
  33309. static fallbackTexture: string;
  33310. /**
  33311. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33312. * @param u defines the coordinate on X axis
  33313. * @param v defines the coordinate on Y axis
  33314. * @param width defines the width of the source data
  33315. * @param height defines the height of the source data
  33316. * @param pixels defines the source byte array
  33317. * @param color defines the output color
  33318. */
  33319. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33320. /**
  33321. * Interpolates between a and b via alpha
  33322. * @param a The lower value (returned when alpha = 0)
  33323. * @param b The upper value (returned when alpha = 1)
  33324. * @param alpha The interpolation-factor
  33325. * @return The mixed value
  33326. */
  33327. static Mix(a: number, b: number, alpha: number): number;
  33328. /**
  33329. * Tries to instantiate a new object from a given class name
  33330. * @param className defines the class name to instantiate
  33331. * @returns the new object or null if the system was not able to do the instantiation
  33332. */
  33333. static Instantiate(className: string): any;
  33334. /**
  33335. * Provides a slice function that will work even on IE
  33336. * @param data defines the array to slice
  33337. * @param start defines the start of the data (optional)
  33338. * @param end defines the end of the data (optional)
  33339. * @returns the new sliced array
  33340. */
  33341. static Slice<T>(data: T, start?: number, end?: number): T;
  33342. /**
  33343. * Polyfill for setImmediate
  33344. * @param action defines the action to execute after the current execution block
  33345. */
  33346. static SetImmediate(action: () => void): void;
  33347. /**
  33348. * Function indicating if a number is an exponent of 2
  33349. * @param value defines the value to test
  33350. * @returns true if the value is an exponent of 2
  33351. */
  33352. static IsExponentOfTwo(value: number): boolean;
  33353. private static _tmpFloatArray;
  33354. /**
  33355. * Returns the nearest 32-bit single precision float representation of a Number
  33356. * @param value A Number. If the parameter is of a different type, it will get converted
  33357. * to a number or to NaN if it cannot be converted
  33358. * @returns number
  33359. */
  33360. static FloatRound(value: number): number;
  33361. /**
  33362. * Extracts the filename from a path
  33363. * @param path defines the path to use
  33364. * @returns the filename
  33365. */
  33366. static GetFilename(path: string): string;
  33367. /**
  33368. * Extracts the "folder" part of a path (everything before the filename).
  33369. * @param uri The URI to extract the info from
  33370. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33371. * @returns The "folder" part of the path
  33372. */
  33373. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33374. /**
  33375. * Extracts text content from a DOM element hierarchy
  33376. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33377. */
  33378. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33379. /**
  33380. * Convert an angle in radians to degrees
  33381. * @param angle defines the angle to convert
  33382. * @returns the angle in degrees
  33383. */
  33384. static ToDegrees(angle: number): number;
  33385. /**
  33386. * Convert an angle in degrees to radians
  33387. * @param angle defines the angle to convert
  33388. * @returns the angle in radians
  33389. */
  33390. static ToRadians(angle: number): number;
  33391. /**
  33392. * Returns an array if obj is not an array
  33393. * @param obj defines the object to evaluate as an array
  33394. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33395. * @returns either obj directly if obj is an array or a new array containing obj
  33396. */
  33397. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33398. /**
  33399. * Gets the pointer prefix to use
  33400. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33401. */
  33402. static GetPointerPrefix(): string;
  33403. /**
  33404. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33405. * @param url define the url we are trying
  33406. * @param element define the dom element where to configure the cors policy
  33407. */
  33408. static SetCorsBehavior(url: string | string[], element: {
  33409. crossOrigin: string | null;
  33410. }): void;
  33411. /**
  33412. * Removes unwanted characters from an url
  33413. * @param url defines the url to clean
  33414. * @returns the cleaned url
  33415. */
  33416. static CleanUrl(url: string): string;
  33417. /**
  33418. * Gets or sets a function used to pre-process url before using them to load assets
  33419. */
  33420. static PreprocessUrl: (url: string) => string;
  33421. /**
  33422. * Loads an image as an HTMLImageElement.
  33423. * @param input url string, ArrayBuffer, or Blob to load
  33424. * @param onLoad callback called when the image successfully loads
  33425. * @param onError callback called when the image fails to load
  33426. * @param offlineProvider offline provider for caching
  33427. * @param mimeType optional mime type
  33428. * @returns the HTMLImageElement of the loaded image
  33429. */
  33430. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33431. /**
  33432. * Loads a file from a url
  33433. * @param url url string, ArrayBuffer, or Blob to load
  33434. * @param onSuccess callback called when the file successfully loads
  33435. * @param onProgress callback called while file is loading (if the server supports this mode)
  33436. * @param offlineProvider defines the offline provider for caching
  33437. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33438. * @param onError callback called when the file fails to load
  33439. * @returns a file request object
  33440. */
  33441. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  33442. /**
  33443. * Loads a file from a url
  33444. * @param url the file url to load
  33445. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33446. */
  33447. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33448. /**
  33449. * Load a script (identified by an url). When the url returns, the
  33450. * content of this file is added into a new script element, attached to the DOM (body element)
  33451. * @param scriptUrl defines the url of the script to laod
  33452. * @param onSuccess defines the callback called when the script is loaded
  33453. * @param onError defines the callback to call if an error occurs
  33454. * @param scriptId defines the id of the script element
  33455. */
  33456. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33457. /**
  33458. * Load an asynchronous script (identified by an url). When the url returns, the
  33459. * content of this file is added into a new script element, attached to the DOM (body element)
  33460. * @param scriptUrl defines the url of the script to laod
  33461. * @param scriptId defines the id of the script element
  33462. * @returns a promise request object
  33463. */
  33464. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33465. /**
  33466. * Loads a file from a blob
  33467. * @param fileToLoad defines the blob to use
  33468. * @param callback defines the callback to call when data is loaded
  33469. * @param progressCallback defines the callback to call during loading process
  33470. * @returns a file request object
  33471. */
  33472. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33473. /**
  33474. * Reads a file from a File object
  33475. * @param file defines the file to load
  33476. * @param onSuccess defines the callback to call when data is loaded
  33477. * @param onProgress defines the callback to call during loading process
  33478. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33479. * @param onError defines the callback to call when an error occurs
  33480. * @returns a file request object
  33481. */
  33482. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33483. /**
  33484. * Creates a data url from a given string content
  33485. * @param content defines the content to convert
  33486. * @returns the new data url link
  33487. */
  33488. static FileAsURL(content: string): string;
  33489. /**
  33490. * Format the given number to a specific decimal format
  33491. * @param value defines the number to format
  33492. * @param decimals defines the number of decimals to use
  33493. * @returns the formatted string
  33494. */
  33495. static Format(value: number, decimals?: number): string;
  33496. /**
  33497. * Tries to copy an object by duplicating every property
  33498. * @param source defines the source object
  33499. * @param destination defines the target object
  33500. * @param doNotCopyList defines a list of properties to avoid
  33501. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33502. */
  33503. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33504. /**
  33505. * Gets a boolean indicating if the given object has no own property
  33506. * @param obj defines the object to test
  33507. * @returns true if object has no own property
  33508. */
  33509. static IsEmpty(obj: any): boolean;
  33510. /**
  33511. * Function used to register events at window level
  33512. * @param windowElement defines the Window object to use
  33513. * @param events defines the events to register
  33514. */
  33515. static RegisterTopRootEvents(windowElement: Window, events: {
  33516. name: string;
  33517. handler: Nullable<(e: FocusEvent) => any>;
  33518. }[]): void;
  33519. /**
  33520. * Function used to unregister events from window level
  33521. * @param windowElement defines the Window object to use
  33522. * @param events defines the events to unregister
  33523. */
  33524. static UnregisterTopRootEvents(windowElement: Window, events: {
  33525. name: string;
  33526. handler: Nullable<(e: FocusEvent) => any>;
  33527. }[]): void;
  33528. /**
  33529. * @ignore
  33530. */
  33531. static _ScreenshotCanvas: HTMLCanvasElement;
  33532. /**
  33533. * Dumps the current bound framebuffer
  33534. * @param width defines the rendering width
  33535. * @param height defines the rendering height
  33536. * @param engine defines the hosting engine
  33537. * @param successCallback defines the callback triggered once the data are available
  33538. * @param mimeType defines the mime type of the result
  33539. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33540. */
  33541. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33542. /**
  33543. * Converts the canvas data to blob.
  33544. * This acts as a polyfill for browsers not supporting the to blob function.
  33545. * @param canvas Defines the canvas to extract the data from
  33546. * @param successCallback Defines the callback triggered once the data are available
  33547. * @param mimeType Defines the mime type of the result
  33548. */
  33549. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33550. /**
  33551. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33552. * @param successCallback defines the callback triggered once the data are available
  33553. * @param mimeType defines the mime type of the result
  33554. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33555. */
  33556. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33557. /**
  33558. * Downloads a blob in the browser
  33559. * @param blob defines the blob to download
  33560. * @param fileName defines the name of the downloaded file
  33561. */
  33562. static Download(blob: Blob, fileName: string): void;
  33563. /**
  33564. * Captures a screenshot of the current rendering
  33565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33566. * @param engine defines the rendering engine
  33567. * @param camera defines the source camera
  33568. * @param size This parameter can be set to a single number or to an object with the
  33569. * following (optional) properties: precision, width, height. If a single number is passed,
  33570. * it will be used for both width and height. If an object is passed, the screenshot size
  33571. * will be derived from the parameters. The precision property is a multiplier allowing
  33572. * rendering at a higher or lower resolution
  33573. * @param successCallback defines the callback receives a single parameter which contains the
  33574. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33575. * src parameter of an <img> to display it
  33576. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33577. * Check your browser for supported MIME types
  33578. */
  33579. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33580. /**
  33581. * Captures a screenshot of the current rendering
  33582. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33583. * @param engine defines the rendering engine
  33584. * @param camera defines the source camera
  33585. * @param size This parameter can be set to a single number or to an object with the
  33586. * following (optional) properties: precision, width, height. If a single number is passed,
  33587. * it will be used for both width and height. If an object is passed, the screenshot size
  33588. * will be derived from the parameters. The precision property is a multiplier allowing
  33589. * rendering at a higher or lower resolution
  33590. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33591. * Check your browser for supported MIME types
  33592. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33593. * to the src parameter of an <img> to display it
  33594. */
  33595. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33596. /**
  33597. * Generates an image screenshot from the specified camera.
  33598. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33599. * @param engine The engine to use for rendering
  33600. * @param camera The camera to use for rendering
  33601. * @param size This parameter can be set to a single number or to an object with the
  33602. * following (optional) properties: precision, width, height. If a single number is passed,
  33603. * it will be used for both width and height. If an object is passed, the screenshot size
  33604. * will be derived from the parameters. The precision property is a multiplier allowing
  33605. * rendering at a higher or lower resolution
  33606. * @param successCallback The callback receives a single parameter which contains the
  33607. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33608. * src parameter of an <img> to display it
  33609. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33610. * Check your browser for supported MIME types
  33611. * @param samples Texture samples (default: 1)
  33612. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33613. * @param fileName A name for for the downloaded file.
  33614. */
  33615. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33616. /**
  33617. * Generates an image screenshot from the specified camera.
  33618. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33619. * @param engine The engine to use for rendering
  33620. * @param camera The camera to use for rendering
  33621. * @param size This parameter can be set to a single number or to an object with the
  33622. * following (optional) properties: precision, width, height. If a single number is passed,
  33623. * it will be used for both width and height. If an object is passed, the screenshot size
  33624. * will be derived from the parameters. The precision property is a multiplier allowing
  33625. * rendering at a higher or lower resolution
  33626. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33627. * Check your browser for supported MIME types
  33628. * @param samples Texture samples (default: 1)
  33629. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33630. * @param fileName A name for for the downloaded file.
  33631. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33632. * to the src parameter of an <img> to display it
  33633. */
  33634. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33635. /**
  33636. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33637. * Be aware Math.random() could cause collisions, but:
  33638. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  33639. * @returns a pseudo random id
  33640. */
  33641. static RandomId(): string;
  33642. /**
  33643. * Test if the given uri is a base64 string
  33644. * @param uri The uri to test
  33645. * @return True if the uri is a base64 string or false otherwise
  33646. */
  33647. static IsBase64(uri: string): boolean;
  33648. /**
  33649. * Decode the given base64 uri.
  33650. * @param uri The uri to decode
  33651. * @return The decoded base64 data.
  33652. */
  33653. static DecodeBase64(uri: string): ArrayBuffer;
  33654. /**
  33655. * Gets the absolute url.
  33656. * @param url the input url
  33657. * @return the absolute url
  33658. */
  33659. static GetAbsoluteUrl(url: string): string;
  33660. /**
  33661. * No log
  33662. */
  33663. static readonly NoneLogLevel: number;
  33664. /**
  33665. * Only message logs
  33666. */
  33667. static readonly MessageLogLevel: number;
  33668. /**
  33669. * Only warning logs
  33670. */
  33671. static readonly WarningLogLevel: number;
  33672. /**
  33673. * Only error logs
  33674. */
  33675. static readonly ErrorLogLevel: number;
  33676. /**
  33677. * All logs
  33678. */
  33679. static readonly AllLogLevel: number;
  33680. /**
  33681. * Gets a value indicating the number of loading errors
  33682. * @ignorenaming
  33683. */
  33684. static readonly errorsCount: number;
  33685. /**
  33686. * Callback called when a new log is added
  33687. */
  33688. static OnNewCacheEntry: (entry: string) => void;
  33689. /**
  33690. * Log a message to the console
  33691. * @param message defines the message to log
  33692. */
  33693. static Log(message: string): void;
  33694. /**
  33695. * Write a warning message to the console
  33696. * @param message defines the message to log
  33697. */
  33698. static Warn(message: string): void;
  33699. /**
  33700. * Write an error message to the console
  33701. * @param message defines the message to log
  33702. */
  33703. static Error(message: string): void;
  33704. /**
  33705. * Gets current log cache (list of logs)
  33706. */
  33707. static readonly LogCache: string;
  33708. /**
  33709. * Clears the log cache
  33710. */
  33711. static ClearLogCache(): void;
  33712. /**
  33713. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33714. */
  33715. static LogLevels: number;
  33716. /**
  33717. * Checks if the window object exists
  33718. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33719. */
  33720. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33721. /**
  33722. * No performance log
  33723. */
  33724. static readonly PerformanceNoneLogLevel: number;
  33725. /**
  33726. * Use user marks to log performance
  33727. */
  33728. static readonly PerformanceUserMarkLogLevel: number;
  33729. /**
  33730. * Log performance to the console
  33731. */
  33732. static readonly PerformanceConsoleLogLevel: number;
  33733. private static _performance;
  33734. /**
  33735. * Sets the current performance log level
  33736. */
  33737. static PerformanceLogLevel: number;
  33738. private static _StartPerformanceCounterDisabled;
  33739. private static _EndPerformanceCounterDisabled;
  33740. private static _StartUserMark;
  33741. private static _EndUserMark;
  33742. private static _StartPerformanceConsole;
  33743. private static _EndPerformanceConsole;
  33744. /**
  33745. * Starts a performance counter
  33746. */
  33747. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33748. /**
  33749. * Ends a specific performance coutner
  33750. */
  33751. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33752. /**
  33753. * Gets either window.performance.now() if supported or Date.now() else
  33754. */
  33755. static readonly Now: number;
  33756. /**
  33757. * This method will return the name of the class used to create the instance of the given object.
  33758. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33759. * @param object the object to get the class name from
  33760. * @param isType defines if the object is actually a type
  33761. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33762. */
  33763. static GetClassName(object: any, isType?: boolean): string;
  33764. /**
  33765. * Gets the first element of an array satisfying a given predicate
  33766. * @param array defines the array to browse
  33767. * @param predicate defines the predicate to use
  33768. * @returns null if not found or the element
  33769. */
  33770. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33771. /**
  33772. * This method will return the name of the full name of the class, including its owning module (if any).
  33773. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33774. * @param object the object to get the class name from
  33775. * @param isType defines if the object is actually a type
  33776. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33777. * @ignorenaming
  33778. */
  33779. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33780. /**
  33781. * Returns a promise that resolves after the given amount of time.
  33782. * @param delay Number of milliseconds to delay
  33783. * @returns Promise that resolves after the given amount of time
  33784. */
  33785. static DelayAsync(delay: number): Promise<void>;
  33786. }
  33787. /**
  33788. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33789. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33790. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33791. * @param name The name of the class, case should be preserved
  33792. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33793. */
  33794. export function className(name: string, module?: string): (target: Object) => void;
  33795. /**
  33796. * An implementation of a loop for asynchronous functions.
  33797. */
  33798. export class AsyncLoop {
  33799. /**
  33800. * Defines the number of iterations for the loop
  33801. */
  33802. iterations: number;
  33803. /**
  33804. * Defines the current index of the loop.
  33805. */
  33806. index: number;
  33807. private _done;
  33808. private _fn;
  33809. private _successCallback;
  33810. /**
  33811. * Constructor.
  33812. * @param iterations the number of iterations.
  33813. * @param func the function to run each iteration
  33814. * @param successCallback the callback that will be called upon succesful execution
  33815. * @param offset starting offset.
  33816. */
  33817. constructor(
  33818. /**
  33819. * Defines the number of iterations for the loop
  33820. */
  33821. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33822. /**
  33823. * Execute the next iteration. Must be called after the last iteration was finished.
  33824. */
  33825. executeNext(): void;
  33826. /**
  33827. * Break the loop and run the success callback.
  33828. */
  33829. breakLoop(): void;
  33830. /**
  33831. * Create and run an async loop.
  33832. * @param iterations the number of iterations.
  33833. * @param fn the function to run each iteration
  33834. * @param successCallback the callback that will be called upon succesful execution
  33835. * @param offset starting offset.
  33836. * @returns the created async loop object
  33837. */
  33838. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33839. /**
  33840. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33841. * @param iterations total number of iterations
  33842. * @param syncedIterations number of synchronous iterations in each async iteration.
  33843. * @param fn the function to call each iteration.
  33844. * @param callback a success call back that will be called when iterating stops.
  33845. * @param breakFunction a break condition (optional)
  33846. * @param timeout timeout settings for the setTimeout function. default - 0.
  33847. * @returns the created async loop object
  33848. */
  33849. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33850. }
  33851. }
  33852. declare module "babylonjs/Misc/stringDictionary" {
  33853. import { Nullable } from "babylonjs/types";
  33854. /**
  33855. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33856. * The underlying implementation relies on an associative array to ensure the best performances.
  33857. * The value can be anything including 'null' but except 'undefined'
  33858. */
  33859. export class StringDictionary<T> {
  33860. /**
  33861. * This will clear this dictionary and copy the content from the 'source' one.
  33862. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33863. * @param source the dictionary to take the content from and copy to this dictionary
  33864. */
  33865. copyFrom(source: StringDictionary<T>): void;
  33866. /**
  33867. * Get a value based from its key
  33868. * @param key the given key to get the matching value from
  33869. * @return the value if found, otherwise undefined is returned
  33870. */
  33871. get(key: string): T | undefined;
  33872. /**
  33873. * Get a value from its key or add it if it doesn't exist.
  33874. * This method will ensure you that a given key/data will be present in the dictionary.
  33875. * @param key the given key to get the matching value from
  33876. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33877. * The factory will only be invoked if there's no data for the given key.
  33878. * @return the value corresponding to the key.
  33879. */
  33880. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33881. /**
  33882. * Get a value from its key if present in the dictionary otherwise add it
  33883. * @param key the key to get the value from
  33884. * @param val if there's no such key/value pair in the dictionary add it with this value
  33885. * @return the value corresponding to the key
  33886. */
  33887. getOrAdd(key: string, val: T): T;
  33888. /**
  33889. * Check if there's a given key in the dictionary
  33890. * @param key the key to check for
  33891. * @return true if the key is present, false otherwise
  33892. */
  33893. contains(key: string): boolean;
  33894. /**
  33895. * Add a new key and its corresponding value
  33896. * @param key the key to add
  33897. * @param value the value corresponding to the key
  33898. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  33899. */
  33900. add(key: string, value: T): boolean;
  33901. /**
  33902. * Update a specific value associated to a key
  33903. * @param key defines the key to use
  33904. * @param value defines the value to store
  33905. * @returns true if the value was updated (or false if the key was not found)
  33906. */
  33907. set(key: string, value: T): boolean;
  33908. /**
  33909. * Get the element of the given key and remove it from the dictionary
  33910. * @param key defines the key to search
  33911. * @returns the value associated with the key or null if not found
  33912. */
  33913. getAndRemove(key: string): Nullable<T>;
  33914. /**
  33915. * Remove a key/value from the dictionary.
  33916. * @param key the key to remove
  33917. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33918. */
  33919. remove(key: string): boolean;
  33920. /**
  33921. * Clear the whole content of the dictionary
  33922. */
  33923. clear(): void;
  33924. /**
  33925. * Gets the current count
  33926. */
  33927. readonly count: number;
  33928. /**
  33929. * Execute a callback on each key/val of the dictionary.
  33930. * Note that you can remove any element in this dictionary in the callback implementation
  33931. * @param callback the callback to execute on a given key/value pair
  33932. */
  33933. forEach(callback: (key: string, val: T) => void): void;
  33934. /**
  33935. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33936. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33937. * Note that you can remove any element in this dictionary in the callback implementation
  33938. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33939. * @returns the first item
  33940. */
  33941. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33942. private _count;
  33943. private _data;
  33944. }
  33945. }
  33946. declare module "babylonjs/Collisions/collisionCoordinator" {
  33947. import { Nullable } from "babylonjs/types";
  33948. import { Scene } from "babylonjs/scene";
  33949. import { Vector3 } from "babylonjs/Maths/math.vector";
  33950. import { Collider } from "babylonjs/Collisions/collider";
  33951. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33952. /** @hidden */
  33953. export interface ICollisionCoordinator {
  33954. createCollider(): Collider;
  33955. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33956. init(scene: Scene): void;
  33957. }
  33958. /** @hidden */
  33959. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33960. private _scene;
  33961. private _scaledPosition;
  33962. private _scaledVelocity;
  33963. private _finalPosition;
  33964. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33965. createCollider(): Collider;
  33966. init(scene: Scene): void;
  33967. private _collideWithWorld;
  33968. }
  33969. }
  33970. declare module "babylonjs/Inputs/scene.inputManager" {
  33971. import { Nullable } from "babylonjs/types";
  33972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33973. import { Vector2 } from "babylonjs/Maths/math.vector";
  33974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33975. import { Scene } from "babylonjs/scene";
  33976. /**
  33977. * Class used to manage all inputs for the scene.
  33978. */
  33979. export class InputManager {
  33980. /** The distance in pixel that you have to move to prevent some events */
  33981. static DragMovementThreshold: number;
  33982. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33983. static LongPressDelay: number;
  33984. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33985. static DoubleClickDelay: number;
  33986. /** If you need to check double click without raising a single click at first click, enable this flag */
  33987. static ExclusiveDoubleClickMode: boolean;
  33988. private _wheelEventName;
  33989. private _onPointerMove;
  33990. private _onPointerDown;
  33991. private _onPointerUp;
  33992. private _initClickEvent;
  33993. private _initActionManager;
  33994. private _delayedSimpleClick;
  33995. private _delayedSimpleClickTimeout;
  33996. private _previousDelayedSimpleClickTimeout;
  33997. private _meshPickProceed;
  33998. private _previousButtonPressed;
  33999. private _currentPickResult;
  34000. private _previousPickResult;
  34001. private _totalPointersPressed;
  34002. private _doubleClickOccured;
  34003. private _pointerOverMesh;
  34004. private _pickedDownMesh;
  34005. private _pickedUpMesh;
  34006. private _pointerX;
  34007. private _pointerY;
  34008. private _unTranslatedPointerX;
  34009. private _unTranslatedPointerY;
  34010. private _startingPointerPosition;
  34011. private _previousStartingPointerPosition;
  34012. private _startingPointerTime;
  34013. private _previousStartingPointerTime;
  34014. private _pointerCaptures;
  34015. private _onKeyDown;
  34016. private _onKeyUp;
  34017. private _onCanvasFocusObserver;
  34018. private _onCanvasBlurObserver;
  34019. private _scene;
  34020. /**
  34021. * Creates a new InputManager
  34022. * @param scene defines the hosting scene
  34023. */
  34024. constructor(scene: Scene);
  34025. /**
  34026. * Gets the mesh that is currently under the pointer
  34027. */
  34028. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34029. /**
  34030. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  34031. */
  34032. readonly unTranslatedPointer: Vector2;
  34033. /**
  34034. * Gets or sets the current on-screen X position of the pointer
  34035. */
  34036. pointerX: number;
  34037. /**
  34038. * Gets or sets the current on-screen Y position of the pointer
  34039. */
  34040. pointerY: number;
  34041. private _updatePointerPosition;
  34042. private _processPointerMove;
  34043. private _setRayOnPointerInfo;
  34044. private _checkPrePointerObservable;
  34045. /**
  34046. * Use this method to simulate a pointer move on a mesh
  34047. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34048. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34049. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34050. */
  34051. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34052. /**
  34053. * Use this method to simulate a pointer down on a mesh
  34054. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34055. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34056. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34057. */
  34058. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34059. private _processPointerDown;
  34060. /** @hidden */
  34061. _isPointerSwiping(): boolean;
  34062. /**
  34063. * Use this method to simulate a pointer up on a mesh
  34064. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34065. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34066. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34067. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34068. */
  34069. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34070. private _processPointerUp;
  34071. /**
  34072. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34073. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34074. * @returns true if the pointer was captured
  34075. */
  34076. isPointerCaptured(pointerId?: number): boolean;
  34077. /**
  34078. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34079. * @param attachUp defines if you want to attach events to pointerup
  34080. * @param attachDown defines if you want to attach events to pointerdown
  34081. * @param attachMove defines if you want to attach events to pointermove
  34082. */
  34083. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34084. /**
  34085. * Detaches all event handlers
  34086. */
  34087. detachControl(): void;
  34088. /**
  34089. * Force the value of meshUnderPointer
  34090. * @param mesh defines the mesh to use
  34091. */
  34092. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34093. /**
  34094. * Gets the mesh under the pointer
  34095. * @returns a Mesh or null if no mesh is under the pointer
  34096. */
  34097. getPointerOverMesh(): Nullable<AbstractMesh>;
  34098. }
  34099. }
  34100. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34101. /**
  34102. * Helper class used to generate session unique ID
  34103. */
  34104. export class UniqueIdGenerator {
  34105. private static _UniqueIdCounter;
  34106. /**
  34107. * Gets an unique (relatively to the current scene) Id
  34108. */
  34109. static readonly UniqueId: number;
  34110. }
  34111. }
  34112. declare module "babylonjs/Animations/animationGroup" {
  34113. import { Animatable } from "babylonjs/Animations/animatable";
  34114. import { Animation } from "babylonjs/Animations/animation";
  34115. import { Scene, IDisposable } from "babylonjs/scene";
  34116. import { Observable } from "babylonjs/Misc/observable";
  34117. import { Nullable } from "babylonjs/types";
  34118. import "babylonjs/Animations/animatable";
  34119. /**
  34120. * This class defines the direct association between an animation and a target
  34121. */
  34122. export class TargetedAnimation {
  34123. /**
  34124. * Animation to perform
  34125. */
  34126. animation: Animation;
  34127. /**
  34128. * Target to animate
  34129. */
  34130. target: any;
  34131. /**
  34132. * Serialize the object
  34133. * @returns the JSON object representing the current entity
  34134. */
  34135. serialize(): any;
  34136. }
  34137. /**
  34138. * Use this class to create coordinated animations on multiple targets
  34139. */
  34140. export class AnimationGroup implements IDisposable {
  34141. /** The name of the animation group */
  34142. name: string;
  34143. private _scene;
  34144. private _targetedAnimations;
  34145. private _animatables;
  34146. private _from;
  34147. private _to;
  34148. private _isStarted;
  34149. private _isPaused;
  34150. private _speedRatio;
  34151. private _loopAnimation;
  34152. /**
  34153. * Gets or sets the unique id of the node
  34154. */
  34155. uniqueId: number;
  34156. /**
  34157. * This observable will notify when one animation have ended
  34158. */
  34159. onAnimationEndObservable: Observable<TargetedAnimation>;
  34160. /**
  34161. * Observer raised when one animation loops
  34162. */
  34163. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34164. /**
  34165. * Observer raised when all animations have looped
  34166. */
  34167. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34168. /**
  34169. * This observable will notify when all animations have ended.
  34170. */
  34171. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34172. /**
  34173. * This observable will notify when all animations have paused.
  34174. */
  34175. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34176. /**
  34177. * This observable will notify when all animations are playing.
  34178. */
  34179. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34180. /**
  34181. * Gets the first frame
  34182. */
  34183. readonly from: number;
  34184. /**
  34185. * Gets the last frame
  34186. */
  34187. readonly to: number;
  34188. /**
  34189. * Define if the animations are started
  34190. */
  34191. readonly isStarted: boolean;
  34192. /**
  34193. * Gets a value indicating that the current group is playing
  34194. */
  34195. readonly isPlaying: boolean;
  34196. /**
  34197. * Gets or sets the speed ratio to use for all animations
  34198. */
  34199. /**
  34200. * Gets or sets the speed ratio to use for all animations
  34201. */
  34202. speedRatio: number;
  34203. /**
  34204. * Gets or sets if all animations should loop or not
  34205. */
  34206. loopAnimation: boolean;
  34207. /**
  34208. * Gets the targeted animations for this animation group
  34209. */
  34210. readonly targetedAnimations: Array<TargetedAnimation>;
  34211. /**
  34212. * returning the list of animatables controlled by this animation group.
  34213. */
  34214. readonly animatables: Array<Animatable>;
  34215. /**
  34216. * Instantiates a new Animation Group.
  34217. * This helps managing several animations at once.
  34218. * @see http://doc.babylonjs.com/how_to/group
  34219. * @param name Defines the name of the group
  34220. * @param scene Defines the scene the group belongs to
  34221. */
  34222. constructor(
  34223. /** The name of the animation group */
  34224. name: string, scene?: Nullable<Scene>);
  34225. /**
  34226. * Add an animation (with its target) in the group
  34227. * @param animation defines the animation we want to add
  34228. * @param target defines the target of the animation
  34229. * @returns the TargetedAnimation object
  34230. */
  34231. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34232. /**
  34233. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34234. * It can add constant keys at begin or end
  34235. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34236. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34237. * @returns the animation group
  34238. */
  34239. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34240. private _animationLoopCount;
  34241. private _animationLoopFlags;
  34242. private _processLoop;
  34243. /**
  34244. * Start all animations on given targets
  34245. * @param loop defines if animations must loop
  34246. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34247. * @param from defines the from key (optional)
  34248. * @param to defines the to key (optional)
  34249. * @returns the current animation group
  34250. */
  34251. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34252. /**
  34253. * Pause all animations
  34254. * @returns the animation group
  34255. */
  34256. pause(): AnimationGroup;
  34257. /**
  34258. * Play all animations to initial state
  34259. * This function will start() the animations if they were not started or will restart() them if they were paused
  34260. * @param loop defines if animations must loop
  34261. * @returns the animation group
  34262. */
  34263. play(loop?: boolean): AnimationGroup;
  34264. /**
  34265. * Reset all animations to initial state
  34266. * @returns the animation group
  34267. */
  34268. reset(): AnimationGroup;
  34269. /**
  34270. * Restart animations from key 0
  34271. * @returns the animation group
  34272. */
  34273. restart(): AnimationGroup;
  34274. /**
  34275. * Stop all animations
  34276. * @returns the animation group
  34277. */
  34278. stop(): AnimationGroup;
  34279. /**
  34280. * Set animation weight for all animatables
  34281. * @param weight defines the weight to use
  34282. * @return the animationGroup
  34283. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34284. */
  34285. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34286. /**
  34287. * Synchronize and normalize all animatables with a source animatable
  34288. * @param root defines the root animatable to synchronize with
  34289. * @return the animationGroup
  34290. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34291. */
  34292. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34293. /**
  34294. * Goes to a specific frame in this animation group
  34295. * @param frame the frame number to go to
  34296. * @return the animationGroup
  34297. */
  34298. goToFrame(frame: number): AnimationGroup;
  34299. /**
  34300. * Dispose all associated resources
  34301. */
  34302. dispose(): void;
  34303. private _checkAnimationGroupEnded;
  34304. /**
  34305. * Clone the current animation group and returns a copy
  34306. * @param newName defines the name of the new group
  34307. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34308. * @returns the new aniamtion group
  34309. */
  34310. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34311. /**
  34312. * Serializes the animationGroup to an object
  34313. * @returns Serialized object
  34314. */
  34315. serialize(): any;
  34316. /**
  34317. * Returns a new AnimationGroup object parsed from the source provided.
  34318. * @param parsedAnimationGroup defines the source
  34319. * @param scene defines the scene that will receive the animationGroup
  34320. * @returns a new AnimationGroup
  34321. */
  34322. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34323. /**
  34324. * Returns the string "AnimationGroup"
  34325. * @returns "AnimationGroup"
  34326. */
  34327. getClassName(): string;
  34328. /**
  34329. * Creates a detailled string about the object
  34330. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34331. * @returns a string representing the object
  34332. */
  34333. toString(fullDetails?: boolean): string;
  34334. }
  34335. }
  34336. declare module "babylonjs/scene" {
  34337. import { Nullable } from "babylonjs/types";
  34338. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34339. import { Observable } from "babylonjs/Misc/observable";
  34340. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34341. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34342. import { Geometry } from "babylonjs/Meshes/geometry";
  34343. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34344. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34346. import { Mesh } from "babylonjs/Meshes/mesh";
  34347. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34348. import { Bone } from "babylonjs/Bones/bone";
  34349. import { Skeleton } from "babylonjs/Bones/skeleton";
  34350. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34351. import { Camera } from "babylonjs/Cameras/camera";
  34352. import { AbstractScene } from "babylonjs/abstractScene";
  34353. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34354. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34355. import { Material } from "babylonjs/Materials/material";
  34356. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34357. import { Effect } from "babylonjs/Materials/effect";
  34358. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34359. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34360. import { Light } from "babylonjs/Lights/light";
  34361. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34362. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34363. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34364. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34365. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34366. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34367. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34368. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34369. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34370. import { Engine } from "babylonjs/Engines/engine";
  34371. import { Node } from "babylonjs/node";
  34372. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34373. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34374. import { WebRequest } from "babylonjs/Misc/webRequest";
  34375. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34376. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34377. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34378. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34379. import { Plane } from "babylonjs/Maths/math.plane";
  34380. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34381. import { Ray } from "babylonjs/Culling/ray";
  34382. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34383. import { Animation } from "babylonjs/Animations/animation";
  34384. import { Animatable } from "babylonjs/Animations/animatable";
  34385. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34386. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34387. import { Collider } from "babylonjs/Collisions/collider";
  34388. /**
  34389. * Define an interface for all classes that will hold resources
  34390. */
  34391. export interface IDisposable {
  34392. /**
  34393. * Releases all held resources
  34394. */
  34395. dispose(): void;
  34396. }
  34397. /** Interface defining initialization parameters for Scene class */
  34398. export interface SceneOptions {
  34399. /**
  34400. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34401. * It will improve performance when the number of geometries becomes important.
  34402. */
  34403. useGeometryUniqueIdsMap?: boolean;
  34404. /**
  34405. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34406. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34407. */
  34408. useMaterialMeshMap?: boolean;
  34409. /**
  34410. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34411. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34412. */
  34413. useClonedMeshhMap?: boolean;
  34414. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34415. virtual?: boolean;
  34416. }
  34417. /**
  34418. * Represents a scene to be rendered by the engine.
  34419. * @see http://doc.babylonjs.com/features/scene
  34420. */
  34421. export class Scene extends AbstractScene implements IAnimatable {
  34422. /** The fog is deactivated */
  34423. static readonly FOGMODE_NONE: number;
  34424. /** The fog density is following an exponential function */
  34425. static readonly FOGMODE_EXP: number;
  34426. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34427. static readonly FOGMODE_EXP2: number;
  34428. /** The fog density is following a linear function. */
  34429. static readonly FOGMODE_LINEAR: number;
  34430. /**
  34431. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34432. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34433. */
  34434. static MinDeltaTime: number;
  34435. /**
  34436. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34437. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34438. */
  34439. static MaxDeltaTime: number;
  34440. /**
  34441. * Factory used to create the default material.
  34442. * @param name The name of the material to create
  34443. * @param scene The scene to create the material for
  34444. * @returns The default material
  34445. */
  34446. static DefaultMaterialFactory(scene: Scene): Material;
  34447. /**
  34448. * Factory used to create the a collision coordinator.
  34449. * @returns The collision coordinator
  34450. */
  34451. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34452. /** @hidden */
  34453. _inputManager: InputManager;
  34454. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34455. cameraToUseForPointers: Nullable<Camera>;
  34456. /** @hidden */
  34457. readonly _isScene: boolean;
  34458. /**
  34459. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34460. */
  34461. autoClear: boolean;
  34462. /**
  34463. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34464. */
  34465. autoClearDepthAndStencil: boolean;
  34466. /**
  34467. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34468. */
  34469. clearColor: Color4;
  34470. /**
  34471. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34472. */
  34473. ambientColor: Color3;
  34474. /**
  34475. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34476. * It should only be one of the following (if not the default embedded one):
  34477. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34478. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34479. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34480. * The material properties need to be setup according to the type of texture in use.
  34481. */
  34482. environmentBRDFTexture: BaseTexture;
  34483. /** @hidden */
  34484. protected _environmentTexture: Nullable<BaseTexture>;
  34485. /**
  34486. * Texture used in all pbr material as the reflection texture.
  34487. * As in the majority of the scene they are the same (exception for multi room and so on),
  34488. * this is easier to reference from here than from all the materials.
  34489. */
  34490. /**
  34491. * Texture used in all pbr material as the reflection texture.
  34492. * As in the majority of the scene they are the same (exception for multi room and so on),
  34493. * this is easier to set here than in all the materials.
  34494. */
  34495. environmentTexture: Nullable<BaseTexture>;
  34496. /** @hidden */
  34497. protected _environmentIntensity: number;
  34498. /**
  34499. * Intensity of the environment in all pbr material.
  34500. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34501. * As in the majority of the scene they are the same (exception for multi room and so on),
  34502. * this is easier to reference from here than from all the materials.
  34503. */
  34504. /**
  34505. * Intensity of the environment in all pbr material.
  34506. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34507. * As in the majority of the scene they are the same (exception for multi room and so on),
  34508. * this is easier to set here than in all the materials.
  34509. */
  34510. environmentIntensity: number;
  34511. /** @hidden */
  34512. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34513. /**
  34514. * Default image processing configuration used either in the rendering
  34515. * Forward main pass or through the imageProcessingPostProcess if present.
  34516. * As in the majority of the scene they are the same (exception for multi camera),
  34517. * this is easier to reference from here than from all the materials and post process.
  34518. *
  34519. * No setter as we it is a shared configuration, you can set the values instead.
  34520. */
  34521. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34522. private _forceWireframe;
  34523. /**
  34524. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34525. */
  34526. forceWireframe: boolean;
  34527. private _forcePointsCloud;
  34528. /**
  34529. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34530. */
  34531. forcePointsCloud: boolean;
  34532. /**
  34533. * Gets or sets the active clipplane 1
  34534. */
  34535. clipPlane: Nullable<Plane>;
  34536. /**
  34537. * Gets or sets the active clipplane 2
  34538. */
  34539. clipPlane2: Nullable<Plane>;
  34540. /**
  34541. * Gets or sets the active clipplane 3
  34542. */
  34543. clipPlane3: Nullable<Plane>;
  34544. /**
  34545. * Gets or sets the active clipplane 4
  34546. */
  34547. clipPlane4: Nullable<Plane>;
  34548. /**
  34549. * Gets or sets a boolean indicating if animations are enabled
  34550. */
  34551. animationsEnabled: boolean;
  34552. private _animationPropertiesOverride;
  34553. /**
  34554. * Gets or sets the animation properties override
  34555. */
  34556. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34557. /**
  34558. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34559. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34560. */
  34561. useConstantAnimationDeltaTime: boolean;
  34562. /**
  34563. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34564. * Please note that it requires to run a ray cast through the scene on every frame
  34565. */
  34566. constantlyUpdateMeshUnderPointer: boolean;
  34567. /**
  34568. * Defines the HTML cursor to use when hovering over interactive elements
  34569. */
  34570. hoverCursor: string;
  34571. /**
  34572. * Defines the HTML default cursor to use (empty by default)
  34573. */
  34574. defaultCursor: string;
  34575. /**
  34576. * Defines wether cursors are handled by the scene.
  34577. */
  34578. doNotHandleCursors: boolean;
  34579. /**
  34580. * This is used to call preventDefault() on pointer down
  34581. * in order to block unwanted artifacts like system double clicks
  34582. */
  34583. preventDefaultOnPointerDown: boolean;
  34584. /**
  34585. * This is used to call preventDefault() on pointer up
  34586. * in order to block unwanted artifacts like system double clicks
  34587. */
  34588. preventDefaultOnPointerUp: boolean;
  34589. /**
  34590. * Gets or sets user defined metadata
  34591. */
  34592. metadata: any;
  34593. /**
  34594. * For internal use only. Please do not use.
  34595. */
  34596. reservedDataStore: any;
  34597. /**
  34598. * Gets the name of the plugin used to load this scene (null by default)
  34599. */
  34600. loadingPluginName: string;
  34601. /**
  34602. * Use this array to add regular expressions used to disable offline support for specific urls
  34603. */
  34604. disableOfflineSupportExceptionRules: RegExp[];
  34605. /**
  34606. * An event triggered when the scene is disposed.
  34607. */
  34608. onDisposeObservable: Observable<Scene>;
  34609. private _onDisposeObserver;
  34610. /** Sets a function to be executed when this scene is disposed. */
  34611. onDispose: () => void;
  34612. /**
  34613. * An event triggered before rendering the scene (right after animations and physics)
  34614. */
  34615. onBeforeRenderObservable: Observable<Scene>;
  34616. private _onBeforeRenderObserver;
  34617. /** Sets a function to be executed before rendering this scene */
  34618. beforeRender: Nullable<() => void>;
  34619. /**
  34620. * An event triggered after rendering the scene
  34621. */
  34622. onAfterRenderObservable: Observable<Scene>;
  34623. /**
  34624. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34625. */
  34626. onAfterRenderCameraObservable: Observable<Camera>;
  34627. private _onAfterRenderObserver;
  34628. /** Sets a function to be executed after rendering this scene */
  34629. afterRender: Nullable<() => void>;
  34630. /**
  34631. * An event triggered before animating the scene
  34632. */
  34633. onBeforeAnimationsObservable: Observable<Scene>;
  34634. /**
  34635. * An event triggered after animations processing
  34636. */
  34637. onAfterAnimationsObservable: Observable<Scene>;
  34638. /**
  34639. * An event triggered before draw calls are ready to be sent
  34640. */
  34641. onBeforeDrawPhaseObservable: Observable<Scene>;
  34642. /**
  34643. * An event triggered after draw calls have been sent
  34644. */
  34645. onAfterDrawPhaseObservable: Observable<Scene>;
  34646. /**
  34647. * An event triggered when the scene is ready
  34648. */
  34649. onReadyObservable: Observable<Scene>;
  34650. /**
  34651. * An event triggered before rendering a camera
  34652. */
  34653. onBeforeCameraRenderObservable: Observable<Camera>;
  34654. private _onBeforeCameraRenderObserver;
  34655. /** Sets a function to be executed before rendering a camera*/
  34656. beforeCameraRender: () => void;
  34657. /**
  34658. * An event triggered after rendering a camera
  34659. */
  34660. onAfterCameraRenderObservable: Observable<Camera>;
  34661. private _onAfterCameraRenderObserver;
  34662. /** Sets a function to be executed after rendering a camera*/
  34663. afterCameraRender: () => void;
  34664. /**
  34665. * An event triggered when active meshes evaluation is about to start
  34666. */
  34667. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34668. /**
  34669. * An event triggered when active meshes evaluation is done
  34670. */
  34671. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34672. /**
  34673. * An event triggered when particles rendering is about to start
  34674. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34675. */
  34676. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34677. /**
  34678. * An event triggered when particles rendering is done
  34679. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34680. */
  34681. onAfterParticlesRenderingObservable: Observable<Scene>;
  34682. /**
  34683. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34684. */
  34685. onDataLoadedObservable: Observable<Scene>;
  34686. /**
  34687. * An event triggered when a camera is created
  34688. */
  34689. onNewCameraAddedObservable: Observable<Camera>;
  34690. /**
  34691. * An event triggered when a camera is removed
  34692. */
  34693. onCameraRemovedObservable: Observable<Camera>;
  34694. /**
  34695. * An event triggered when a light is created
  34696. */
  34697. onNewLightAddedObservable: Observable<Light>;
  34698. /**
  34699. * An event triggered when a light is removed
  34700. */
  34701. onLightRemovedObservable: Observable<Light>;
  34702. /**
  34703. * An event triggered when a geometry is created
  34704. */
  34705. onNewGeometryAddedObservable: Observable<Geometry>;
  34706. /**
  34707. * An event triggered when a geometry is removed
  34708. */
  34709. onGeometryRemovedObservable: Observable<Geometry>;
  34710. /**
  34711. * An event triggered when a transform node is created
  34712. */
  34713. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34714. /**
  34715. * An event triggered when a transform node is removed
  34716. */
  34717. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34718. /**
  34719. * An event triggered when a mesh is created
  34720. */
  34721. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34722. /**
  34723. * An event triggered when a mesh is removed
  34724. */
  34725. onMeshRemovedObservable: Observable<AbstractMesh>;
  34726. /**
  34727. * An event triggered when a skeleton is created
  34728. */
  34729. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34730. /**
  34731. * An event triggered when a skeleton is removed
  34732. */
  34733. onSkeletonRemovedObservable: Observable<Skeleton>;
  34734. /**
  34735. * An event triggered when a material is created
  34736. */
  34737. onNewMaterialAddedObservable: Observable<Material>;
  34738. /**
  34739. * An event triggered when a material is removed
  34740. */
  34741. onMaterialRemovedObservable: Observable<Material>;
  34742. /**
  34743. * An event triggered when a texture is created
  34744. */
  34745. onNewTextureAddedObservable: Observable<BaseTexture>;
  34746. /**
  34747. * An event triggered when a texture is removed
  34748. */
  34749. onTextureRemovedObservable: Observable<BaseTexture>;
  34750. /**
  34751. * An event triggered when render targets are about to be rendered
  34752. * Can happen multiple times per frame.
  34753. */
  34754. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34755. /**
  34756. * An event triggered when render targets were rendered.
  34757. * Can happen multiple times per frame.
  34758. */
  34759. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34760. /**
  34761. * An event triggered before calculating deterministic simulation step
  34762. */
  34763. onBeforeStepObservable: Observable<Scene>;
  34764. /**
  34765. * An event triggered after calculating deterministic simulation step
  34766. */
  34767. onAfterStepObservable: Observable<Scene>;
  34768. /**
  34769. * An event triggered when the activeCamera property is updated
  34770. */
  34771. onActiveCameraChanged: Observable<Scene>;
  34772. /**
  34773. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34774. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34775. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34776. */
  34777. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34778. /**
  34779. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34780. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34781. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34782. */
  34783. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34784. /**
  34785. * This Observable will when a mesh has been imported into the scene.
  34786. */
  34787. onMeshImportedObservable: Observable<AbstractMesh>;
  34788. /**
  34789. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34790. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34791. */
  34792. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34793. /** @hidden */
  34794. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34795. /**
  34796. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34797. */
  34798. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34799. /**
  34800. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34801. */
  34802. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34803. /**
  34804. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34805. */
  34806. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34807. /** Callback called when a pointer move is detected */
  34808. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34809. /** Callback called when a pointer down is detected */
  34810. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34811. /** Callback called when a pointer up is detected */
  34812. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34813. /** Callback called when a pointer pick is detected */
  34814. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34815. /**
  34816. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  34817. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34818. */
  34819. onPrePointerObservable: Observable<PointerInfoPre>;
  34820. /**
  34821. * Observable event triggered each time an input event is received from the rendering canvas
  34822. */
  34823. onPointerObservable: Observable<PointerInfo>;
  34824. /**
  34825. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34826. */
  34827. readonly unTranslatedPointer: Vector2;
  34828. /**
  34829. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34830. */
  34831. static DragMovementThreshold: number;
  34832. /**
  34833. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34834. */
  34835. static LongPressDelay: number;
  34836. /**
  34837. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34838. */
  34839. static DoubleClickDelay: number;
  34840. /** If you need to check double click without raising a single click at first click, enable this flag */
  34841. static ExclusiveDoubleClickMode: boolean;
  34842. /** @hidden */
  34843. _mirroredCameraPosition: Nullable<Vector3>;
  34844. /**
  34845. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34846. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34847. */
  34848. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34849. /**
  34850. * Observable event triggered each time an keyboard event is received from the hosting window
  34851. */
  34852. onKeyboardObservable: Observable<KeyboardInfo>;
  34853. private _useRightHandedSystem;
  34854. /**
  34855. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34856. */
  34857. useRightHandedSystem: boolean;
  34858. private _timeAccumulator;
  34859. private _currentStepId;
  34860. private _currentInternalStep;
  34861. /**
  34862. * Sets the step Id used by deterministic lock step
  34863. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34864. * @param newStepId defines the step Id
  34865. */
  34866. setStepId(newStepId: number): void;
  34867. /**
  34868. * Gets the step Id used by deterministic lock step
  34869. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34870. * @returns the step Id
  34871. */
  34872. getStepId(): number;
  34873. /**
  34874. * Gets the internal step used by deterministic lock step
  34875. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34876. * @returns the internal step
  34877. */
  34878. getInternalStep(): number;
  34879. private _fogEnabled;
  34880. /**
  34881. * Gets or sets a boolean indicating if fog is enabled on this scene
  34882. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34883. * (Default is true)
  34884. */
  34885. fogEnabled: boolean;
  34886. private _fogMode;
  34887. /**
  34888. * Gets or sets the fog mode to use
  34889. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34890. * | mode | value |
  34891. * | --- | --- |
  34892. * | FOGMODE_NONE | 0 |
  34893. * | FOGMODE_EXP | 1 |
  34894. * | FOGMODE_EXP2 | 2 |
  34895. * | FOGMODE_LINEAR | 3 |
  34896. */
  34897. fogMode: number;
  34898. /**
  34899. * Gets or sets the fog color to use
  34900. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34901. * (Default is Color3(0.2, 0.2, 0.3))
  34902. */
  34903. fogColor: Color3;
  34904. /**
  34905. * Gets or sets the fog density to use
  34906. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34907. * (Default is 0.1)
  34908. */
  34909. fogDensity: number;
  34910. /**
  34911. * Gets or sets the fog start distance to use
  34912. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34913. * (Default is 0)
  34914. */
  34915. fogStart: number;
  34916. /**
  34917. * Gets or sets the fog end distance to use
  34918. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34919. * (Default is 1000)
  34920. */
  34921. fogEnd: number;
  34922. private _shadowsEnabled;
  34923. /**
  34924. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34925. */
  34926. shadowsEnabled: boolean;
  34927. private _lightsEnabled;
  34928. /**
  34929. * Gets or sets a boolean indicating if lights are enabled on this scene
  34930. */
  34931. lightsEnabled: boolean;
  34932. /** All of the active cameras added to this scene. */
  34933. activeCameras: Camera[];
  34934. /** @hidden */
  34935. _activeCamera: Nullable<Camera>;
  34936. /** Gets or sets the current active camera */
  34937. activeCamera: Nullable<Camera>;
  34938. private _defaultMaterial;
  34939. /** The default material used on meshes when no material is affected */
  34940. /** The default material used on meshes when no material is affected */
  34941. defaultMaterial: Material;
  34942. private _texturesEnabled;
  34943. /**
  34944. * Gets or sets a boolean indicating if textures are enabled on this scene
  34945. */
  34946. texturesEnabled: boolean;
  34947. /**
  34948. * Gets or sets a boolean indicating if particles are enabled on this scene
  34949. */
  34950. particlesEnabled: boolean;
  34951. /**
  34952. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34953. */
  34954. spritesEnabled: boolean;
  34955. private _skeletonsEnabled;
  34956. /**
  34957. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34958. */
  34959. skeletonsEnabled: boolean;
  34960. /**
  34961. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34962. */
  34963. lensFlaresEnabled: boolean;
  34964. /**
  34965. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34966. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34967. */
  34968. collisionsEnabled: boolean;
  34969. private _collisionCoordinator;
  34970. /** @hidden */
  34971. readonly collisionCoordinator: ICollisionCoordinator;
  34972. /**
  34973. * Defines the gravity applied to this scene (used only for collisions)
  34974. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34975. */
  34976. gravity: Vector3;
  34977. /**
  34978. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34979. */
  34980. postProcessesEnabled: boolean;
  34981. /**
  34982. * The list of postprocesses added to the scene
  34983. */
  34984. postProcesses: PostProcess[];
  34985. /**
  34986. * Gets the current postprocess manager
  34987. */
  34988. postProcessManager: PostProcessManager;
  34989. /**
  34990. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34991. */
  34992. renderTargetsEnabled: boolean;
  34993. /**
  34994. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34995. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34996. */
  34997. dumpNextRenderTargets: boolean;
  34998. /**
  34999. * The list of user defined render targets added to the scene
  35000. */
  35001. customRenderTargets: RenderTargetTexture[];
  35002. /**
  35003. * Defines if texture loading must be delayed
  35004. * If true, textures will only be loaded when they need to be rendered
  35005. */
  35006. useDelayedTextureLoading: boolean;
  35007. /**
  35008. * Gets the list of meshes imported to the scene through SceneLoader
  35009. */
  35010. importedMeshesFiles: String[];
  35011. /**
  35012. * Gets or sets a boolean indicating if probes are enabled on this scene
  35013. */
  35014. probesEnabled: boolean;
  35015. /**
  35016. * Gets or sets the current offline provider to use to store scene data
  35017. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  35018. */
  35019. offlineProvider: IOfflineProvider;
  35020. /**
  35021. * Gets or sets the action manager associated with the scene
  35022. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35023. */
  35024. actionManager: AbstractActionManager;
  35025. private _meshesForIntersections;
  35026. /**
  35027. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  35028. */
  35029. proceduralTexturesEnabled: boolean;
  35030. private _engine;
  35031. private _totalVertices;
  35032. /** @hidden */
  35033. _activeIndices: PerfCounter;
  35034. /** @hidden */
  35035. _activeParticles: PerfCounter;
  35036. /** @hidden */
  35037. _activeBones: PerfCounter;
  35038. private _animationRatio;
  35039. /** @hidden */
  35040. _animationTimeLast: number;
  35041. /** @hidden */
  35042. _animationTime: number;
  35043. /**
  35044. * Gets or sets a general scale for animation speed
  35045. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35046. */
  35047. animationTimeScale: number;
  35048. /** @hidden */
  35049. _cachedMaterial: Nullable<Material>;
  35050. /** @hidden */
  35051. _cachedEffect: Nullable<Effect>;
  35052. /** @hidden */
  35053. _cachedVisibility: Nullable<number>;
  35054. private _renderId;
  35055. private _frameId;
  35056. private _executeWhenReadyTimeoutId;
  35057. private _intermediateRendering;
  35058. private _viewUpdateFlag;
  35059. private _projectionUpdateFlag;
  35060. /** @hidden */
  35061. _toBeDisposed: Nullable<IDisposable>[];
  35062. private _activeRequests;
  35063. /** @hidden */
  35064. _pendingData: any[];
  35065. private _isDisposed;
  35066. /**
  35067. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35068. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35069. */
  35070. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35071. private _activeMeshes;
  35072. private _processedMaterials;
  35073. private _renderTargets;
  35074. /** @hidden */
  35075. _activeParticleSystems: SmartArray<IParticleSystem>;
  35076. private _activeSkeletons;
  35077. private _softwareSkinnedMeshes;
  35078. private _renderingManager;
  35079. /** @hidden */
  35080. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35081. private _transformMatrix;
  35082. private _sceneUbo;
  35083. /** @hidden */
  35084. _viewMatrix: Matrix;
  35085. private _projectionMatrix;
  35086. /** @hidden */
  35087. _forcedViewPosition: Nullable<Vector3>;
  35088. /** @hidden */
  35089. _frustumPlanes: Plane[];
  35090. /**
  35091. * Gets the list of frustum planes (built from the active camera)
  35092. */
  35093. readonly frustumPlanes: Plane[];
  35094. /**
  35095. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35096. * This is useful if there are more lights that the maximum simulteanous authorized
  35097. */
  35098. requireLightSorting: boolean;
  35099. /** @hidden */
  35100. readonly useMaterialMeshMap: boolean;
  35101. /** @hidden */
  35102. readonly useClonedMeshhMap: boolean;
  35103. private _externalData;
  35104. private _uid;
  35105. /**
  35106. * @hidden
  35107. * Backing store of defined scene components.
  35108. */
  35109. _components: ISceneComponent[];
  35110. /**
  35111. * @hidden
  35112. * Backing store of defined scene components.
  35113. */
  35114. _serializableComponents: ISceneSerializableComponent[];
  35115. /**
  35116. * List of components to register on the next registration step.
  35117. */
  35118. private _transientComponents;
  35119. /**
  35120. * Registers the transient components if needed.
  35121. */
  35122. private _registerTransientComponents;
  35123. /**
  35124. * @hidden
  35125. * Add a component to the scene.
  35126. * Note that the ccomponent could be registered on th next frame if this is called after
  35127. * the register component stage.
  35128. * @param component Defines the component to add to the scene
  35129. */
  35130. _addComponent(component: ISceneComponent): void;
  35131. /**
  35132. * @hidden
  35133. * Gets a component from the scene.
  35134. * @param name defines the name of the component to retrieve
  35135. * @returns the component or null if not present
  35136. */
  35137. _getComponent(name: string): Nullable<ISceneComponent>;
  35138. /**
  35139. * @hidden
  35140. * Defines the actions happening before camera updates.
  35141. */
  35142. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35143. /**
  35144. * @hidden
  35145. * Defines the actions happening before clear the canvas.
  35146. */
  35147. _beforeClearStage: Stage<SimpleStageAction>;
  35148. /**
  35149. * @hidden
  35150. * Defines the actions when collecting render targets for the frame.
  35151. */
  35152. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35153. /**
  35154. * @hidden
  35155. * Defines the actions happening for one camera in the frame.
  35156. */
  35157. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35158. /**
  35159. * @hidden
  35160. * Defines the actions happening during the per mesh ready checks.
  35161. */
  35162. _isReadyForMeshStage: Stage<MeshStageAction>;
  35163. /**
  35164. * @hidden
  35165. * Defines the actions happening before evaluate active mesh checks.
  35166. */
  35167. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35168. /**
  35169. * @hidden
  35170. * Defines the actions happening during the evaluate sub mesh checks.
  35171. */
  35172. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35173. /**
  35174. * @hidden
  35175. * Defines the actions happening during the active mesh stage.
  35176. */
  35177. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35178. /**
  35179. * @hidden
  35180. * Defines the actions happening during the per camera render target step.
  35181. */
  35182. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35183. /**
  35184. * @hidden
  35185. * Defines the actions happening just before the active camera is drawing.
  35186. */
  35187. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35188. /**
  35189. * @hidden
  35190. * Defines the actions happening just before a render target is drawing.
  35191. */
  35192. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35193. /**
  35194. * @hidden
  35195. * Defines the actions happening just before a rendering group is drawing.
  35196. */
  35197. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35198. /**
  35199. * @hidden
  35200. * Defines the actions happening just before a mesh is drawing.
  35201. */
  35202. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35203. /**
  35204. * @hidden
  35205. * Defines the actions happening just after a mesh has been drawn.
  35206. */
  35207. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35208. /**
  35209. * @hidden
  35210. * Defines the actions happening just after a rendering group has been drawn.
  35211. */
  35212. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35213. /**
  35214. * @hidden
  35215. * Defines the actions happening just after the active camera has been drawn.
  35216. */
  35217. _afterCameraDrawStage: Stage<CameraStageAction>;
  35218. /**
  35219. * @hidden
  35220. * Defines the actions happening just after a render target has been drawn.
  35221. */
  35222. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35223. /**
  35224. * @hidden
  35225. * Defines the actions happening just after rendering all cameras and computing intersections.
  35226. */
  35227. _afterRenderStage: Stage<SimpleStageAction>;
  35228. /**
  35229. * @hidden
  35230. * Defines the actions happening when a pointer move event happens.
  35231. */
  35232. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35233. /**
  35234. * @hidden
  35235. * Defines the actions happening when a pointer down event happens.
  35236. */
  35237. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35238. /**
  35239. * @hidden
  35240. * Defines the actions happening when a pointer up event happens.
  35241. */
  35242. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35243. /**
  35244. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35245. */
  35246. private geometriesByUniqueId;
  35247. /**
  35248. * Creates a new Scene
  35249. * @param engine defines the engine to use to render this scene
  35250. * @param options defines the scene options
  35251. */
  35252. constructor(engine: Engine, options?: SceneOptions);
  35253. /**
  35254. * Gets a string idenfifying the name of the class
  35255. * @returns "Scene" string
  35256. */
  35257. getClassName(): string;
  35258. private _defaultMeshCandidates;
  35259. /**
  35260. * @hidden
  35261. */
  35262. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35263. private _defaultSubMeshCandidates;
  35264. /**
  35265. * @hidden
  35266. */
  35267. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35268. /**
  35269. * Sets the default candidate providers for the scene.
  35270. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35271. * and getCollidingSubMeshCandidates to their default function
  35272. */
  35273. setDefaultCandidateProviders(): void;
  35274. /**
  35275. * Gets the mesh that is currently under the pointer
  35276. */
  35277. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35278. /**
  35279. * Gets or sets the current on-screen X position of the pointer
  35280. */
  35281. pointerX: number;
  35282. /**
  35283. * Gets or sets the current on-screen Y position of the pointer
  35284. */
  35285. pointerY: number;
  35286. /**
  35287. * Gets the cached material (ie. the latest rendered one)
  35288. * @returns the cached material
  35289. */
  35290. getCachedMaterial(): Nullable<Material>;
  35291. /**
  35292. * Gets the cached effect (ie. the latest rendered one)
  35293. * @returns the cached effect
  35294. */
  35295. getCachedEffect(): Nullable<Effect>;
  35296. /**
  35297. * Gets the cached visibility state (ie. the latest rendered one)
  35298. * @returns the cached visibility state
  35299. */
  35300. getCachedVisibility(): Nullable<number>;
  35301. /**
  35302. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35303. * @param material defines the current material
  35304. * @param effect defines the current effect
  35305. * @param visibility defines the current visibility state
  35306. * @returns true if one parameter is not cached
  35307. */
  35308. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35309. /**
  35310. * Gets the engine associated with the scene
  35311. * @returns an Engine
  35312. */
  35313. getEngine(): Engine;
  35314. /**
  35315. * Gets the total number of vertices rendered per frame
  35316. * @returns the total number of vertices rendered per frame
  35317. */
  35318. getTotalVertices(): number;
  35319. /**
  35320. * Gets the performance counter for total vertices
  35321. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35322. */
  35323. readonly totalVerticesPerfCounter: PerfCounter;
  35324. /**
  35325. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35326. * @returns the total number of active indices rendered per frame
  35327. */
  35328. getActiveIndices(): number;
  35329. /**
  35330. * Gets the performance counter for active indices
  35331. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35332. */
  35333. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35334. /**
  35335. * Gets the total number of active particles rendered per frame
  35336. * @returns the total number of active particles rendered per frame
  35337. */
  35338. getActiveParticles(): number;
  35339. /**
  35340. * Gets the performance counter for active particles
  35341. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35342. */
  35343. readonly activeParticlesPerfCounter: PerfCounter;
  35344. /**
  35345. * Gets the total number of active bones rendered per frame
  35346. * @returns the total number of active bones rendered per frame
  35347. */
  35348. getActiveBones(): number;
  35349. /**
  35350. * Gets the performance counter for active bones
  35351. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35352. */
  35353. readonly activeBonesPerfCounter: PerfCounter;
  35354. /**
  35355. * Gets the array of active meshes
  35356. * @returns an array of AbstractMesh
  35357. */
  35358. getActiveMeshes(): SmartArray<AbstractMesh>;
  35359. /**
  35360. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35361. * @returns a number
  35362. */
  35363. getAnimationRatio(): number;
  35364. /**
  35365. * Gets an unique Id for the current render phase
  35366. * @returns a number
  35367. */
  35368. getRenderId(): number;
  35369. /**
  35370. * Gets an unique Id for the current frame
  35371. * @returns a number
  35372. */
  35373. getFrameId(): number;
  35374. /** Call this function if you want to manually increment the render Id*/
  35375. incrementRenderId(): void;
  35376. private _createUbo;
  35377. /**
  35378. * Use this method to simulate a pointer move on a mesh
  35379. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35380. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35381. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35382. * @returns the current scene
  35383. */
  35384. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35385. /**
  35386. * Use this method to simulate a pointer down on a mesh
  35387. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35388. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35389. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35390. * @returns the current scene
  35391. */
  35392. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35393. /**
  35394. * Use this method to simulate a pointer up on a mesh
  35395. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35396. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35397. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35398. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35399. * @returns the current scene
  35400. */
  35401. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35402. /**
  35403. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35404. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35405. * @returns true if the pointer was captured
  35406. */
  35407. isPointerCaptured(pointerId?: number): boolean;
  35408. /**
  35409. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35410. * @param attachUp defines if you want to attach events to pointerup
  35411. * @param attachDown defines if you want to attach events to pointerdown
  35412. * @param attachMove defines if you want to attach events to pointermove
  35413. */
  35414. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35415. /** Detaches all event handlers*/
  35416. detachControl(): void;
  35417. /**
  35418. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35419. * Delay loaded resources are not taking in account
  35420. * @return true if all required resources are ready
  35421. */
  35422. isReady(): boolean;
  35423. /** Resets all cached information relative to material (including effect and visibility) */
  35424. resetCachedMaterial(): void;
  35425. /**
  35426. * Registers a function to be called before every frame render
  35427. * @param func defines the function to register
  35428. */
  35429. registerBeforeRender(func: () => void): void;
  35430. /**
  35431. * Unregisters a function called before every frame render
  35432. * @param func defines the function to unregister
  35433. */
  35434. unregisterBeforeRender(func: () => void): void;
  35435. /**
  35436. * Registers a function to be called after every frame render
  35437. * @param func defines the function to register
  35438. */
  35439. registerAfterRender(func: () => void): void;
  35440. /**
  35441. * Unregisters a function called after every frame render
  35442. * @param func defines the function to unregister
  35443. */
  35444. unregisterAfterRender(func: () => void): void;
  35445. private _executeOnceBeforeRender;
  35446. /**
  35447. * The provided function will run before render once and will be disposed afterwards.
  35448. * A timeout delay can be provided so that the function will be executed in N ms.
  35449. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35450. * @param func The function to be executed.
  35451. * @param timeout optional delay in ms
  35452. */
  35453. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35454. /** @hidden */
  35455. _addPendingData(data: any): void;
  35456. /** @hidden */
  35457. _removePendingData(data: any): void;
  35458. /**
  35459. * Returns the number of items waiting to be loaded
  35460. * @returns the number of items waiting to be loaded
  35461. */
  35462. getWaitingItemsCount(): number;
  35463. /**
  35464. * Returns a boolean indicating if the scene is still loading data
  35465. */
  35466. readonly isLoading: boolean;
  35467. /**
  35468. * Registers a function to be executed when the scene is ready
  35469. * @param {Function} func - the function to be executed
  35470. */
  35471. executeWhenReady(func: () => void): void;
  35472. /**
  35473. * Returns a promise that resolves when the scene is ready
  35474. * @returns A promise that resolves when the scene is ready
  35475. */
  35476. whenReadyAsync(): Promise<void>;
  35477. /** @hidden */
  35478. _checkIsReady(): void;
  35479. /**
  35480. * Gets all animatable attached to the scene
  35481. */
  35482. readonly animatables: Animatable[];
  35483. /**
  35484. * Resets the last animation time frame.
  35485. * Useful to override when animations start running when loading a scene for the first time.
  35486. */
  35487. resetLastAnimationTimeFrame(): void;
  35488. /**
  35489. * Gets the current view matrix
  35490. * @returns a Matrix
  35491. */
  35492. getViewMatrix(): Matrix;
  35493. /**
  35494. * Gets the current projection matrix
  35495. * @returns a Matrix
  35496. */
  35497. getProjectionMatrix(): Matrix;
  35498. /**
  35499. * Gets the current transform matrix
  35500. * @returns a Matrix made of View * Projection
  35501. */
  35502. getTransformMatrix(): Matrix;
  35503. /**
  35504. * Sets the current transform matrix
  35505. * @param viewL defines the View matrix to use
  35506. * @param projectionL defines the Projection matrix to use
  35507. * @param viewR defines the right View matrix to use (if provided)
  35508. * @param projectionR defines the right Projection matrix to use (if provided)
  35509. */
  35510. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35511. /**
  35512. * Gets the uniform buffer used to store scene data
  35513. * @returns a UniformBuffer
  35514. */
  35515. getSceneUniformBuffer(): UniformBuffer;
  35516. /**
  35517. * Gets an unique (relatively to the current scene) Id
  35518. * @returns an unique number for the scene
  35519. */
  35520. getUniqueId(): number;
  35521. /**
  35522. * Add a mesh to the list of scene's meshes
  35523. * @param newMesh defines the mesh to add
  35524. * @param recursive if all child meshes should also be added to the scene
  35525. */
  35526. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35527. /**
  35528. * Remove a mesh for the list of scene's meshes
  35529. * @param toRemove defines the mesh to remove
  35530. * @param recursive if all child meshes should also be removed from the scene
  35531. * @returns the index where the mesh was in the mesh list
  35532. */
  35533. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35534. /**
  35535. * Add a transform node to the list of scene's transform nodes
  35536. * @param newTransformNode defines the transform node to add
  35537. */
  35538. addTransformNode(newTransformNode: TransformNode): void;
  35539. /**
  35540. * Remove a transform node for the list of scene's transform nodes
  35541. * @param toRemove defines the transform node to remove
  35542. * @returns the index where the transform node was in the transform node list
  35543. */
  35544. removeTransformNode(toRemove: TransformNode): number;
  35545. /**
  35546. * Remove a skeleton for the list of scene's skeletons
  35547. * @param toRemove defines the skeleton to remove
  35548. * @returns the index where the skeleton was in the skeleton list
  35549. */
  35550. removeSkeleton(toRemove: Skeleton): number;
  35551. /**
  35552. * Remove a morph target for the list of scene's morph targets
  35553. * @param toRemove defines the morph target to remove
  35554. * @returns the index where the morph target was in the morph target list
  35555. */
  35556. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35557. /**
  35558. * Remove a light for the list of scene's lights
  35559. * @param toRemove defines the light to remove
  35560. * @returns the index where the light was in the light list
  35561. */
  35562. removeLight(toRemove: Light): number;
  35563. /**
  35564. * Remove a camera for the list of scene's cameras
  35565. * @param toRemove defines the camera to remove
  35566. * @returns the index where the camera was in the camera list
  35567. */
  35568. removeCamera(toRemove: Camera): number;
  35569. /**
  35570. * Remove a particle system for the list of scene's particle systems
  35571. * @param toRemove defines the particle system to remove
  35572. * @returns the index where the particle system was in the particle system list
  35573. */
  35574. removeParticleSystem(toRemove: IParticleSystem): number;
  35575. /**
  35576. * Remove a animation for the list of scene's animations
  35577. * @param toRemove defines the animation to remove
  35578. * @returns the index where the animation was in the animation list
  35579. */
  35580. removeAnimation(toRemove: Animation): number;
  35581. /**
  35582. * Will stop the animation of the given target
  35583. * @param target - the target
  35584. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35585. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  35586. */
  35587. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35588. /**
  35589. * Removes the given animation group from this scene.
  35590. * @param toRemove The animation group to remove
  35591. * @returns The index of the removed animation group
  35592. */
  35593. removeAnimationGroup(toRemove: AnimationGroup): number;
  35594. /**
  35595. * Removes the given multi-material from this scene.
  35596. * @param toRemove The multi-material to remove
  35597. * @returns The index of the removed multi-material
  35598. */
  35599. removeMultiMaterial(toRemove: MultiMaterial): number;
  35600. /**
  35601. * Removes the given material from this scene.
  35602. * @param toRemove The material to remove
  35603. * @returns The index of the removed material
  35604. */
  35605. removeMaterial(toRemove: Material): number;
  35606. /**
  35607. * Removes the given action manager from this scene.
  35608. * @param toRemove The action manager to remove
  35609. * @returns The index of the removed action manager
  35610. */
  35611. removeActionManager(toRemove: AbstractActionManager): number;
  35612. /**
  35613. * Removes the given texture from this scene.
  35614. * @param toRemove The texture to remove
  35615. * @returns The index of the removed texture
  35616. */
  35617. removeTexture(toRemove: BaseTexture): number;
  35618. /**
  35619. * Adds the given light to this scene
  35620. * @param newLight The light to add
  35621. */
  35622. addLight(newLight: Light): void;
  35623. /**
  35624. * Sorts the list list based on light priorities
  35625. */
  35626. sortLightsByPriority(): void;
  35627. /**
  35628. * Adds the given camera to this scene
  35629. * @param newCamera The camera to add
  35630. */
  35631. addCamera(newCamera: Camera): void;
  35632. /**
  35633. * Adds the given skeleton to this scene
  35634. * @param newSkeleton The skeleton to add
  35635. */
  35636. addSkeleton(newSkeleton: Skeleton): void;
  35637. /**
  35638. * Adds the given particle system to this scene
  35639. * @param newParticleSystem The particle system to add
  35640. */
  35641. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35642. /**
  35643. * Adds the given animation to this scene
  35644. * @param newAnimation The animation to add
  35645. */
  35646. addAnimation(newAnimation: Animation): void;
  35647. /**
  35648. * Adds the given animation group to this scene.
  35649. * @param newAnimationGroup The animation group to add
  35650. */
  35651. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35652. /**
  35653. * Adds the given multi-material to this scene
  35654. * @param newMultiMaterial The multi-material to add
  35655. */
  35656. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35657. /**
  35658. * Adds the given material to this scene
  35659. * @param newMaterial The material to add
  35660. */
  35661. addMaterial(newMaterial: Material): void;
  35662. /**
  35663. * Adds the given morph target to this scene
  35664. * @param newMorphTargetManager The morph target to add
  35665. */
  35666. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35667. /**
  35668. * Adds the given geometry to this scene
  35669. * @param newGeometry The geometry to add
  35670. */
  35671. addGeometry(newGeometry: Geometry): void;
  35672. /**
  35673. * Adds the given action manager to this scene
  35674. * @param newActionManager The action manager to add
  35675. */
  35676. addActionManager(newActionManager: AbstractActionManager): void;
  35677. /**
  35678. * Adds the given texture to this scene.
  35679. * @param newTexture The texture to add
  35680. */
  35681. addTexture(newTexture: BaseTexture): void;
  35682. /**
  35683. * Switch active camera
  35684. * @param newCamera defines the new active camera
  35685. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35686. */
  35687. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35688. /**
  35689. * sets the active camera of the scene using its ID
  35690. * @param id defines the camera's ID
  35691. * @return the new active camera or null if none found.
  35692. */
  35693. setActiveCameraByID(id: string): Nullable<Camera>;
  35694. /**
  35695. * sets the active camera of the scene using its name
  35696. * @param name defines the camera's name
  35697. * @returns the new active camera or null if none found.
  35698. */
  35699. setActiveCameraByName(name: string): Nullable<Camera>;
  35700. /**
  35701. * get an animation group using its name
  35702. * @param name defines the material's name
  35703. * @return the animation group or null if none found.
  35704. */
  35705. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35706. /**
  35707. * Get a material using its unique id
  35708. * @param uniqueId defines the material's unique id
  35709. * @return the material or null if none found.
  35710. */
  35711. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35712. /**
  35713. * get a material using its id
  35714. * @param id defines the material's ID
  35715. * @return the material or null if none found.
  35716. */
  35717. getMaterialByID(id: string): Nullable<Material>;
  35718. /**
  35719. * Gets a the last added material using a given id
  35720. * @param id defines the material's ID
  35721. * @return the last material with the given id or null if none found.
  35722. */
  35723. getLastMaterialByID(id: string): Nullable<Material>;
  35724. /**
  35725. * Gets a material using its name
  35726. * @param name defines the material's name
  35727. * @return the material or null if none found.
  35728. */
  35729. getMaterialByName(name: string): Nullable<Material>;
  35730. /**
  35731. * Get a texture using its unique id
  35732. * @param uniqueId defines the texture's unique id
  35733. * @return the texture or null if none found.
  35734. */
  35735. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35736. /**
  35737. * Gets a camera using its id
  35738. * @param id defines the id to look for
  35739. * @returns the camera or null if not found
  35740. */
  35741. getCameraByID(id: string): Nullable<Camera>;
  35742. /**
  35743. * Gets a camera using its unique id
  35744. * @param uniqueId defines the unique id to look for
  35745. * @returns the camera or null if not found
  35746. */
  35747. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35748. /**
  35749. * Gets a camera using its name
  35750. * @param name defines the camera's name
  35751. * @return the camera or null if none found.
  35752. */
  35753. getCameraByName(name: string): Nullable<Camera>;
  35754. /**
  35755. * Gets a bone using its id
  35756. * @param id defines the bone's id
  35757. * @return the bone or null if not found
  35758. */
  35759. getBoneByID(id: string): Nullable<Bone>;
  35760. /**
  35761. * Gets a bone using its id
  35762. * @param name defines the bone's name
  35763. * @return the bone or null if not found
  35764. */
  35765. getBoneByName(name: string): Nullable<Bone>;
  35766. /**
  35767. * Gets a light node using its name
  35768. * @param name defines the the light's name
  35769. * @return the light or null if none found.
  35770. */
  35771. getLightByName(name: string): Nullable<Light>;
  35772. /**
  35773. * Gets a light node using its id
  35774. * @param id defines the light's id
  35775. * @return the light or null if none found.
  35776. */
  35777. getLightByID(id: string): Nullable<Light>;
  35778. /**
  35779. * Gets a light node using its scene-generated unique ID
  35780. * @param uniqueId defines the light's unique id
  35781. * @return the light or null if none found.
  35782. */
  35783. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35784. /**
  35785. * Gets a particle system by id
  35786. * @param id defines the particle system id
  35787. * @return the corresponding system or null if none found
  35788. */
  35789. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35790. /**
  35791. * Gets a geometry using its ID
  35792. * @param id defines the geometry's id
  35793. * @return the geometry or null if none found.
  35794. */
  35795. getGeometryByID(id: string): Nullable<Geometry>;
  35796. private _getGeometryByUniqueID;
  35797. /**
  35798. * Add a new geometry to this scene
  35799. * @param geometry defines the geometry to be added to the scene.
  35800. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35801. * @return a boolean defining if the geometry was added or not
  35802. */
  35803. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35804. /**
  35805. * Removes an existing geometry
  35806. * @param geometry defines the geometry to be removed from the scene
  35807. * @return a boolean defining if the geometry was removed or not
  35808. */
  35809. removeGeometry(geometry: Geometry): boolean;
  35810. /**
  35811. * Gets the list of geometries attached to the scene
  35812. * @returns an array of Geometry
  35813. */
  35814. getGeometries(): Geometry[];
  35815. /**
  35816. * Gets the first added mesh found of a given ID
  35817. * @param id defines the id to search for
  35818. * @return the mesh found or null if not found at all
  35819. */
  35820. getMeshByID(id: string): Nullable<AbstractMesh>;
  35821. /**
  35822. * Gets a list of meshes using their id
  35823. * @param id defines the id to search for
  35824. * @returns a list of meshes
  35825. */
  35826. getMeshesByID(id: string): Array<AbstractMesh>;
  35827. /**
  35828. * Gets the first added transform node found of a given ID
  35829. * @param id defines the id to search for
  35830. * @return the found transform node or null if not found at all.
  35831. */
  35832. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35833. /**
  35834. * Gets a transform node with its auto-generated unique id
  35835. * @param uniqueId efines the unique id to search for
  35836. * @return the found transform node or null if not found at all.
  35837. */
  35838. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35839. /**
  35840. * Gets a list of transform nodes using their id
  35841. * @param id defines the id to search for
  35842. * @returns a list of transform nodes
  35843. */
  35844. getTransformNodesByID(id: string): Array<TransformNode>;
  35845. /**
  35846. * Gets a mesh with its auto-generated unique id
  35847. * @param uniqueId defines the unique id to search for
  35848. * @return the found mesh or null if not found at all.
  35849. */
  35850. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35851. /**
  35852. * Gets a the last added mesh using a given id
  35853. * @param id defines the id to search for
  35854. * @return the found mesh or null if not found at all.
  35855. */
  35856. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35857. /**
  35858. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35859. * @param id defines the id to search for
  35860. * @return the found node or null if not found at all
  35861. */
  35862. getLastEntryByID(id: string): Nullable<Node>;
  35863. /**
  35864. * Gets a node (Mesh, Camera, Light) using a given id
  35865. * @param id defines the id to search for
  35866. * @return the found node or null if not found at all
  35867. */
  35868. getNodeByID(id: string): Nullable<Node>;
  35869. /**
  35870. * Gets a node (Mesh, Camera, Light) using a given name
  35871. * @param name defines the name to search for
  35872. * @return the found node or null if not found at all.
  35873. */
  35874. getNodeByName(name: string): Nullable<Node>;
  35875. /**
  35876. * Gets a mesh using a given name
  35877. * @param name defines the name to search for
  35878. * @return the found mesh or null if not found at all.
  35879. */
  35880. getMeshByName(name: string): Nullable<AbstractMesh>;
  35881. /**
  35882. * Gets a transform node using a given name
  35883. * @param name defines the name to search for
  35884. * @return the found transform node or null if not found at all.
  35885. */
  35886. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35887. /**
  35888. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35889. * @param id defines the id to search for
  35890. * @return the found skeleton or null if not found at all.
  35891. */
  35892. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35893. /**
  35894. * Gets a skeleton using a given auto generated unique id
  35895. * @param uniqueId defines the unique id to search for
  35896. * @return the found skeleton or null if not found at all.
  35897. */
  35898. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35899. /**
  35900. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35901. * @param id defines the id to search for
  35902. * @return the found skeleton or null if not found at all.
  35903. */
  35904. getSkeletonById(id: string): Nullable<Skeleton>;
  35905. /**
  35906. * Gets a skeleton using a given name
  35907. * @param name defines the name to search for
  35908. * @return the found skeleton or null if not found at all.
  35909. */
  35910. getSkeletonByName(name: string): Nullable<Skeleton>;
  35911. /**
  35912. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35913. * @param id defines the id to search for
  35914. * @return the found morph target manager or null if not found at all.
  35915. */
  35916. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35917. /**
  35918. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35919. * @param id defines the id to search for
  35920. * @return the found morph target or null if not found at all.
  35921. */
  35922. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35923. /**
  35924. * Gets a boolean indicating if the given mesh is active
  35925. * @param mesh defines the mesh to look for
  35926. * @returns true if the mesh is in the active list
  35927. */
  35928. isActiveMesh(mesh: AbstractMesh): boolean;
  35929. /**
  35930. * Return a unique id as a string which can serve as an identifier for the scene
  35931. */
  35932. readonly uid: string;
  35933. /**
  35934. * Add an externaly attached data from its key.
  35935. * This method call will fail and return false, if such key already exists.
  35936. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35937. * @param key the unique key that identifies the data
  35938. * @param data the data object to associate to the key for this Engine instance
  35939. * @return true if no such key were already present and the data was added successfully, false otherwise
  35940. */
  35941. addExternalData<T>(key: string, data: T): boolean;
  35942. /**
  35943. * Get an externaly attached data from its key
  35944. * @param key the unique key that identifies the data
  35945. * @return the associated data, if present (can be null), or undefined if not present
  35946. */
  35947. getExternalData<T>(key: string): Nullable<T>;
  35948. /**
  35949. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35950. * @param key the unique key that identifies the data
  35951. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35952. * @return the associated data, can be null if the factory returned null.
  35953. */
  35954. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35955. /**
  35956. * Remove an externaly attached data from the Engine instance
  35957. * @param key the unique key that identifies the data
  35958. * @return true if the data was successfully removed, false if it doesn't exist
  35959. */
  35960. removeExternalData(key: string): boolean;
  35961. private _evaluateSubMesh;
  35962. /**
  35963. * Clear the processed materials smart array preventing retention point in material dispose.
  35964. */
  35965. freeProcessedMaterials(): void;
  35966. private _preventFreeActiveMeshesAndRenderingGroups;
  35967. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35968. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35969. * when disposing several meshes in a row or a hierarchy of meshes.
  35970. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35971. */
  35972. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35973. /**
  35974. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35975. */
  35976. freeActiveMeshes(): void;
  35977. /**
  35978. * Clear the info related to rendering groups preventing retention points during dispose.
  35979. */
  35980. freeRenderingGroups(): void;
  35981. /** @hidden */
  35982. _isInIntermediateRendering(): boolean;
  35983. /**
  35984. * Lambda returning the list of potentially active meshes.
  35985. */
  35986. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35987. /**
  35988. * Lambda returning the list of potentially active sub meshes.
  35989. */
  35990. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35991. /**
  35992. * Lambda returning the list of potentially intersecting sub meshes.
  35993. */
  35994. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35995. /**
  35996. * Lambda returning the list of potentially colliding sub meshes.
  35997. */
  35998. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35999. private _activeMeshesFrozen;
  36000. private _skipEvaluateActiveMeshesCompletely;
  36001. /**
  36002. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  36003. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  36004. * @returns the current scene
  36005. */
  36006. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  36007. /**
  36008. * Use this function to restart evaluating active meshes on every frame
  36009. * @returns the current scene
  36010. */
  36011. unfreezeActiveMeshes(): Scene;
  36012. private _evaluateActiveMeshes;
  36013. private _activeMesh;
  36014. /**
  36015. * Update the transform matrix to update from the current active camera
  36016. * @param force defines a boolean used to force the update even if cache is up to date
  36017. */
  36018. updateTransformMatrix(force?: boolean): void;
  36019. private _bindFrameBuffer;
  36020. /** @hidden */
  36021. _allowPostProcessClearColor: boolean;
  36022. /** @hidden */
  36023. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  36024. private _processSubCameras;
  36025. private _checkIntersections;
  36026. /** @hidden */
  36027. _advancePhysicsEngineStep(step: number): void;
  36028. /**
  36029. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  36030. */
  36031. getDeterministicFrameTime: () => number;
  36032. /** @hidden */
  36033. _animate(): void;
  36034. /** Execute all animations (for a frame) */
  36035. animate(): void;
  36036. /**
  36037. * Render the scene
  36038. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36039. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36040. */
  36041. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36042. /**
  36043. * Freeze all materials
  36044. * A frozen material will not be updatable but should be faster to render
  36045. */
  36046. freezeMaterials(): void;
  36047. /**
  36048. * Unfreeze all materials
  36049. * A frozen material will not be updatable but should be faster to render
  36050. */
  36051. unfreezeMaterials(): void;
  36052. /**
  36053. * Releases all held ressources
  36054. */
  36055. dispose(): void;
  36056. /**
  36057. * Gets if the scene is already disposed
  36058. */
  36059. readonly isDisposed: boolean;
  36060. /**
  36061. * Call this function to reduce memory footprint of the scene.
  36062. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36063. */
  36064. clearCachedVertexData(): void;
  36065. /**
  36066. * This function will remove the local cached buffer data from texture.
  36067. * It will save memory but will prevent the texture from being rebuilt
  36068. */
  36069. cleanCachedTextureBuffer(): void;
  36070. /**
  36071. * Get the world extend vectors with an optional filter
  36072. *
  36073. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36074. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36075. */
  36076. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36077. min: Vector3;
  36078. max: Vector3;
  36079. };
  36080. /**
  36081. * Creates a ray that can be used to pick in the scene
  36082. * @param x defines the x coordinate of the origin (on-screen)
  36083. * @param y defines the y coordinate of the origin (on-screen)
  36084. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36085. * @param camera defines the camera to use for the picking
  36086. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36087. * @returns a Ray
  36088. */
  36089. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36090. /**
  36091. * Creates a ray that can be used to pick in the scene
  36092. * @param x defines the x coordinate of the origin (on-screen)
  36093. * @param y defines the y coordinate of the origin (on-screen)
  36094. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36095. * @param result defines the ray where to store the picking ray
  36096. * @param camera defines the camera to use for the picking
  36097. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36098. * @returns the current scene
  36099. */
  36100. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36101. /**
  36102. * Creates a ray that can be used to pick in the scene
  36103. * @param x defines the x coordinate of the origin (on-screen)
  36104. * @param y defines the y coordinate of the origin (on-screen)
  36105. * @param camera defines the camera to use for the picking
  36106. * @returns a Ray
  36107. */
  36108. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36109. /**
  36110. * Creates a ray that can be used to pick in the scene
  36111. * @param x defines the x coordinate of the origin (on-screen)
  36112. * @param y defines the y coordinate of the origin (on-screen)
  36113. * @param result defines the ray where to store the picking ray
  36114. * @param camera defines the camera to use for the picking
  36115. * @returns the current scene
  36116. */
  36117. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36118. /** Launch a ray to try to pick a mesh in the scene
  36119. * @param x position on screen
  36120. * @param y position on screen
  36121. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36122. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36123. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36124. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36125. * @returns a PickingInfo
  36126. */
  36127. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36128. /** Use the given ray to pick a mesh in the scene
  36129. * @param ray The ray to use to pick meshes
  36130. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  36131. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36132. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36133. * @returns a PickingInfo
  36134. */
  36135. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36136. /**
  36137. * Launch a ray to try to pick a mesh in the scene
  36138. * @param x X position on screen
  36139. * @param y Y position on screen
  36140. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36141. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36142. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36143. * @returns an array of PickingInfo
  36144. */
  36145. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36146. /**
  36147. * Launch a ray to try to pick a mesh in the scene
  36148. * @param ray Ray to use
  36149. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36150. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36151. * @returns an array of PickingInfo
  36152. */
  36153. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36154. /**
  36155. * Force the value of meshUnderPointer
  36156. * @param mesh defines the mesh to use
  36157. */
  36158. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36159. /**
  36160. * Gets the mesh under the pointer
  36161. * @returns a Mesh or null if no mesh is under the pointer
  36162. */
  36163. getPointerOverMesh(): Nullable<AbstractMesh>;
  36164. /** @hidden */
  36165. _rebuildGeometries(): void;
  36166. /** @hidden */
  36167. _rebuildTextures(): void;
  36168. private _getByTags;
  36169. /**
  36170. * Get a list of meshes by tags
  36171. * @param tagsQuery defines the tags query to use
  36172. * @param forEach defines a predicate used to filter results
  36173. * @returns an array of Mesh
  36174. */
  36175. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36176. /**
  36177. * Get a list of cameras by tags
  36178. * @param tagsQuery defines the tags query to use
  36179. * @param forEach defines a predicate used to filter results
  36180. * @returns an array of Camera
  36181. */
  36182. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36183. /**
  36184. * Get a list of lights by tags
  36185. * @param tagsQuery defines the tags query to use
  36186. * @param forEach defines a predicate used to filter results
  36187. * @returns an array of Light
  36188. */
  36189. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36190. /**
  36191. * Get a list of materials by tags
  36192. * @param tagsQuery defines the tags query to use
  36193. * @param forEach defines a predicate used to filter results
  36194. * @returns an array of Material
  36195. */
  36196. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36197. /**
  36198. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36199. * This allowed control for front to back rendering or reversly depending of the special needs.
  36200. *
  36201. * @param renderingGroupId The rendering group id corresponding to its index
  36202. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36203. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36204. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36205. */
  36206. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  36207. /**
  36208. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36209. *
  36210. * @param renderingGroupId The rendering group id corresponding to its index
  36211. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36212. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36213. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36214. */
  36215. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36216. /**
  36217. * Gets the current auto clear configuration for one rendering group of the rendering
  36218. * manager.
  36219. * @param index the rendering group index to get the information for
  36220. * @returns The auto clear setup for the requested rendering group
  36221. */
  36222. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36223. private _blockMaterialDirtyMechanism;
  36224. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36225. blockMaterialDirtyMechanism: boolean;
  36226. /**
  36227. * Will flag all materials as dirty to trigger new shader compilation
  36228. * @param flag defines the flag used to specify which material part must be marked as dirty
  36229. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36230. */
  36231. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36232. /** @hidden */
  36233. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  36234. /** @hidden */
  36235. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36236. /** @hidden */
  36237. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  36238. /** @hidden */
  36239. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36240. /** @hidden */
  36241. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36242. /** @hidden */
  36243. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36244. }
  36245. }
  36246. declare module "babylonjs/assetContainer" {
  36247. import { AbstractScene } from "babylonjs/abstractScene";
  36248. import { Scene } from "babylonjs/scene";
  36249. import { Mesh } from "babylonjs/Meshes/mesh";
  36250. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36251. import { Skeleton } from "babylonjs/Bones/skeleton";
  36252. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36253. /**
  36254. * Set of assets to keep when moving a scene into an asset container.
  36255. */
  36256. export class KeepAssets extends AbstractScene {
  36257. }
  36258. /**
  36259. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36260. */
  36261. export class InstantiatedEntries {
  36262. /**
  36263. * List of new root nodes (eg. nodes with no parent)
  36264. */
  36265. rootNodes: TransformNode[];
  36266. /**
  36267. * List of new skeletons
  36268. */
  36269. skeletons: Skeleton[];
  36270. /**
  36271. * List of new animation groups
  36272. */
  36273. animationGroups: AnimationGroup[];
  36274. }
  36275. /**
  36276. * Container with a set of assets that can be added or removed from a scene.
  36277. */
  36278. export class AssetContainer extends AbstractScene {
  36279. /**
  36280. * The scene the AssetContainer belongs to.
  36281. */
  36282. scene: Scene;
  36283. /**
  36284. * Instantiates an AssetContainer.
  36285. * @param scene The scene the AssetContainer belongs to.
  36286. */
  36287. constructor(scene: Scene);
  36288. /**
  36289. * Instantiate or clone all meshes and add the new ones to the scene.
  36290. * Skeletons and animation groups will all be cloned
  36291. * @param nameFunction defines an optional function used to get new names for clones
  36292. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36293. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36294. */
  36295. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36296. /**
  36297. * Adds all the assets from the container to the scene.
  36298. */
  36299. addAllToScene(): void;
  36300. /**
  36301. * Removes all the assets in the container from the scene
  36302. */
  36303. removeAllFromScene(): void;
  36304. /**
  36305. * Disposes all the assets in the container
  36306. */
  36307. dispose(): void;
  36308. private _moveAssets;
  36309. /**
  36310. * Removes all the assets contained in the scene and adds them to the container.
  36311. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36312. */
  36313. moveAllFromScene(keepAssets?: KeepAssets): void;
  36314. /**
  36315. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  36316. * @returns the root mesh
  36317. */
  36318. createRootMesh(): Mesh;
  36319. }
  36320. }
  36321. declare module "babylonjs/abstractScene" {
  36322. import { Scene } from "babylonjs/scene";
  36323. import { Nullable } from "babylonjs/types";
  36324. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36325. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36326. import { Geometry } from "babylonjs/Meshes/geometry";
  36327. import { Skeleton } from "babylonjs/Bones/skeleton";
  36328. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36329. import { AssetContainer } from "babylonjs/assetContainer";
  36330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36331. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36332. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36333. import { Material } from "babylonjs/Materials/material";
  36334. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36335. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36336. import { Camera } from "babylonjs/Cameras/camera";
  36337. import { Light } from "babylonjs/Lights/light";
  36338. import { Node } from "babylonjs/node";
  36339. import { Animation } from "babylonjs/Animations/animation";
  36340. /**
  36341. * Defines how the parser contract is defined.
  36342. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36343. */
  36344. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36345. /**
  36346. * Defines how the individual parser contract is defined.
  36347. * These parser can parse an individual asset
  36348. */
  36349. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36350. /**
  36351. * Base class of the scene acting as a container for the different elements composing a scene.
  36352. * This class is dynamically extended by the different components of the scene increasing
  36353. * flexibility and reducing coupling
  36354. */
  36355. export abstract class AbstractScene {
  36356. /**
  36357. * Stores the list of available parsers in the application.
  36358. */
  36359. private static _BabylonFileParsers;
  36360. /**
  36361. * Stores the list of available individual parsers in the application.
  36362. */
  36363. private static _IndividualBabylonFileParsers;
  36364. /**
  36365. * Adds a parser in the list of available ones
  36366. * @param name Defines the name of the parser
  36367. * @param parser Defines the parser to add
  36368. */
  36369. static AddParser(name: string, parser: BabylonFileParser): void;
  36370. /**
  36371. * Gets a general parser from the list of avaialble ones
  36372. * @param name Defines the name of the parser
  36373. * @returns the requested parser or null
  36374. */
  36375. static GetParser(name: string): Nullable<BabylonFileParser>;
  36376. /**
  36377. * Adds n individual parser in the list of available ones
  36378. * @param name Defines the name of the parser
  36379. * @param parser Defines the parser to add
  36380. */
  36381. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36382. /**
  36383. * Gets an individual parser from the list of avaialble ones
  36384. * @param name Defines the name of the parser
  36385. * @returns the requested parser or null
  36386. */
  36387. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36388. /**
  36389. * Parser json data and populate both a scene and its associated container object
  36390. * @param jsonData Defines the data to parse
  36391. * @param scene Defines the scene to parse the data for
  36392. * @param container Defines the container attached to the parsing sequence
  36393. * @param rootUrl Defines the root url of the data
  36394. */
  36395. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36396. /**
  36397. * Gets the list of root nodes (ie. nodes with no parent)
  36398. */
  36399. rootNodes: Node[];
  36400. /** All of the cameras added to this scene
  36401. * @see http://doc.babylonjs.com/babylon101/cameras
  36402. */
  36403. cameras: Camera[];
  36404. /**
  36405. * All of the lights added to this scene
  36406. * @see http://doc.babylonjs.com/babylon101/lights
  36407. */
  36408. lights: Light[];
  36409. /**
  36410. * All of the (abstract) meshes added to this scene
  36411. */
  36412. meshes: AbstractMesh[];
  36413. /**
  36414. * The list of skeletons added to the scene
  36415. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36416. */
  36417. skeletons: Skeleton[];
  36418. /**
  36419. * All of the particle systems added to this scene
  36420. * @see http://doc.babylonjs.com/babylon101/particles
  36421. */
  36422. particleSystems: IParticleSystem[];
  36423. /**
  36424. * Gets a list of Animations associated with the scene
  36425. */
  36426. animations: Animation[];
  36427. /**
  36428. * All of the animation groups added to this scene
  36429. * @see http://doc.babylonjs.com/how_to/group
  36430. */
  36431. animationGroups: AnimationGroup[];
  36432. /**
  36433. * All of the multi-materials added to this scene
  36434. * @see http://doc.babylonjs.com/how_to/multi_materials
  36435. */
  36436. multiMaterials: MultiMaterial[];
  36437. /**
  36438. * All of the materials added to this scene
  36439. * In the context of a Scene, it is not supposed to be modified manually.
  36440. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36441. * Note also that the order of the Material within the array is not significant and might change.
  36442. * @see http://doc.babylonjs.com/babylon101/materials
  36443. */
  36444. materials: Material[];
  36445. /**
  36446. * The list of morph target managers added to the scene
  36447. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36448. */
  36449. morphTargetManagers: MorphTargetManager[];
  36450. /**
  36451. * The list of geometries used in the scene.
  36452. */
  36453. geometries: Geometry[];
  36454. /**
  36455. * All of the tranform nodes added to this scene
  36456. * In the context of a Scene, it is not supposed to be modified manually.
  36457. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36458. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36459. * @see http://doc.babylonjs.com/how_to/transformnode
  36460. */
  36461. transformNodes: TransformNode[];
  36462. /**
  36463. * ActionManagers available on the scene.
  36464. */
  36465. actionManagers: AbstractActionManager[];
  36466. /**
  36467. * Textures to keep.
  36468. */
  36469. textures: BaseTexture[];
  36470. /**
  36471. * Environment texture for the scene
  36472. */
  36473. environmentTexture: Nullable<BaseTexture>;
  36474. }
  36475. }
  36476. declare module "babylonjs/Audio/sound" {
  36477. import { Observable } from "babylonjs/Misc/observable";
  36478. import { Vector3 } from "babylonjs/Maths/math.vector";
  36479. import { Nullable } from "babylonjs/types";
  36480. import { Scene } from "babylonjs/scene";
  36481. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36482. /**
  36483. * Interface used to define options for Sound class
  36484. */
  36485. export interface ISoundOptions {
  36486. /**
  36487. * Does the sound autoplay once loaded.
  36488. */
  36489. autoplay?: boolean;
  36490. /**
  36491. * Does the sound loop after it finishes playing once.
  36492. */
  36493. loop?: boolean;
  36494. /**
  36495. * Sound's volume
  36496. */
  36497. volume?: number;
  36498. /**
  36499. * Is it a spatial sound?
  36500. */
  36501. spatialSound?: boolean;
  36502. /**
  36503. * Maximum distance to hear that sound
  36504. */
  36505. maxDistance?: number;
  36506. /**
  36507. * Uses user defined attenuation function
  36508. */
  36509. useCustomAttenuation?: boolean;
  36510. /**
  36511. * Define the roll off factor of spatial sounds.
  36512. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36513. */
  36514. rolloffFactor?: number;
  36515. /**
  36516. * Define the reference distance the sound should be heard perfectly.
  36517. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36518. */
  36519. refDistance?: number;
  36520. /**
  36521. * Define the distance attenuation model the sound will follow.
  36522. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36523. */
  36524. distanceModel?: string;
  36525. /**
  36526. * Defines the playback speed (1 by default)
  36527. */
  36528. playbackRate?: number;
  36529. /**
  36530. * Defines if the sound is from a streaming source
  36531. */
  36532. streaming?: boolean;
  36533. /**
  36534. * Defines an optional length (in seconds) inside the sound file
  36535. */
  36536. length?: number;
  36537. /**
  36538. * Defines an optional offset (in seconds) inside the sound file
  36539. */
  36540. offset?: number;
  36541. /**
  36542. * If true, URLs will not be required to state the audio file codec to use.
  36543. */
  36544. skipCodecCheck?: boolean;
  36545. }
  36546. /**
  36547. * Defines a sound that can be played in the application.
  36548. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36549. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36550. */
  36551. export class Sound {
  36552. /**
  36553. * The name of the sound in the scene.
  36554. */
  36555. name: string;
  36556. /**
  36557. * Does the sound autoplay once loaded.
  36558. */
  36559. autoplay: boolean;
  36560. /**
  36561. * Does the sound loop after it finishes playing once.
  36562. */
  36563. loop: boolean;
  36564. /**
  36565. * Does the sound use a custom attenuation curve to simulate the falloff
  36566. * happening when the source gets further away from the camera.
  36567. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36568. */
  36569. useCustomAttenuation: boolean;
  36570. /**
  36571. * The sound track id this sound belongs to.
  36572. */
  36573. soundTrackId: number;
  36574. /**
  36575. * Is this sound currently played.
  36576. */
  36577. isPlaying: boolean;
  36578. /**
  36579. * Is this sound currently paused.
  36580. */
  36581. isPaused: boolean;
  36582. /**
  36583. * Does this sound enables spatial sound.
  36584. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36585. */
  36586. spatialSound: boolean;
  36587. /**
  36588. * Define the reference distance the sound should be heard perfectly.
  36589. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36590. */
  36591. refDistance: number;
  36592. /**
  36593. * Define the roll off factor of spatial sounds.
  36594. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36595. */
  36596. rolloffFactor: number;
  36597. /**
  36598. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36600. */
  36601. maxDistance: number;
  36602. /**
  36603. * Define the distance attenuation model the sound will follow.
  36604. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36605. */
  36606. distanceModel: string;
  36607. /**
  36608. * @hidden
  36609. * Back Compat
  36610. **/
  36611. onended: () => any;
  36612. /**
  36613. * Observable event when the current playing sound finishes.
  36614. */
  36615. onEndedObservable: Observable<Sound>;
  36616. private _panningModel;
  36617. private _playbackRate;
  36618. private _streaming;
  36619. private _startTime;
  36620. private _startOffset;
  36621. private _position;
  36622. /** @hidden */
  36623. _positionInEmitterSpace: boolean;
  36624. private _localDirection;
  36625. private _volume;
  36626. private _isReadyToPlay;
  36627. private _isDirectional;
  36628. private _readyToPlayCallback;
  36629. private _audioBuffer;
  36630. private _soundSource;
  36631. private _streamingSource;
  36632. private _soundPanner;
  36633. private _soundGain;
  36634. private _inputAudioNode;
  36635. private _outputAudioNode;
  36636. private _coneInnerAngle;
  36637. private _coneOuterAngle;
  36638. private _coneOuterGain;
  36639. private _scene;
  36640. private _connectedTransformNode;
  36641. private _customAttenuationFunction;
  36642. private _registerFunc;
  36643. private _isOutputConnected;
  36644. private _htmlAudioElement;
  36645. private _urlType;
  36646. private _length?;
  36647. private _offset?;
  36648. /** @hidden */
  36649. static _SceneComponentInitialization: (scene: Scene) => void;
  36650. /**
  36651. * Create a sound and attach it to a scene
  36652. * @param name Name of your sound
  36653. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36654. * @param scene defines the scene the sound belongs to
  36655. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36656. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36657. */
  36658. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36659. /**
  36660. * Release the sound and its associated resources
  36661. */
  36662. dispose(): void;
  36663. /**
  36664. * Gets if the sounds is ready to be played or not.
  36665. * @returns true if ready, otherwise false
  36666. */
  36667. isReady(): boolean;
  36668. private _soundLoaded;
  36669. /**
  36670. * Sets the data of the sound from an audiobuffer
  36671. * @param audioBuffer The audioBuffer containing the data
  36672. */
  36673. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36674. /**
  36675. * Updates the current sounds options such as maxdistance, loop...
  36676. * @param options A JSON object containing values named as the object properties
  36677. */
  36678. updateOptions(options: ISoundOptions): void;
  36679. private _createSpatialParameters;
  36680. private _updateSpatialParameters;
  36681. /**
  36682. * Switch the panning model to HRTF:
  36683. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36684. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36685. */
  36686. switchPanningModelToHRTF(): void;
  36687. /**
  36688. * Switch the panning model to Equal Power:
  36689. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36690. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36691. */
  36692. switchPanningModelToEqualPower(): void;
  36693. private _switchPanningModel;
  36694. /**
  36695. * Connect this sound to a sound track audio node like gain...
  36696. * @param soundTrackAudioNode the sound track audio node to connect to
  36697. */
  36698. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36699. /**
  36700. * Transform this sound into a directional source
  36701. * @param coneInnerAngle Size of the inner cone in degree
  36702. * @param coneOuterAngle Size of the outer cone in degree
  36703. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36704. */
  36705. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36706. /**
  36707. * Gets or sets the inner angle for the directional cone.
  36708. */
  36709. /**
  36710. * Gets or sets the inner angle for the directional cone.
  36711. */
  36712. directionalConeInnerAngle: number;
  36713. /**
  36714. * Gets or sets the outer angle for the directional cone.
  36715. */
  36716. /**
  36717. * Gets or sets the outer angle for the directional cone.
  36718. */
  36719. directionalConeOuterAngle: number;
  36720. /**
  36721. * Sets the position of the emitter if spatial sound is enabled
  36722. * @param newPosition Defines the new posisiton
  36723. */
  36724. setPosition(newPosition: Vector3): void;
  36725. /**
  36726. * Sets the local direction of the emitter if spatial sound is enabled
  36727. * @param newLocalDirection Defines the new local direction
  36728. */
  36729. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36730. private _updateDirection;
  36731. /** @hidden */
  36732. updateDistanceFromListener(): void;
  36733. /**
  36734. * Sets a new custom attenuation function for the sound.
  36735. * @param callback Defines the function used for the attenuation
  36736. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36737. */
  36738. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36739. /**
  36740. * Play the sound
  36741. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36742. * @param offset (optional) Start the sound at a specific time in seconds
  36743. * @param length (optional) Sound duration (in seconds)
  36744. */
  36745. play(time?: number, offset?: number, length?: number): void;
  36746. private _onended;
  36747. /**
  36748. * Stop the sound
  36749. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36750. */
  36751. stop(time?: number): void;
  36752. /**
  36753. * Put the sound in pause
  36754. */
  36755. pause(): void;
  36756. /**
  36757. * Sets a dedicated volume for this sounds
  36758. * @param newVolume Define the new volume of the sound
  36759. * @param time Define time for gradual change to new volume
  36760. */
  36761. setVolume(newVolume: number, time?: number): void;
  36762. /**
  36763. * Set the sound play back rate
  36764. * @param newPlaybackRate Define the playback rate the sound should be played at
  36765. */
  36766. setPlaybackRate(newPlaybackRate: number): void;
  36767. /**
  36768. * Gets the volume of the sound.
  36769. * @returns the volume of the sound
  36770. */
  36771. getVolume(): number;
  36772. /**
  36773. * Attach the sound to a dedicated mesh
  36774. * @param transformNode The transform node to connect the sound with
  36775. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36776. */
  36777. attachToMesh(transformNode: TransformNode): void;
  36778. /**
  36779. * Detach the sound from the previously attached mesh
  36780. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36781. */
  36782. detachFromMesh(): void;
  36783. private _onRegisterAfterWorldMatrixUpdate;
  36784. /**
  36785. * Clone the current sound in the scene.
  36786. * @returns the new sound clone
  36787. */
  36788. clone(): Nullable<Sound>;
  36789. /**
  36790. * Gets the current underlying audio buffer containing the data
  36791. * @returns the audio buffer
  36792. */
  36793. getAudioBuffer(): Nullable<AudioBuffer>;
  36794. /**
  36795. * Serializes the Sound in a JSON representation
  36796. * @returns the JSON representation of the sound
  36797. */
  36798. serialize(): any;
  36799. /**
  36800. * Parse a JSON representation of a sound to innstantiate in a given scene
  36801. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36802. * @param scene Define the scene the new parsed sound should be created in
  36803. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36804. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36805. * @returns the newly parsed sound
  36806. */
  36807. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36808. }
  36809. }
  36810. declare module "babylonjs/Actions/directAudioActions" {
  36811. import { Action } from "babylonjs/Actions/action";
  36812. import { Condition } from "babylonjs/Actions/condition";
  36813. import { Sound } from "babylonjs/Audio/sound";
  36814. /**
  36815. * This defines an action helpful to play a defined sound on a triggered action.
  36816. */
  36817. export class PlaySoundAction extends Action {
  36818. private _sound;
  36819. /**
  36820. * Instantiate the action
  36821. * @param triggerOptions defines the trigger options
  36822. * @param sound defines the sound to play
  36823. * @param condition defines the trigger related conditions
  36824. */
  36825. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36826. /** @hidden */
  36827. _prepare(): void;
  36828. /**
  36829. * Execute the action and play the sound.
  36830. */
  36831. execute(): void;
  36832. /**
  36833. * Serializes the actions and its related information.
  36834. * @param parent defines the object to serialize in
  36835. * @returns the serialized object
  36836. */
  36837. serialize(parent: any): any;
  36838. }
  36839. /**
  36840. * This defines an action helpful to stop a defined sound on a triggered action.
  36841. */
  36842. export class StopSoundAction extends Action {
  36843. private _sound;
  36844. /**
  36845. * Instantiate the action
  36846. * @param triggerOptions defines the trigger options
  36847. * @param sound defines the sound to stop
  36848. * @param condition defines the trigger related conditions
  36849. */
  36850. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36851. /** @hidden */
  36852. _prepare(): void;
  36853. /**
  36854. * Execute the action and stop the sound.
  36855. */
  36856. execute(): void;
  36857. /**
  36858. * Serializes the actions and its related information.
  36859. * @param parent defines the object to serialize in
  36860. * @returns the serialized object
  36861. */
  36862. serialize(parent: any): any;
  36863. }
  36864. }
  36865. declare module "babylonjs/Actions/interpolateValueAction" {
  36866. import { Action } from "babylonjs/Actions/action";
  36867. import { Condition } from "babylonjs/Actions/condition";
  36868. import { Observable } from "babylonjs/Misc/observable";
  36869. /**
  36870. * This defines an action responsible to change the value of a property
  36871. * by interpolating between its current value and the newly set one once triggered.
  36872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36873. */
  36874. export class InterpolateValueAction extends Action {
  36875. /**
  36876. * Defines the path of the property where the value should be interpolated
  36877. */
  36878. propertyPath: string;
  36879. /**
  36880. * Defines the target value at the end of the interpolation.
  36881. */
  36882. value: any;
  36883. /**
  36884. * Defines the time it will take for the property to interpolate to the value.
  36885. */
  36886. duration: number;
  36887. /**
  36888. * Defines if the other scene animations should be stopped when the action has been triggered
  36889. */
  36890. stopOtherAnimations?: boolean;
  36891. /**
  36892. * Defines a callback raised once the interpolation animation has been done.
  36893. */
  36894. onInterpolationDone?: () => void;
  36895. /**
  36896. * Observable triggered once the interpolation animation has been done.
  36897. */
  36898. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36899. private _target;
  36900. private _effectiveTarget;
  36901. private _property;
  36902. /**
  36903. * Instantiate the action
  36904. * @param triggerOptions defines the trigger options
  36905. * @param target defines the object containing the value to interpolate
  36906. * @param propertyPath defines the path to the property in the target object
  36907. * @param value defines the target value at the end of the interpolation
  36908. * @param duration deines the time it will take for the property to interpolate to the value.
  36909. * @param condition defines the trigger related conditions
  36910. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36911. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36912. */
  36913. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36914. /** @hidden */
  36915. _prepare(): void;
  36916. /**
  36917. * Execute the action starts the value interpolation.
  36918. */
  36919. execute(): void;
  36920. /**
  36921. * Serializes the actions and its related information.
  36922. * @param parent defines the object to serialize in
  36923. * @returns the serialized object
  36924. */
  36925. serialize(parent: any): any;
  36926. }
  36927. }
  36928. declare module "babylonjs/Actions/index" {
  36929. export * from "babylonjs/Actions/abstractActionManager";
  36930. export * from "babylonjs/Actions/action";
  36931. export * from "babylonjs/Actions/actionEvent";
  36932. export * from "babylonjs/Actions/actionManager";
  36933. export * from "babylonjs/Actions/condition";
  36934. export * from "babylonjs/Actions/directActions";
  36935. export * from "babylonjs/Actions/directAudioActions";
  36936. export * from "babylonjs/Actions/interpolateValueAction";
  36937. }
  36938. declare module "babylonjs/Animations/index" {
  36939. export * from "babylonjs/Animations/animatable";
  36940. export * from "babylonjs/Animations/animation";
  36941. export * from "babylonjs/Animations/animationGroup";
  36942. export * from "babylonjs/Animations/animationPropertiesOverride";
  36943. export * from "babylonjs/Animations/easing";
  36944. export * from "babylonjs/Animations/runtimeAnimation";
  36945. export * from "babylonjs/Animations/animationEvent";
  36946. export * from "babylonjs/Animations/animationGroup";
  36947. export * from "babylonjs/Animations/animationKey";
  36948. export * from "babylonjs/Animations/animationRange";
  36949. export * from "babylonjs/Animations/animatable.interface";
  36950. }
  36951. declare module "babylonjs/Audio/soundTrack" {
  36952. import { Sound } from "babylonjs/Audio/sound";
  36953. import { Analyser } from "babylonjs/Audio/analyser";
  36954. import { Scene } from "babylonjs/scene";
  36955. /**
  36956. * Options allowed during the creation of a sound track.
  36957. */
  36958. export interface ISoundTrackOptions {
  36959. /**
  36960. * The volume the sound track should take during creation
  36961. */
  36962. volume?: number;
  36963. /**
  36964. * Define if the sound track is the main sound track of the scene
  36965. */
  36966. mainTrack?: boolean;
  36967. }
  36968. /**
  36969. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36970. * It will be also used in a future release to apply effects on a specific track.
  36971. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36972. */
  36973. export class SoundTrack {
  36974. /**
  36975. * The unique identifier of the sound track in the scene.
  36976. */
  36977. id: number;
  36978. /**
  36979. * The list of sounds included in the sound track.
  36980. */
  36981. soundCollection: Array<Sound>;
  36982. private _outputAudioNode;
  36983. private _scene;
  36984. private _connectedAnalyser;
  36985. private _options;
  36986. private _isInitialized;
  36987. /**
  36988. * Creates a new sound track.
  36989. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36990. * @param scene Define the scene the sound track belongs to
  36991. * @param options
  36992. */
  36993. constructor(scene: Scene, options?: ISoundTrackOptions);
  36994. private _initializeSoundTrackAudioGraph;
  36995. /**
  36996. * Release the sound track and its associated resources
  36997. */
  36998. dispose(): void;
  36999. /**
  37000. * Adds a sound to this sound track
  37001. * @param sound define the cound to add
  37002. * @ignoreNaming
  37003. */
  37004. AddSound(sound: Sound): void;
  37005. /**
  37006. * Removes a sound to this sound track
  37007. * @param sound define the cound to remove
  37008. * @ignoreNaming
  37009. */
  37010. RemoveSound(sound: Sound): void;
  37011. /**
  37012. * Set a global volume for the full sound track.
  37013. * @param newVolume Define the new volume of the sound track
  37014. */
  37015. setVolume(newVolume: number): void;
  37016. /**
  37017. * Switch the panning model to HRTF:
  37018. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  37019. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37020. */
  37021. switchPanningModelToHRTF(): void;
  37022. /**
  37023. * Switch the panning model to Equal Power:
  37024. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  37025. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37026. */
  37027. switchPanningModelToEqualPower(): void;
  37028. /**
  37029. * Connect the sound track to an audio analyser allowing some amazing
  37030. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  37031. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  37032. * @param analyser The analyser to connect to the engine
  37033. */
  37034. connectToAnalyser(analyser: Analyser): void;
  37035. }
  37036. }
  37037. declare module "babylonjs/Audio/audioSceneComponent" {
  37038. import { Sound } from "babylonjs/Audio/sound";
  37039. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37040. import { Nullable } from "babylonjs/types";
  37041. import { Vector3 } from "babylonjs/Maths/math.vector";
  37042. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37043. import { Scene } from "babylonjs/scene";
  37044. import { AbstractScene } from "babylonjs/abstractScene";
  37045. import "babylonjs/Audio/audioEngine";
  37046. module "babylonjs/abstractScene" {
  37047. interface AbstractScene {
  37048. /**
  37049. * The list of sounds used in the scene.
  37050. */
  37051. sounds: Nullable<Array<Sound>>;
  37052. }
  37053. }
  37054. module "babylonjs/scene" {
  37055. interface Scene {
  37056. /**
  37057. * @hidden
  37058. * Backing field
  37059. */
  37060. _mainSoundTrack: SoundTrack;
  37061. /**
  37062. * The main sound track played by the scene.
  37063. * It cotains your primary collection of sounds.
  37064. */
  37065. mainSoundTrack: SoundTrack;
  37066. /**
  37067. * The list of sound tracks added to the scene
  37068. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37069. */
  37070. soundTracks: Nullable<Array<SoundTrack>>;
  37071. /**
  37072. * Gets a sound using a given name
  37073. * @param name defines the name to search for
  37074. * @return the found sound or null if not found at all.
  37075. */
  37076. getSoundByName(name: string): Nullable<Sound>;
  37077. /**
  37078. * Gets or sets if audio support is enabled
  37079. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37080. */
  37081. audioEnabled: boolean;
  37082. /**
  37083. * Gets or sets if audio will be output to headphones
  37084. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37085. */
  37086. headphone: boolean;
  37087. /**
  37088. * Gets or sets custom audio listener position provider
  37089. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37090. */
  37091. audioListenerPositionProvider: Nullable<() => Vector3>;
  37092. /**
  37093. * Gets or sets a refresh rate when using 3D audio positioning
  37094. */
  37095. audioPositioningRefreshRate: number;
  37096. }
  37097. }
  37098. /**
  37099. * Defines the sound scene component responsible to manage any sounds
  37100. * in a given scene.
  37101. */
  37102. export class AudioSceneComponent implements ISceneSerializableComponent {
  37103. /**
  37104. * The component name helpfull to identify the component in the list of scene components.
  37105. */
  37106. readonly name: string;
  37107. /**
  37108. * The scene the component belongs to.
  37109. */
  37110. scene: Scene;
  37111. private _audioEnabled;
  37112. /**
  37113. * Gets whether audio is enabled or not.
  37114. * Please use related enable/disable method to switch state.
  37115. */
  37116. readonly audioEnabled: boolean;
  37117. private _headphone;
  37118. /**
  37119. * Gets whether audio is outputing to headphone or not.
  37120. * Please use the according Switch methods to change output.
  37121. */
  37122. readonly headphone: boolean;
  37123. /**
  37124. * Gets or sets a refresh rate when using 3D audio positioning
  37125. */
  37126. audioPositioningRefreshRate: number;
  37127. private _audioListenerPositionProvider;
  37128. /**
  37129. * Gets the current audio listener position provider
  37130. */
  37131. /**
  37132. * Sets a custom listener position for all sounds in the scene
  37133. * By default, this is the position of the first active camera
  37134. */
  37135. audioListenerPositionProvider: Nullable<() => Vector3>;
  37136. /**
  37137. * Creates a new instance of the component for the given scene
  37138. * @param scene Defines the scene to register the component in
  37139. */
  37140. constructor(scene: Scene);
  37141. /**
  37142. * Registers the component in a given scene
  37143. */
  37144. register(): void;
  37145. /**
  37146. * Rebuilds the elements related to this component in case of
  37147. * context lost for instance.
  37148. */
  37149. rebuild(): void;
  37150. /**
  37151. * Serializes the component data to the specified json object
  37152. * @param serializationObject The object to serialize to
  37153. */
  37154. serialize(serializationObject: any): void;
  37155. /**
  37156. * Adds all the elements from the container to the scene
  37157. * @param container the container holding the elements
  37158. */
  37159. addFromContainer(container: AbstractScene): void;
  37160. /**
  37161. * Removes all the elements in the container from the scene
  37162. * @param container contains the elements to remove
  37163. * @param dispose if the removed element should be disposed (default: false)
  37164. */
  37165. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37166. /**
  37167. * Disposes the component and the associated ressources.
  37168. */
  37169. dispose(): void;
  37170. /**
  37171. * Disables audio in the associated scene.
  37172. */
  37173. disableAudio(): void;
  37174. /**
  37175. * Enables audio in the associated scene.
  37176. */
  37177. enableAudio(): void;
  37178. /**
  37179. * Switch audio to headphone output.
  37180. */
  37181. switchAudioModeForHeadphones(): void;
  37182. /**
  37183. * Switch audio to normal speakers.
  37184. */
  37185. switchAudioModeForNormalSpeakers(): void;
  37186. private _cachedCameraDirection;
  37187. private _cachedCameraPosition;
  37188. private _lastCheck;
  37189. private _afterRender;
  37190. }
  37191. }
  37192. declare module "babylonjs/Audio/weightedsound" {
  37193. import { Sound } from "babylonjs/Audio/sound";
  37194. /**
  37195. * Wraps one or more Sound objects and selects one with random weight for playback.
  37196. */
  37197. export class WeightedSound {
  37198. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37199. loop: boolean;
  37200. private _coneInnerAngle;
  37201. private _coneOuterAngle;
  37202. private _volume;
  37203. /** A Sound is currently playing. */
  37204. isPlaying: boolean;
  37205. /** A Sound is currently paused. */
  37206. isPaused: boolean;
  37207. private _sounds;
  37208. private _weights;
  37209. private _currentIndex?;
  37210. /**
  37211. * Creates a new WeightedSound from the list of sounds given.
  37212. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37213. * @param sounds Array of Sounds that will be selected from.
  37214. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37215. */
  37216. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37217. /**
  37218. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37219. */
  37220. /**
  37221. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37222. */
  37223. directionalConeInnerAngle: number;
  37224. /**
  37225. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37226. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37227. */
  37228. /**
  37229. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37230. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37231. */
  37232. directionalConeOuterAngle: number;
  37233. /**
  37234. * Playback volume.
  37235. */
  37236. /**
  37237. * Playback volume.
  37238. */
  37239. volume: number;
  37240. private _onended;
  37241. /**
  37242. * Suspend playback
  37243. */
  37244. pause(): void;
  37245. /**
  37246. * Stop playback
  37247. */
  37248. stop(): void;
  37249. /**
  37250. * Start playback.
  37251. * @param startOffset Position the clip head at a specific time in seconds.
  37252. */
  37253. play(startOffset?: number): void;
  37254. }
  37255. }
  37256. declare module "babylonjs/Audio/index" {
  37257. export * from "babylonjs/Audio/analyser";
  37258. export * from "babylonjs/Audio/audioEngine";
  37259. export * from "babylonjs/Audio/audioSceneComponent";
  37260. export * from "babylonjs/Audio/sound";
  37261. export * from "babylonjs/Audio/soundTrack";
  37262. export * from "babylonjs/Audio/weightedsound";
  37263. }
  37264. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37265. import { Behavior } from "babylonjs/Behaviors/behavior";
  37266. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37267. import { BackEase } from "babylonjs/Animations/easing";
  37268. /**
  37269. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37270. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37271. */
  37272. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37273. /**
  37274. * Gets the name of the behavior.
  37275. */
  37276. readonly name: string;
  37277. /**
  37278. * The easing function used by animations
  37279. */
  37280. static EasingFunction: BackEase;
  37281. /**
  37282. * The easing mode used by animations
  37283. */
  37284. static EasingMode: number;
  37285. /**
  37286. * The duration of the animation, in milliseconds
  37287. */
  37288. transitionDuration: number;
  37289. /**
  37290. * Length of the distance animated by the transition when lower radius is reached
  37291. */
  37292. lowerRadiusTransitionRange: number;
  37293. /**
  37294. * Length of the distance animated by the transition when upper radius is reached
  37295. */
  37296. upperRadiusTransitionRange: number;
  37297. private _autoTransitionRange;
  37298. /**
  37299. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37300. */
  37301. /**
  37302. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37303. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37304. */
  37305. autoTransitionRange: boolean;
  37306. private _attachedCamera;
  37307. private _onAfterCheckInputsObserver;
  37308. private _onMeshTargetChangedObserver;
  37309. /**
  37310. * Initializes the behavior.
  37311. */
  37312. init(): void;
  37313. /**
  37314. * Attaches the behavior to its arc rotate camera.
  37315. * @param camera Defines the camera to attach the behavior to
  37316. */
  37317. attach(camera: ArcRotateCamera): void;
  37318. /**
  37319. * Detaches the behavior from its current arc rotate camera.
  37320. */
  37321. detach(): void;
  37322. private _radiusIsAnimating;
  37323. private _radiusBounceTransition;
  37324. private _animatables;
  37325. private _cachedWheelPrecision;
  37326. /**
  37327. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37328. * @param radiusLimit The limit to check against.
  37329. * @return Bool to indicate if at limit.
  37330. */
  37331. private _isRadiusAtLimit;
  37332. /**
  37333. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37334. * @param radiusDelta The delta by which to animate to. Can be negative.
  37335. */
  37336. private _applyBoundRadiusAnimation;
  37337. /**
  37338. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37339. */
  37340. protected _clearAnimationLocks(): void;
  37341. /**
  37342. * Stops and removes all animations that have been applied to the camera
  37343. */
  37344. stopAllAnimations(): void;
  37345. }
  37346. }
  37347. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37348. import { Behavior } from "babylonjs/Behaviors/behavior";
  37349. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37350. import { ExponentialEase } from "babylonjs/Animations/easing";
  37351. import { Nullable } from "babylonjs/types";
  37352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37353. import { Vector3 } from "babylonjs/Maths/math.vector";
  37354. /**
  37355. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  37356. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37357. */
  37358. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37359. /**
  37360. * Gets the name of the behavior.
  37361. */
  37362. readonly name: string;
  37363. private _mode;
  37364. private _radiusScale;
  37365. private _positionScale;
  37366. private _defaultElevation;
  37367. private _elevationReturnTime;
  37368. private _elevationReturnWaitTime;
  37369. private _zoomStopsAnimation;
  37370. private _framingTime;
  37371. /**
  37372. * The easing function used by animations
  37373. */
  37374. static EasingFunction: ExponentialEase;
  37375. /**
  37376. * The easing mode used by animations
  37377. */
  37378. static EasingMode: number;
  37379. /**
  37380. * Sets the current mode used by the behavior
  37381. */
  37382. /**
  37383. * Gets current mode used by the behavior.
  37384. */
  37385. mode: number;
  37386. /**
  37387. * Sets the scale applied to the radius (1 by default)
  37388. */
  37389. /**
  37390. * Gets the scale applied to the radius
  37391. */
  37392. radiusScale: number;
  37393. /**
  37394. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37395. */
  37396. /**
  37397. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37398. */
  37399. positionScale: number;
  37400. /**
  37401. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37402. * behaviour is triggered, in radians.
  37403. */
  37404. /**
  37405. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37406. * behaviour is triggered, in radians.
  37407. */
  37408. defaultElevation: number;
  37409. /**
  37410. * Sets the time (in milliseconds) taken to return to the default beta position.
  37411. * Negative value indicates camera should not return to default.
  37412. */
  37413. /**
  37414. * Gets the time (in milliseconds) taken to return to the default beta position.
  37415. * Negative value indicates camera should not return to default.
  37416. */
  37417. elevationReturnTime: number;
  37418. /**
  37419. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37420. */
  37421. /**
  37422. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37423. */
  37424. elevationReturnWaitTime: number;
  37425. /**
  37426. * Sets the flag that indicates if user zooming should stop animation.
  37427. */
  37428. /**
  37429. * Gets the flag that indicates if user zooming should stop animation.
  37430. */
  37431. zoomStopsAnimation: boolean;
  37432. /**
  37433. * Sets the transition time when framing the mesh, in milliseconds
  37434. */
  37435. /**
  37436. * Gets the transition time when framing the mesh, in milliseconds
  37437. */
  37438. framingTime: number;
  37439. /**
  37440. * Define if the behavior should automatically change the configured
  37441. * camera limits and sensibilities.
  37442. */
  37443. autoCorrectCameraLimitsAndSensibility: boolean;
  37444. private _onPrePointerObservableObserver;
  37445. private _onAfterCheckInputsObserver;
  37446. private _onMeshTargetChangedObserver;
  37447. private _attachedCamera;
  37448. private _isPointerDown;
  37449. private _lastInteractionTime;
  37450. /**
  37451. * Initializes the behavior.
  37452. */
  37453. init(): void;
  37454. /**
  37455. * Attaches the behavior to its arc rotate camera.
  37456. * @param camera Defines the camera to attach the behavior to
  37457. */
  37458. attach(camera: ArcRotateCamera): void;
  37459. /**
  37460. * Detaches the behavior from its current arc rotate camera.
  37461. */
  37462. detach(): void;
  37463. private _animatables;
  37464. private _betaIsAnimating;
  37465. private _betaTransition;
  37466. private _radiusTransition;
  37467. private _vectorTransition;
  37468. /**
  37469. * Targets the given mesh and updates zoom level accordingly.
  37470. * @param mesh The mesh to target.
  37471. * @param radius Optional. If a cached radius position already exists, overrides default.
  37472. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37473. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37474. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37475. */
  37476. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37477. /**
  37478. * Targets the given mesh with its children and updates zoom level accordingly.
  37479. * @param mesh The mesh to target.
  37480. * @param radius Optional. If a cached radius position already exists, overrides default.
  37481. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37482. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37483. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37484. */
  37485. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37486. /**
  37487. * Targets the given meshes with their children and updates zoom level accordingly.
  37488. * @param meshes The mesh to target.
  37489. * @param radius Optional. If a cached radius position already exists, overrides default.
  37490. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37491. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37492. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37493. */
  37494. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37495. /**
  37496. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37497. * @param minimumWorld Determines the smaller position of the bounding box extend
  37498. * @param maximumWorld Determines the bigger position of the bounding box extend
  37499. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37500. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37501. */
  37502. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37503. /**
  37504. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37505. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37506. * frustum width.
  37507. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37508. * to fully enclose the mesh in the viewing frustum.
  37509. */
  37510. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37511. /**
  37512. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37513. * is automatically returned to its default position (expected to be above ground plane).
  37514. */
  37515. private _maintainCameraAboveGround;
  37516. /**
  37517. * Returns the frustum slope based on the canvas ratio and camera FOV
  37518. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37519. */
  37520. private _getFrustumSlope;
  37521. /**
  37522. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37523. */
  37524. private _clearAnimationLocks;
  37525. /**
  37526. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37527. */
  37528. private _applyUserInteraction;
  37529. /**
  37530. * Stops and removes all animations that have been applied to the camera
  37531. */
  37532. stopAllAnimations(): void;
  37533. /**
  37534. * Gets a value indicating if the user is moving the camera
  37535. */
  37536. readonly isUserIsMoving: boolean;
  37537. /**
  37538. * The camera can move all the way towards the mesh.
  37539. */
  37540. static IgnoreBoundsSizeMode: number;
  37541. /**
  37542. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37543. */
  37544. static FitFrustumSidesMode: number;
  37545. }
  37546. }
  37547. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37548. import { Nullable } from "babylonjs/types";
  37549. import { Camera } from "babylonjs/Cameras/camera";
  37550. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37551. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37552. /**
  37553. * Base class for Camera Pointer Inputs.
  37554. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37555. * for example usage.
  37556. */
  37557. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37558. /**
  37559. * Defines the camera the input is attached to.
  37560. */
  37561. abstract camera: Camera;
  37562. /**
  37563. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37564. */
  37565. protected _altKey: boolean;
  37566. protected _ctrlKey: boolean;
  37567. protected _metaKey: boolean;
  37568. protected _shiftKey: boolean;
  37569. /**
  37570. * Which mouse buttons were pressed at time of last mouse event.
  37571. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37572. */
  37573. protected _buttonsPressed: number;
  37574. /**
  37575. * Defines the buttons associated with the input to handle camera move.
  37576. */
  37577. buttons: number[];
  37578. /**
  37579. * Attach the input controls to a specific dom element to get the input from.
  37580. * @param element Defines the element the controls should be listened from
  37581. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37582. */
  37583. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37584. /**
  37585. * Detach the current controls from the specified dom element.
  37586. * @param element Defines the element to stop listening the inputs from
  37587. */
  37588. detachControl(element: Nullable<HTMLElement>): void;
  37589. /**
  37590. * Gets the class name of the current input.
  37591. * @returns the class name
  37592. */
  37593. getClassName(): string;
  37594. /**
  37595. * Get the friendly name associated with the input class.
  37596. * @returns the input friendly name
  37597. */
  37598. getSimpleName(): string;
  37599. /**
  37600. * Called on pointer POINTERDOUBLETAP event.
  37601. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37602. */
  37603. protected onDoubleTap(type: string): void;
  37604. /**
  37605. * Called on pointer POINTERMOVE event if only a single touch is active.
  37606. * Override this method to provide functionality.
  37607. */
  37608. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37609. /**
  37610. * Called on pointer POINTERMOVE event if multiple touches are active.
  37611. * Override this method to provide functionality.
  37612. */
  37613. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37614. /**
  37615. * Called on JS contextmenu event.
  37616. * Override this method to provide functionality.
  37617. */
  37618. protected onContextMenu(evt: PointerEvent): void;
  37619. /**
  37620. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37621. * press.
  37622. * Override this method to provide functionality.
  37623. */
  37624. protected onButtonDown(evt: PointerEvent): void;
  37625. /**
  37626. * Called each time a new POINTERUP event occurs. Ie, for each button
  37627. * release.
  37628. * Override this method to provide functionality.
  37629. */
  37630. protected onButtonUp(evt: PointerEvent): void;
  37631. /**
  37632. * Called when window becomes inactive.
  37633. * Override this method to provide functionality.
  37634. */
  37635. protected onLostFocus(): void;
  37636. private _pointerInput;
  37637. private _observer;
  37638. private _onLostFocus;
  37639. private pointA;
  37640. private pointB;
  37641. }
  37642. }
  37643. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37644. import { Nullable } from "babylonjs/types";
  37645. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37646. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37647. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37648. /**
  37649. * Manage the pointers inputs to control an arc rotate camera.
  37650. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37651. */
  37652. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37653. /**
  37654. * Defines the camera the input is attached to.
  37655. */
  37656. camera: ArcRotateCamera;
  37657. /**
  37658. * Gets the class name of the current input.
  37659. * @returns the class name
  37660. */
  37661. getClassName(): string;
  37662. /**
  37663. * Defines the buttons associated with the input to handle camera move.
  37664. */
  37665. buttons: number[];
  37666. /**
  37667. * Defines the pointer angular sensibility along the X axis or how fast is
  37668. * the camera rotating.
  37669. */
  37670. angularSensibilityX: number;
  37671. /**
  37672. * Defines the pointer angular sensibility along the Y axis or how fast is
  37673. * the camera rotating.
  37674. */
  37675. angularSensibilityY: number;
  37676. /**
  37677. * Defines the pointer pinch precision or how fast is the camera zooming.
  37678. */
  37679. pinchPrecision: number;
  37680. /**
  37681. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37682. * from 0.
  37683. * It defines the percentage of current camera.radius to use as delta when
  37684. * pinch zoom is used.
  37685. */
  37686. pinchDeltaPercentage: number;
  37687. /**
  37688. * Defines the pointer panning sensibility or how fast is the camera moving.
  37689. */
  37690. panningSensibility: number;
  37691. /**
  37692. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37693. */
  37694. multiTouchPanning: boolean;
  37695. /**
  37696. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37697. * zoom (pinch) through multitouch.
  37698. */
  37699. multiTouchPanAndZoom: boolean;
  37700. /**
  37701. * Revers pinch action direction.
  37702. */
  37703. pinchInwards: boolean;
  37704. private _isPanClick;
  37705. private _twoFingerActivityCount;
  37706. private _isPinching;
  37707. /**
  37708. * Called on pointer POINTERMOVE event if only a single touch is active.
  37709. */
  37710. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37711. /**
  37712. * Called on pointer POINTERDOUBLETAP event.
  37713. */
  37714. protected onDoubleTap(type: string): void;
  37715. /**
  37716. * Called on pointer POINTERMOVE event if multiple touches are active.
  37717. */
  37718. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37719. /**
  37720. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37721. * press.
  37722. */
  37723. protected onButtonDown(evt: PointerEvent): void;
  37724. /**
  37725. * Called each time a new POINTERUP event occurs. Ie, for each button
  37726. * release.
  37727. */
  37728. protected onButtonUp(evt: PointerEvent): void;
  37729. /**
  37730. * Called when window becomes inactive.
  37731. */
  37732. protected onLostFocus(): void;
  37733. }
  37734. }
  37735. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37736. import { Nullable } from "babylonjs/types";
  37737. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37738. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37739. /**
  37740. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37741. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37742. */
  37743. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37744. /**
  37745. * Defines the camera the input is attached to.
  37746. */
  37747. camera: ArcRotateCamera;
  37748. /**
  37749. * Defines the list of key codes associated with the up action (increase alpha)
  37750. */
  37751. keysUp: number[];
  37752. /**
  37753. * Defines the list of key codes associated with the down action (decrease alpha)
  37754. */
  37755. keysDown: number[];
  37756. /**
  37757. * Defines the list of key codes associated with the left action (increase beta)
  37758. */
  37759. keysLeft: number[];
  37760. /**
  37761. * Defines the list of key codes associated with the right action (decrease beta)
  37762. */
  37763. keysRight: number[];
  37764. /**
  37765. * Defines the list of key codes associated with the reset action.
  37766. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37767. */
  37768. keysReset: number[];
  37769. /**
  37770. * Defines the panning sensibility of the inputs.
  37771. * (How fast is the camera paning)
  37772. */
  37773. panningSensibility: number;
  37774. /**
  37775. * Defines the zooming sensibility of the inputs.
  37776. * (How fast is the camera zooming)
  37777. */
  37778. zoomingSensibility: number;
  37779. /**
  37780. * Defines wether maintaining the alt key down switch the movement mode from
  37781. * orientation to zoom.
  37782. */
  37783. useAltToZoom: boolean;
  37784. /**
  37785. * Rotation speed of the camera
  37786. */
  37787. angularSpeed: number;
  37788. private _keys;
  37789. private _ctrlPressed;
  37790. private _altPressed;
  37791. private _onCanvasBlurObserver;
  37792. private _onKeyboardObserver;
  37793. private _engine;
  37794. private _scene;
  37795. /**
  37796. * Attach the input controls to a specific dom element to get the input from.
  37797. * @param element Defines the element the controls should be listened from
  37798. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37799. */
  37800. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37801. /**
  37802. * Detach the current controls from the specified dom element.
  37803. * @param element Defines the element to stop listening the inputs from
  37804. */
  37805. detachControl(element: Nullable<HTMLElement>): void;
  37806. /**
  37807. * Update the current camera state depending on the inputs that have been used this frame.
  37808. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37809. */
  37810. checkInputs(): void;
  37811. /**
  37812. * Gets the class name of the current intput.
  37813. * @returns the class name
  37814. */
  37815. getClassName(): string;
  37816. /**
  37817. * Get the friendly name associated with the input class.
  37818. * @returns the input friendly name
  37819. */
  37820. getSimpleName(): string;
  37821. }
  37822. }
  37823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37824. import { Nullable } from "babylonjs/types";
  37825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37826. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37827. /**
  37828. * Manage the mouse wheel inputs to control an arc rotate camera.
  37829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37830. */
  37831. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37832. /**
  37833. * Defines the camera the input is attached to.
  37834. */
  37835. camera: ArcRotateCamera;
  37836. /**
  37837. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37838. */
  37839. wheelPrecision: number;
  37840. /**
  37841. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37842. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37843. */
  37844. wheelDeltaPercentage: number;
  37845. private _wheel;
  37846. private _observer;
  37847. private computeDeltaFromMouseWheelLegacyEvent;
  37848. /**
  37849. * Attach the input controls to a specific dom element to get the input from.
  37850. * @param element Defines the element the controls should be listened from
  37851. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37852. */
  37853. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37854. /**
  37855. * Detach the current controls from the specified dom element.
  37856. * @param element Defines the element to stop listening the inputs from
  37857. */
  37858. detachControl(element: Nullable<HTMLElement>): void;
  37859. /**
  37860. * Gets the class name of the current intput.
  37861. * @returns the class name
  37862. */
  37863. getClassName(): string;
  37864. /**
  37865. * Get the friendly name associated with the input class.
  37866. * @returns the input friendly name
  37867. */
  37868. getSimpleName(): string;
  37869. }
  37870. }
  37871. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37872. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37873. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37874. /**
  37875. * Default Inputs manager for the ArcRotateCamera.
  37876. * It groups all the default supported inputs for ease of use.
  37877. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37878. */
  37879. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37880. /**
  37881. * Instantiates a new ArcRotateCameraInputsManager.
  37882. * @param camera Defines the camera the inputs belong to
  37883. */
  37884. constructor(camera: ArcRotateCamera);
  37885. /**
  37886. * Add mouse wheel input support to the input manager.
  37887. * @returns the current input manager
  37888. */
  37889. addMouseWheel(): ArcRotateCameraInputsManager;
  37890. /**
  37891. * Add pointers input support to the input manager.
  37892. * @returns the current input manager
  37893. */
  37894. addPointers(): ArcRotateCameraInputsManager;
  37895. /**
  37896. * Add keyboard input support to the input manager.
  37897. * @returns the current input manager
  37898. */
  37899. addKeyboard(): ArcRotateCameraInputsManager;
  37900. }
  37901. }
  37902. declare module "babylonjs/Cameras/arcRotateCamera" {
  37903. import { Observable } from "babylonjs/Misc/observable";
  37904. import { Nullable } from "babylonjs/types";
  37905. import { Scene } from "babylonjs/scene";
  37906. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37907. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37908. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37909. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37910. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37911. import { Camera } from "babylonjs/Cameras/camera";
  37912. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37913. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37914. import { Collider } from "babylonjs/Collisions/collider";
  37915. /**
  37916. * This represents an orbital type of camera.
  37917. *
  37918. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37919. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37920. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37921. */
  37922. export class ArcRotateCamera extends TargetCamera {
  37923. /**
  37924. * Defines the rotation angle of the camera along the longitudinal axis.
  37925. */
  37926. alpha: number;
  37927. /**
  37928. * Defines the rotation angle of the camera along the latitudinal axis.
  37929. */
  37930. beta: number;
  37931. /**
  37932. * Defines the radius of the camera from it s target point.
  37933. */
  37934. radius: number;
  37935. protected _target: Vector3;
  37936. protected _targetHost: Nullable<AbstractMesh>;
  37937. /**
  37938. * Defines the target point of the camera.
  37939. * The camera looks towards it form the radius distance.
  37940. */
  37941. target: Vector3;
  37942. /**
  37943. * Define the current local position of the camera in the scene
  37944. */
  37945. position: Vector3;
  37946. protected _upVector: Vector3;
  37947. protected _upToYMatrix: Matrix;
  37948. protected _YToUpMatrix: Matrix;
  37949. /**
  37950. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37951. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37952. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37953. */
  37954. upVector: Vector3;
  37955. /**
  37956. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37957. */
  37958. setMatUp(): void;
  37959. /**
  37960. * Current inertia value on the longitudinal axis.
  37961. * The bigger this number the longer it will take for the camera to stop.
  37962. */
  37963. inertialAlphaOffset: number;
  37964. /**
  37965. * Current inertia value on the latitudinal axis.
  37966. * The bigger this number the longer it will take for the camera to stop.
  37967. */
  37968. inertialBetaOffset: number;
  37969. /**
  37970. * Current inertia value on the radius axis.
  37971. * The bigger this number the longer it will take for the camera to stop.
  37972. */
  37973. inertialRadiusOffset: number;
  37974. /**
  37975. * Minimum allowed angle on the longitudinal axis.
  37976. * This can help limiting how the Camera is able to move in the scene.
  37977. */
  37978. lowerAlphaLimit: Nullable<number>;
  37979. /**
  37980. * Maximum allowed angle on the longitudinal axis.
  37981. * This can help limiting how the Camera is able to move in the scene.
  37982. */
  37983. upperAlphaLimit: Nullable<number>;
  37984. /**
  37985. * Minimum allowed angle on the latitudinal axis.
  37986. * This can help limiting how the Camera is able to move in the scene.
  37987. */
  37988. lowerBetaLimit: number;
  37989. /**
  37990. * Maximum allowed angle on the latitudinal axis.
  37991. * This can help limiting how the Camera is able to move in the scene.
  37992. */
  37993. upperBetaLimit: number;
  37994. /**
  37995. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37996. * This can help limiting how the Camera is able to move in the scene.
  37997. */
  37998. lowerRadiusLimit: Nullable<number>;
  37999. /**
  38000. * Maximum allowed distance of the camera to the target (The camera can not get further).
  38001. * This can help limiting how the Camera is able to move in the scene.
  38002. */
  38003. upperRadiusLimit: Nullable<number>;
  38004. /**
  38005. * Defines the current inertia value used during panning of the camera along the X axis.
  38006. */
  38007. inertialPanningX: number;
  38008. /**
  38009. * Defines the current inertia value used during panning of the camera along the Y axis.
  38010. */
  38011. inertialPanningY: number;
  38012. /**
  38013. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  38014. * Basically if your fingers moves away from more than this distance you will be considered
  38015. * in pinch mode.
  38016. */
  38017. pinchToPanMaxDistance: number;
  38018. /**
  38019. * Defines the maximum distance the camera can pan.
  38020. * This could help keeping the cammera always in your scene.
  38021. */
  38022. panningDistanceLimit: Nullable<number>;
  38023. /**
  38024. * Defines the target of the camera before paning.
  38025. */
  38026. panningOriginTarget: Vector3;
  38027. /**
  38028. * Defines the value of the inertia used during panning.
  38029. * 0 would mean stop inertia and one would mean no decelleration at all.
  38030. */
  38031. panningInertia: number;
  38032. /**
  38033. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38034. */
  38035. angularSensibilityX: number;
  38036. /**
  38037. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38038. */
  38039. angularSensibilityY: number;
  38040. /**
  38041. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38042. */
  38043. pinchPrecision: number;
  38044. /**
  38045. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38046. * It will be used instead of pinchDeltaPrecision if different from 0.
  38047. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38048. */
  38049. pinchDeltaPercentage: number;
  38050. /**
  38051. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38052. */
  38053. panningSensibility: number;
  38054. /**
  38055. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38056. */
  38057. keysUp: number[];
  38058. /**
  38059. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38060. */
  38061. keysDown: number[];
  38062. /**
  38063. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38064. */
  38065. keysLeft: number[];
  38066. /**
  38067. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38068. */
  38069. keysRight: number[];
  38070. /**
  38071. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38072. */
  38073. wheelPrecision: number;
  38074. /**
  38075. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38076. * It will be used instead of pinchDeltaPrecision if different from 0.
  38077. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38078. */
  38079. wheelDeltaPercentage: number;
  38080. /**
  38081. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38082. */
  38083. zoomOnFactor: number;
  38084. /**
  38085. * Defines a screen offset for the camera position.
  38086. */
  38087. targetScreenOffset: Vector2;
  38088. /**
  38089. * Allows the camera to be completely reversed.
  38090. * If false the camera can not arrive upside down.
  38091. */
  38092. allowUpsideDown: boolean;
  38093. /**
  38094. * Define if double tap/click is used to restore the previously saved state of the camera.
  38095. */
  38096. useInputToRestoreState: boolean;
  38097. /** @hidden */
  38098. _viewMatrix: Matrix;
  38099. /** @hidden */
  38100. _useCtrlForPanning: boolean;
  38101. /** @hidden */
  38102. _panningMouseButton: number;
  38103. /**
  38104. * Defines the input associated to the camera.
  38105. */
  38106. inputs: ArcRotateCameraInputsManager;
  38107. /** @hidden */
  38108. _reset: () => void;
  38109. /**
  38110. * Defines the allowed panning axis.
  38111. */
  38112. panningAxis: Vector3;
  38113. protected _localDirection: Vector3;
  38114. protected _transformedDirection: Vector3;
  38115. private _bouncingBehavior;
  38116. /**
  38117. * Gets the bouncing behavior of the camera if it has been enabled.
  38118. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38119. */
  38120. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38121. /**
  38122. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38123. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38124. */
  38125. useBouncingBehavior: boolean;
  38126. private _framingBehavior;
  38127. /**
  38128. * Gets the framing behavior of the camera if it has been enabled.
  38129. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38130. */
  38131. readonly framingBehavior: Nullable<FramingBehavior>;
  38132. /**
  38133. * Defines if the framing behavior of the camera is enabled on the camera.
  38134. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38135. */
  38136. useFramingBehavior: boolean;
  38137. private _autoRotationBehavior;
  38138. /**
  38139. * Gets the auto rotation behavior of the camera if it has been enabled.
  38140. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38141. */
  38142. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38143. /**
  38144. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38145. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38146. */
  38147. useAutoRotationBehavior: boolean;
  38148. /**
  38149. * Observable triggered when the mesh target has been changed on the camera.
  38150. */
  38151. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38152. /**
  38153. * Event raised when the camera is colliding with a mesh.
  38154. */
  38155. onCollide: (collidedMesh: AbstractMesh) => void;
  38156. /**
  38157. * Defines whether the camera should check collision with the objects oh the scene.
  38158. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38159. */
  38160. checkCollisions: boolean;
  38161. /**
  38162. * Defines the collision radius of the camera.
  38163. * This simulates a sphere around the camera.
  38164. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38165. */
  38166. collisionRadius: Vector3;
  38167. protected _collider: Collider;
  38168. protected _previousPosition: Vector3;
  38169. protected _collisionVelocity: Vector3;
  38170. protected _newPosition: Vector3;
  38171. protected _previousAlpha: number;
  38172. protected _previousBeta: number;
  38173. protected _previousRadius: number;
  38174. protected _collisionTriggered: boolean;
  38175. protected _targetBoundingCenter: Nullable<Vector3>;
  38176. private _computationVector;
  38177. /**
  38178. * Instantiates a new ArcRotateCamera in a given scene
  38179. * @param name Defines the name of the camera
  38180. * @param alpha Defines the camera rotation along the logitudinal axis
  38181. * @param beta Defines the camera rotation along the latitudinal axis
  38182. * @param radius Defines the camera distance from its target
  38183. * @param target Defines the camera target
  38184. * @param scene Defines the scene the camera belongs to
  38185. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38186. */
  38187. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38188. /** @hidden */
  38189. _initCache(): void;
  38190. /** @hidden */
  38191. _updateCache(ignoreParentClass?: boolean): void;
  38192. protected _getTargetPosition(): Vector3;
  38193. private _storedAlpha;
  38194. private _storedBeta;
  38195. private _storedRadius;
  38196. private _storedTarget;
  38197. private _storedTargetScreenOffset;
  38198. /**
  38199. * Stores the current state of the camera (alpha, beta, radius and target)
  38200. * @returns the camera itself
  38201. */
  38202. storeState(): Camera;
  38203. /**
  38204. * @hidden
  38205. * Restored camera state. You must call storeState() first
  38206. */
  38207. _restoreStateValues(): boolean;
  38208. /** @hidden */
  38209. _isSynchronizedViewMatrix(): boolean;
  38210. /**
  38211. * Attached controls to the current camera.
  38212. * @param element Defines the element the controls should be listened from
  38213. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38214. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38215. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38216. */
  38217. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38218. /**
  38219. * Detach the current controls from the camera.
  38220. * The camera will stop reacting to inputs.
  38221. * @param element Defines the element to stop listening the inputs from
  38222. */
  38223. detachControl(element: HTMLElement): void;
  38224. /** @hidden */
  38225. _checkInputs(): void;
  38226. protected _checkLimits(): void;
  38227. /**
  38228. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38229. */
  38230. rebuildAnglesAndRadius(): void;
  38231. /**
  38232. * Use a position to define the current camera related information like alpha, beta and radius
  38233. * @param position Defines the position to set the camera at
  38234. */
  38235. setPosition(position: Vector3): void;
  38236. /**
  38237. * Defines the target the camera should look at.
  38238. * This will automatically adapt alpha beta and radius to fit within the new target.
  38239. * @param target Defines the new target as a Vector or a mesh
  38240. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38241. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38242. */
  38243. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38244. /** @hidden */
  38245. _getViewMatrix(): Matrix;
  38246. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38247. /**
  38248. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38249. * @param meshes Defines the mesh to zoom on
  38250. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  38251. */
  38252. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38253. /**
  38254. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38255. * The target will be changed but the radius
  38256. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38257. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  38258. */
  38259. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38260. min: Vector3;
  38261. max: Vector3;
  38262. distance: number;
  38263. }, doNotUpdateMaxZ?: boolean): void;
  38264. /**
  38265. * @override
  38266. * Override Camera.createRigCamera
  38267. */
  38268. createRigCamera(name: string, cameraIndex: number): Camera;
  38269. /**
  38270. * @hidden
  38271. * @override
  38272. * Override Camera._updateRigCameras
  38273. */
  38274. _updateRigCameras(): void;
  38275. /**
  38276. * Destroy the camera and release the current resources hold by it.
  38277. */
  38278. dispose(): void;
  38279. /**
  38280. * Gets the current object class name.
  38281. * @return the class name
  38282. */
  38283. getClassName(): string;
  38284. }
  38285. }
  38286. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38287. import { Behavior } from "babylonjs/Behaviors/behavior";
  38288. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38289. /**
  38290. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38291. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38292. */
  38293. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38294. /**
  38295. * Gets the name of the behavior.
  38296. */
  38297. readonly name: string;
  38298. private _zoomStopsAnimation;
  38299. private _idleRotationSpeed;
  38300. private _idleRotationWaitTime;
  38301. private _idleRotationSpinupTime;
  38302. /**
  38303. * Sets the flag that indicates if user zooming should stop animation.
  38304. */
  38305. /**
  38306. * Gets the flag that indicates if user zooming should stop animation.
  38307. */
  38308. zoomStopsAnimation: boolean;
  38309. /**
  38310. * Sets the default speed at which the camera rotates around the model.
  38311. */
  38312. /**
  38313. * Gets the default speed at which the camera rotates around the model.
  38314. */
  38315. idleRotationSpeed: number;
  38316. /**
  38317. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38318. */
  38319. /**
  38320. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38321. */
  38322. idleRotationWaitTime: number;
  38323. /**
  38324. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38325. */
  38326. /**
  38327. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38328. */
  38329. idleRotationSpinupTime: number;
  38330. /**
  38331. * Gets a value indicating if the camera is currently rotating because of this behavior
  38332. */
  38333. readonly rotationInProgress: boolean;
  38334. private _onPrePointerObservableObserver;
  38335. private _onAfterCheckInputsObserver;
  38336. private _attachedCamera;
  38337. private _isPointerDown;
  38338. private _lastFrameTime;
  38339. private _lastInteractionTime;
  38340. private _cameraRotationSpeed;
  38341. /**
  38342. * Initializes the behavior.
  38343. */
  38344. init(): void;
  38345. /**
  38346. * Attaches the behavior to its arc rotate camera.
  38347. * @param camera Defines the camera to attach the behavior to
  38348. */
  38349. attach(camera: ArcRotateCamera): void;
  38350. /**
  38351. * Detaches the behavior from its current arc rotate camera.
  38352. */
  38353. detach(): void;
  38354. /**
  38355. * Returns true if user is scrolling.
  38356. * @return true if user is scrolling.
  38357. */
  38358. private _userIsZooming;
  38359. private _lastFrameRadius;
  38360. private _shouldAnimationStopForInteraction;
  38361. /**
  38362. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38363. */
  38364. private _applyUserInteraction;
  38365. private _userIsMoving;
  38366. }
  38367. }
  38368. declare module "babylonjs/Behaviors/Cameras/index" {
  38369. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38370. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38371. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38372. }
  38373. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38374. import { Mesh } from "babylonjs/Meshes/mesh";
  38375. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38376. import { Behavior } from "babylonjs/Behaviors/behavior";
  38377. /**
  38378. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38379. */
  38380. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38381. private ui;
  38382. /**
  38383. * The name of the behavior
  38384. */
  38385. name: string;
  38386. /**
  38387. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38388. */
  38389. distanceAwayFromFace: number;
  38390. /**
  38391. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38392. */
  38393. distanceAwayFromBottomOfFace: number;
  38394. private _faceVectors;
  38395. private _target;
  38396. private _scene;
  38397. private _onRenderObserver;
  38398. private _tmpMatrix;
  38399. private _tmpVector;
  38400. /**
  38401. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38402. * @param ui The transform node that should be attched to the mesh
  38403. */
  38404. constructor(ui: TransformNode);
  38405. /**
  38406. * Initializes the behavior
  38407. */
  38408. init(): void;
  38409. private _closestFace;
  38410. private _zeroVector;
  38411. private _lookAtTmpMatrix;
  38412. private _lookAtToRef;
  38413. /**
  38414. * Attaches the AttachToBoxBehavior to the passed in mesh
  38415. * @param target The mesh that the specified node will be attached to
  38416. */
  38417. attach(target: Mesh): void;
  38418. /**
  38419. * Detaches the behavior from the mesh
  38420. */
  38421. detach(): void;
  38422. }
  38423. }
  38424. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38425. import { Behavior } from "babylonjs/Behaviors/behavior";
  38426. import { Mesh } from "babylonjs/Meshes/mesh";
  38427. /**
  38428. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38429. */
  38430. export class FadeInOutBehavior implements Behavior<Mesh> {
  38431. /**
  38432. * Time in milliseconds to delay before fading in (Default: 0)
  38433. */
  38434. delay: number;
  38435. /**
  38436. * Time in milliseconds for the mesh to fade in (Default: 300)
  38437. */
  38438. fadeInTime: number;
  38439. private _millisecondsPerFrame;
  38440. private _hovered;
  38441. private _hoverValue;
  38442. private _ownerNode;
  38443. /**
  38444. * Instatiates the FadeInOutBehavior
  38445. */
  38446. constructor();
  38447. /**
  38448. * The name of the behavior
  38449. */
  38450. readonly name: string;
  38451. /**
  38452. * Initializes the behavior
  38453. */
  38454. init(): void;
  38455. /**
  38456. * Attaches the fade behavior on the passed in mesh
  38457. * @param ownerNode The mesh that will be faded in/out once attached
  38458. */
  38459. attach(ownerNode: Mesh): void;
  38460. /**
  38461. * Detaches the behavior from the mesh
  38462. */
  38463. detach(): void;
  38464. /**
  38465. * Triggers the mesh to begin fading in or out
  38466. * @param value if the object should fade in or out (true to fade in)
  38467. */
  38468. fadeIn(value: boolean): void;
  38469. private _update;
  38470. private _setAllVisibility;
  38471. }
  38472. }
  38473. declare module "babylonjs/Misc/pivotTools" {
  38474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38475. /**
  38476. * Class containing a set of static utilities functions for managing Pivots
  38477. * @hidden
  38478. */
  38479. export class PivotTools {
  38480. private static _PivotCached;
  38481. private static _OldPivotPoint;
  38482. private static _PivotTranslation;
  38483. private static _PivotTmpVector;
  38484. /** @hidden */
  38485. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38486. /** @hidden */
  38487. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38488. }
  38489. }
  38490. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38491. import { Scene } from "babylonjs/scene";
  38492. import { Vector4 } from "babylonjs/Maths/math.vector";
  38493. import { Mesh } from "babylonjs/Meshes/mesh";
  38494. import { Nullable } from "babylonjs/types";
  38495. import { Plane } from "babylonjs/Maths/math.plane";
  38496. /**
  38497. * Class containing static functions to help procedurally build meshes
  38498. */
  38499. export class PlaneBuilder {
  38500. /**
  38501. * Creates a plane mesh
  38502. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38503. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38504. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38505. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38506. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  38507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38508. * @param name defines the name of the mesh
  38509. * @param options defines the options used to create the mesh
  38510. * @param scene defines the hosting scene
  38511. * @returns the plane mesh
  38512. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38513. */
  38514. static CreatePlane(name: string, options: {
  38515. size?: number;
  38516. width?: number;
  38517. height?: number;
  38518. sideOrientation?: number;
  38519. frontUVs?: Vector4;
  38520. backUVs?: Vector4;
  38521. updatable?: boolean;
  38522. sourcePlane?: Plane;
  38523. }, scene?: Nullable<Scene>): Mesh;
  38524. }
  38525. }
  38526. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38527. import { Behavior } from "babylonjs/Behaviors/behavior";
  38528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38529. import { Observable } from "babylonjs/Misc/observable";
  38530. import { Vector3 } from "babylonjs/Maths/math.vector";
  38531. import { Ray } from "babylonjs/Culling/ray";
  38532. import "babylonjs/Meshes/Builders/planeBuilder";
  38533. /**
  38534. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38535. */
  38536. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38537. private static _AnyMouseID;
  38538. /**
  38539. * Abstract mesh the behavior is set on
  38540. */
  38541. attachedNode: AbstractMesh;
  38542. private _dragPlane;
  38543. private _scene;
  38544. private _pointerObserver;
  38545. private _beforeRenderObserver;
  38546. private static _planeScene;
  38547. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38548. /**
  38549. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  38550. */
  38551. maxDragAngle: number;
  38552. /**
  38553. * @hidden
  38554. */
  38555. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38556. /**
  38557. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38558. */
  38559. currentDraggingPointerID: number;
  38560. /**
  38561. * The last position where the pointer hit the drag plane in world space
  38562. */
  38563. lastDragPosition: Vector3;
  38564. /**
  38565. * If the behavior is currently in a dragging state
  38566. */
  38567. dragging: boolean;
  38568. /**
  38569. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38570. */
  38571. dragDeltaRatio: number;
  38572. /**
  38573. * If the drag plane orientation should be updated during the dragging (Default: true)
  38574. */
  38575. updateDragPlane: boolean;
  38576. private _debugMode;
  38577. private _moving;
  38578. /**
  38579. * Fires each time the attached mesh is dragged with the pointer
  38580. * * delta between last drag position and current drag position in world space
  38581. * * dragDistance along the drag axis
  38582. * * dragPlaneNormal normal of the current drag plane used during the drag
  38583. * * dragPlanePoint in world space where the drag intersects the drag plane
  38584. */
  38585. onDragObservable: Observable<{
  38586. delta: Vector3;
  38587. dragPlanePoint: Vector3;
  38588. dragPlaneNormal: Vector3;
  38589. dragDistance: number;
  38590. pointerId: number;
  38591. }>;
  38592. /**
  38593. * Fires each time a drag begins (eg. mouse down on mesh)
  38594. */
  38595. onDragStartObservable: Observable<{
  38596. dragPlanePoint: Vector3;
  38597. pointerId: number;
  38598. }>;
  38599. /**
  38600. * Fires each time a drag ends (eg. mouse release after drag)
  38601. */
  38602. onDragEndObservable: Observable<{
  38603. dragPlanePoint: Vector3;
  38604. pointerId: number;
  38605. }>;
  38606. /**
  38607. * If the attached mesh should be moved when dragged
  38608. */
  38609. moveAttached: boolean;
  38610. /**
  38611. * If the drag behavior will react to drag events (Default: true)
  38612. */
  38613. enabled: boolean;
  38614. /**
  38615. * If pointer events should start and release the drag (Default: true)
  38616. */
  38617. startAndReleaseDragOnPointerEvents: boolean;
  38618. /**
  38619. * If camera controls should be detached during the drag
  38620. */
  38621. detachCameraControls: boolean;
  38622. /**
  38623. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38624. */
  38625. useObjectOrienationForDragging: boolean;
  38626. private _options;
  38627. /**
  38628. * Creates a pointer drag behavior that can be attached to a mesh
  38629. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  38630. */
  38631. constructor(options?: {
  38632. dragAxis?: Vector3;
  38633. dragPlaneNormal?: Vector3;
  38634. });
  38635. /**
  38636. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38637. */
  38638. validateDrag: (targetPosition: Vector3) => boolean;
  38639. /**
  38640. * The name of the behavior
  38641. */
  38642. readonly name: string;
  38643. /**
  38644. * Initializes the behavior
  38645. */
  38646. init(): void;
  38647. private _tmpVector;
  38648. private _alternatePickedPoint;
  38649. private _worldDragAxis;
  38650. private _targetPosition;
  38651. private _attachedElement;
  38652. /**
  38653. * Attaches the drag behavior the passed in mesh
  38654. * @param ownerNode The mesh that will be dragged around once attached
  38655. * @param predicate Predicate to use for pick filtering
  38656. */
  38657. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38658. /**
  38659. * Force relase the drag action by code.
  38660. */
  38661. releaseDrag(): void;
  38662. private _startDragRay;
  38663. private _lastPointerRay;
  38664. /**
  38665. * Simulates the start of a pointer drag event on the behavior
  38666. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38667. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38668. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38669. */
  38670. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38671. private _startDrag;
  38672. private _dragDelta;
  38673. private _moveDrag;
  38674. private _pickWithRayOnDragPlane;
  38675. private _pointA;
  38676. private _pointB;
  38677. private _pointC;
  38678. private _lineA;
  38679. private _lineB;
  38680. private _localAxis;
  38681. private _lookAt;
  38682. private _updateDragPlanePosition;
  38683. /**
  38684. * Detaches the behavior from the mesh
  38685. */
  38686. detach(): void;
  38687. }
  38688. }
  38689. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38690. import { Mesh } from "babylonjs/Meshes/mesh";
  38691. import { Behavior } from "babylonjs/Behaviors/behavior";
  38692. /**
  38693. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38694. */
  38695. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38696. private _dragBehaviorA;
  38697. private _dragBehaviorB;
  38698. private _startDistance;
  38699. private _initialScale;
  38700. private _targetScale;
  38701. private _ownerNode;
  38702. private _sceneRenderObserver;
  38703. /**
  38704. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38705. */
  38706. constructor();
  38707. /**
  38708. * The name of the behavior
  38709. */
  38710. readonly name: string;
  38711. /**
  38712. * Initializes the behavior
  38713. */
  38714. init(): void;
  38715. private _getCurrentDistance;
  38716. /**
  38717. * Attaches the scale behavior the passed in mesh
  38718. * @param ownerNode The mesh that will be scaled around once attached
  38719. */
  38720. attach(ownerNode: Mesh): void;
  38721. /**
  38722. * Detaches the behavior from the mesh
  38723. */
  38724. detach(): void;
  38725. }
  38726. }
  38727. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38728. import { Behavior } from "babylonjs/Behaviors/behavior";
  38729. import { Mesh } from "babylonjs/Meshes/mesh";
  38730. import { Observable } from "babylonjs/Misc/observable";
  38731. /**
  38732. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38733. */
  38734. export class SixDofDragBehavior implements Behavior<Mesh> {
  38735. private static _virtualScene;
  38736. private _ownerNode;
  38737. private _sceneRenderObserver;
  38738. private _scene;
  38739. private _targetPosition;
  38740. private _virtualOriginMesh;
  38741. private _virtualDragMesh;
  38742. private _pointerObserver;
  38743. private _moving;
  38744. private _startingOrientation;
  38745. /**
  38746. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  38747. */
  38748. private zDragFactor;
  38749. /**
  38750. * If the object should rotate to face the drag origin
  38751. */
  38752. rotateDraggedObject: boolean;
  38753. /**
  38754. * If the behavior is currently in a dragging state
  38755. */
  38756. dragging: boolean;
  38757. /**
  38758. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38759. */
  38760. dragDeltaRatio: number;
  38761. /**
  38762. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38763. */
  38764. currentDraggingPointerID: number;
  38765. /**
  38766. * If camera controls should be detached during the drag
  38767. */
  38768. detachCameraControls: boolean;
  38769. /**
  38770. * Fires each time a drag starts
  38771. */
  38772. onDragStartObservable: Observable<{}>;
  38773. /**
  38774. * Fires each time a drag ends (eg. mouse release after drag)
  38775. */
  38776. onDragEndObservable: Observable<{}>;
  38777. /**
  38778. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38779. */
  38780. constructor();
  38781. /**
  38782. * The name of the behavior
  38783. */
  38784. readonly name: string;
  38785. /**
  38786. * Initializes the behavior
  38787. */
  38788. init(): void;
  38789. /**
  38790. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38791. */
  38792. private readonly _pointerCamera;
  38793. /**
  38794. * Attaches the scale behavior the passed in mesh
  38795. * @param ownerNode The mesh that will be scaled around once attached
  38796. */
  38797. attach(ownerNode: Mesh): void;
  38798. /**
  38799. * Detaches the behavior from the mesh
  38800. */
  38801. detach(): void;
  38802. }
  38803. }
  38804. declare module "babylonjs/Behaviors/Meshes/index" {
  38805. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38806. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38807. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38808. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38809. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38810. }
  38811. declare module "babylonjs/Behaviors/index" {
  38812. export * from "babylonjs/Behaviors/behavior";
  38813. export * from "babylonjs/Behaviors/Cameras/index";
  38814. export * from "babylonjs/Behaviors/Meshes/index";
  38815. }
  38816. declare module "babylonjs/Bones/boneIKController" {
  38817. import { Bone } from "babylonjs/Bones/bone";
  38818. import { Vector3 } from "babylonjs/Maths/math.vector";
  38819. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38820. import { Nullable } from "babylonjs/types";
  38821. /**
  38822. * Class used to apply inverse kinematics to bones
  38823. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38824. */
  38825. export class BoneIKController {
  38826. private static _tmpVecs;
  38827. private static _tmpQuat;
  38828. private static _tmpMats;
  38829. /**
  38830. * Gets or sets the target mesh
  38831. */
  38832. targetMesh: AbstractMesh;
  38833. /** Gets or sets the mesh used as pole */
  38834. poleTargetMesh: AbstractMesh;
  38835. /**
  38836. * Gets or sets the bone used as pole
  38837. */
  38838. poleTargetBone: Nullable<Bone>;
  38839. /**
  38840. * Gets or sets the target position
  38841. */
  38842. targetPosition: Vector3;
  38843. /**
  38844. * Gets or sets the pole target position
  38845. */
  38846. poleTargetPosition: Vector3;
  38847. /**
  38848. * Gets or sets the pole target local offset
  38849. */
  38850. poleTargetLocalOffset: Vector3;
  38851. /**
  38852. * Gets or sets the pole angle
  38853. */
  38854. poleAngle: number;
  38855. /**
  38856. * Gets or sets the mesh associated with the controller
  38857. */
  38858. mesh: AbstractMesh;
  38859. /**
  38860. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38861. */
  38862. slerpAmount: number;
  38863. private _bone1Quat;
  38864. private _bone1Mat;
  38865. private _bone2Ang;
  38866. private _bone1;
  38867. private _bone2;
  38868. private _bone1Length;
  38869. private _bone2Length;
  38870. private _maxAngle;
  38871. private _maxReach;
  38872. private _rightHandedSystem;
  38873. private _bendAxis;
  38874. private _slerping;
  38875. private _adjustRoll;
  38876. /**
  38877. * Gets or sets maximum allowed angle
  38878. */
  38879. maxAngle: number;
  38880. /**
  38881. * Creates a new BoneIKController
  38882. * @param mesh defines the mesh to control
  38883. * @param bone defines the bone to control
  38884. * @param options defines options to set up the controller
  38885. */
  38886. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38887. targetMesh?: AbstractMesh;
  38888. poleTargetMesh?: AbstractMesh;
  38889. poleTargetBone?: Bone;
  38890. poleTargetLocalOffset?: Vector3;
  38891. poleAngle?: number;
  38892. bendAxis?: Vector3;
  38893. maxAngle?: number;
  38894. slerpAmount?: number;
  38895. });
  38896. private _setMaxAngle;
  38897. /**
  38898. * Force the controller to update the bones
  38899. */
  38900. update(): void;
  38901. }
  38902. }
  38903. declare module "babylonjs/Bones/boneLookController" {
  38904. import { Vector3 } from "babylonjs/Maths/math.vector";
  38905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38906. import { Bone } from "babylonjs/Bones/bone";
  38907. import { Space } from "babylonjs/Maths/math.axis";
  38908. /**
  38909. * Class used to make a bone look toward a point in space
  38910. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38911. */
  38912. export class BoneLookController {
  38913. private static _tmpVecs;
  38914. private static _tmpQuat;
  38915. private static _tmpMats;
  38916. /**
  38917. * The target Vector3 that the bone will look at
  38918. */
  38919. target: Vector3;
  38920. /**
  38921. * The mesh that the bone is attached to
  38922. */
  38923. mesh: AbstractMesh;
  38924. /**
  38925. * The bone that will be looking to the target
  38926. */
  38927. bone: Bone;
  38928. /**
  38929. * The up axis of the coordinate system that is used when the bone is rotated
  38930. */
  38931. upAxis: Vector3;
  38932. /**
  38933. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38934. */
  38935. upAxisSpace: Space;
  38936. /**
  38937. * Used to make an adjustment to the yaw of the bone
  38938. */
  38939. adjustYaw: number;
  38940. /**
  38941. * Used to make an adjustment to the pitch of the bone
  38942. */
  38943. adjustPitch: number;
  38944. /**
  38945. * Used to make an adjustment to the roll of the bone
  38946. */
  38947. adjustRoll: number;
  38948. /**
  38949. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38950. */
  38951. slerpAmount: number;
  38952. private _minYaw;
  38953. private _maxYaw;
  38954. private _minPitch;
  38955. private _maxPitch;
  38956. private _minYawSin;
  38957. private _minYawCos;
  38958. private _maxYawSin;
  38959. private _maxYawCos;
  38960. private _midYawConstraint;
  38961. private _minPitchTan;
  38962. private _maxPitchTan;
  38963. private _boneQuat;
  38964. private _slerping;
  38965. private _transformYawPitch;
  38966. private _transformYawPitchInv;
  38967. private _firstFrameSkipped;
  38968. private _yawRange;
  38969. private _fowardAxis;
  38970. /**
  38971. * Gets or sets the minimum yaw angle that the bone can look to
  38972. */
  38973. minYaw: number;
  38974. /**
  38975. * Gets or sets the maximum yaw angle that the bone can look to
  38976. */
  38977. maxYaw: number;
  38978. /**
  38979. * Gets or sets the minimum pitch angle that the bone can look to
  38980. */
  38981. minPitch: number;
  38982. /**
  38983. * Gets or sets the maximum pitch angle that the bone can look to
  38984. */
  38985. maxPitch: number;
  38986. /**
  38987. * Create a BoneLookController
  38988. * @param mesh the mesh that the bone belongs to
  38989. * @param bone the bone that will be looking to the target
  38990. * @param target the target Vector3 to look at
  38991. * @param options optional settings:
  38992. * * maxYaw: the maximum angle the bone will yaw to
  38993. * * minYaw: the minimum angle the bone will yaw to
  38994. * * maxPitch: the maximum angle the bone will pitch to
  38995. * * minPitch: the minimum angle the bone will yaw to
  38996. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38997. * * upAxis: the up axis of the coordinate system
  38998. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38999. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  39000. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  39001. * * adjustYaw: used to make an adjustment to the yaw of the bone
  39002. * * adjustPitch: used to make an adjustment to the pitch of the bone
  39003. * * adjustRoll: used to make an adjustment to the roll of the bone
  39004. **/
  39005. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  39006. maxYaw?: number;
  39007. minYaw?: number;
  39008. maxPitch?: number;
  39009. minPitch?: number;
  39010. slerpAmount?: number;
  39011. upAxis?: Vector3;
  39012. upAxisSpace?: Space;
  39013. yawAxis?: Vector3;
  39014. pitchAxis?: Vector3;
  39015. adjustYaw?: number;
  39016. adjustPitch?: number;
  39017. adjustRoll?: number;
  39018. });
  39019. /**
  39020. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  39021. */
  39022. update(): void;
  39023. private _getAngleDiff;
  39024. private _getAngleBetween;
  39025. private _isAngleBetween;
  39026. }
  39027. }
  39028. declare module "babylonjs/Bones/index" {
  39029. export * from "babylonjs/Bones/bone";
  39030. export * from "babylonjs/Bones/boneIKController";
  39031. export * from "babylonjs/Bones/boneLookController";
  39032. export * from "babylonjs/Bones/skeleton";
  39033. }
  39034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39035. import { Nullable } from "babylonjs/types";
  39036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39038. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39039. /**
  39040. * Manage the gamepad inputs to control an arc rotate camera.
  39041. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39042. */
  39043. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39044. /**
  39045. * Defines the camera the input is attached to.
  39046. */
  39047. camera: ArcRotateCamera;
  39048. /**
  39049. * Defines the gamepad the input is gathering event from.
  39050. */
  39051. gamepad: Nullable<Gamepad>;
  39052. /**
  39053. * Defines the gamepad rotation sensiblity.
  39054. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39055. */
  39056. gamepadRotationSensibility: number;
  39057. /**
  39058. * Defines the gamepad move sensiblity.
  39059. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39060. */
  39061. gamepadMoveSensibility: number;
  39062. private _yAxisScale;
  39063. /**
  39064. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39065. */
  39066. invertYAxis: boolean;
  39067. private _onGamepadConnectedObserver;
  39068. private _onGamepadDisconnectedObserver;
  39069. /**
  39070. * Attach the input controls to a specific dom element to get the input from.
  39071. * @param element Defines the element the controls should be listened from
  39072. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39073. */
  39074. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39075. /**
  39076. * Detach the current controls from the specified dom element.
  39077. * @param element Defines the element to stop listening the inputs from
  39078. */
  39079. detachControl(element: Nullable<HTMLElement>): void;
  39080. /**
  39081. * Update the current camera state depending on the inputs that have been used this frame.
  39082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39083. */
  39084. checkInputs(): void;
  39085. /**
  39086. * Gets the class name of the current intput.
  39087. * @returns the class name
  39088. */
  39089. getClassName(): string;
  39090. /**
  39091. * Get the friendly name associated with the input class.
  39092. * @returns the input friendly name
  39093. */
  39094. getSimpleName(): string;
  39095. }
  39096. }
  39097. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39098. import { Nullable } from "babylonjs/types";
  39099. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39100. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39101. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39102. interface ArcRotateCameraInputsManager {
  39103. /**
  39104. * Add orientation input support to the input manager.
  39105. * @returns the current input manager
  39106. */
  39107. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39108. }
  39109. }
  39110. /**
  39111. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39113. */
  39114. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39115. /**
  39116. * Defines the camera the input is attached to.
  39117. */
  39118. camera: ArcRotateCamera;
  39119. /**
  39120. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39121. */
  39122. alphaCorrection: number;
  39123. /**
  39124. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39125. */
  39126. gammaCorrection: number;
  39127. private _alpha;
  39128. private _gamma;
  39129. private _dirty;
  39130. private _deviceOrientationHandler;
  39131. /**
  39132. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39133. */
  39134. constructor();
  39135. /**
  39136. * Attach the input controls to a specific dom element to get the input from.
  39137. * @param element Defines the element the controls should be listened from
  39138. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39139. */
  39140. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39141. /** @hidden */
  39142. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39143. /**
  39144. * Update the current camera state depending on the inputs that have been used this frame.
  39145. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39146. */
  39147. checkInputs(): void;
  39148. /**
  39149. * Detach the current controls from the specified dom element.
  39150. * @param element Defines the element to stop listening the inputs from
  39151. */
  39152. detachControl(element: Nullable<HTMLElement>): void;
  39153. /**
  39154. * Gets the class name of the current intput.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. }
  39164. }
  39165. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39166. import { Nullable } from "babylonjs/types";
  39167. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39168. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39169. /**
  39170. * Listen to mouse events to control the camera.
  39171. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39172. */
  39173. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39174. /**
  39175. * Defines the camera the input is attached to.
  39176. */
  39177. camera: FlyCamera;
  39178. /**
  39179. * Defines if touch is enabled. (Default is true.)
  39180. */
  39181. touchEnabled: boolean;
  39182. /**
  39183. * Defines the buttons associated with the input to handle camera rotation.
  39184. */
  39185. buttons: number[];
  39186. /**
  39187. * Assign buttons for Yaw control.
  39188. */
  39189. buttonsYaw: number[];
  39190. /**
  39191. * Assign buttons for Pitch control.
  39192. */
  39193. buttonsPitch: number[];
  39194. /**
  39195. * Assign buttons for Roll control.
  39196. */
  39197. buttonsRoll: number[];
  39198. /**
  39199. * Detect if any button is being pressed while mouse is moved.
  39200. * -1 = Mouse locked.
  39201. * 0 = Left button.
  39202. * 1 = Middle Button.
  39203. * 2 = Right Button.
  39204. */
  39205. activeButton: number;
  39206. /**
  39207. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39208. * Higher values reduce its sensitivity.
  39209. */
  39210. angularSensibility: number;
  39211. private _mousemoveCallback;
  39212. private _observer;
  39213. private _rollObserver;
  39214. private previousPosition;
  39215. private noPreventDefault;
  39216. private element;
  39217. /**
  39218. * Listen to mouse events to control the camera.
  39219. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39220. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39221. */
  39222. constructor(touchEnabled?: boolean);
  39223. /**
  39224. * Attach the mouse control to the HTML DOM element.
  39225. * @param element Defines the element that listens to the input events.
  39226. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39227. */
  39228. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39229. /**
  39230. * Detach the current controls from the specified dom element.
  39231. * @param element Defines the element to stop listening the inputs from
  39232. */
  39233. detachControl(element: Nullable<HTMLElement>): void;
  39234. /**
  39235. * Gets the class name of the current input.
  39236. * @returns the class name.
  39237. */
  39238. getClassName(): string;
  39239. /**
  39240. * Get the friendly name associated with the input class.
  39241. * @returns the input's friendly name.
  39242. */
  39243. getSimpleName(): string;
  39244. private _pointerInput;
  39245. private _onMouseMove;
  39246. /**
  39247. * Rotate camera by mouse offset.
  39248. */
  39249. private rotateCamera;
  39250. }
  39251. }
  39252. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39253. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39254. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39255. /**
  39256. * Default Inputs manager for the FlyCamera.
  39257. * It groups all the default supported inputs for ease of use.
  39258. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39259. */
  39260. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39261. /**
  39262. * Instantiates a new FlyCameraInputsManager.
  39263. * @param camera Defines the camera the inputs belong to.
  39264. */
  39265. constructor(camera: FlyCamera);
  39266. /**
  39267. * Add keyboard input support to the input manager.
  39268. * @returns the new FlyCameraKeyboardMoveInput().
  39269. */
  39270. addKeyboard(): FlyCameraInputsManager;
  39271. /**
  39272. * Add mouse input support to the input manager.
  39273. * @param touchEnabled Enable touch screen support.
  39274. * @returns the new FlyCameraMouseInput().
  39275. */
  39276. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39277. }
  39278. }
  39279. declare module "babylonjs/Cameras/flyCamera" {
  39280. import { Scene } from "babylonjs/scene";
  39281. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39283. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39284. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39285. /**
  39286. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39287. * such as in a 3D Space Shooter or a Flight Simulator.
  39288. */
  39289. export class FlyCamera extends TargetCamera {
  39290. /**
  39291. * Define the collision ellipsoid of the camera.
  39292. * This is helpful for simulating a camera body, like a player's body.
  39293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39294. */
  39295. ellipsoid: Vector3;
  39296. /**
  39297. * Define an offset for the position of the ellipsoid around the camera.
  39298. * This can be helpful if the camera is attached away from the player's body center,
  39299. * such as at its head.
  39300. */
  39301. ellipsoidOffset: Vector3;
  39302. /**
  39303. * Enable or disable collisions of the camera with the rest of the scene objects.
  39304. */
  39305. checkCollisions: boolean;
  39306. /**
  39307. * Enable or disable gravity on the camera.
  39308. */
  39309. applyGravity: boolean;
  39310. /**
  39311. * Define the current direction the camera is moving to.
  39312. */
  39313. cameraDirection: Vector3;
  39314. /**
  39315. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39316. * This overrides and empties cameraRotation.
  39317. */
  39318. rotationQuaternion: Quaternion;
  39319. /**
  39320. * Track Roll to maintain the wanted Rolling when looking around.
  39321. */
  39322. _trackRoll: number;
  39323. /**
  39324. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39325. */
  39326. rollCorrect: number;
  39327. /**
  39328. * Mimic a banked turn, Rolling the camera when Yawing.
  39329. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39330. */
  39331. bankedTurn: boolean;
  39332. /**
  39333. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39334. */
  39335. bankedTurnLimit: number;
  39336. /**
  39337. * Value of 0 disables the banked Roll.
  39338. * Value of 1 is equal to the Yaw angle in radians.
  39339. */
  39340. bankedTurnMultiplier: number;
  39341. /**
  39342. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39343. */
  39344. inputs: FlyCameraInputsManager;
  39345. /**
  39346. * Gets the input sensibility for mouse input.
  39347. * Higher values reduce sensitivity.
  39348. */
  39349. /**
  39350. * Sets the input sensibility for a mouse input.
  39351. * Higher values reduce sensitivity.
  39352. */
  39353. angularSensibility: number;
  39354. /**
  39355. * Get the keys for camera movement forward.
  39356. */
  39357. /**
  39358. * Set the keys for camera movement forward.
  39359. */
  39360. keysForward: number[];
  39361. /**
  39362. * Get the keys for camera movement backward.
  39363. */
  39364. keysBackward: number[];
  39365. /**
  39366. * Get the keys for camera movement up.
  39367. */
  39368. /**
  39369. * Set the keys for camera movement up.
  39370. */
  39371. keysUp: number[];
  39372. /**
  39373. * Get the keys for camera movement down.
  39374. */
  39375. /**
  39376. * Set the keys for camera movement down.
  39377. */
  39378. keysDown: number[];
  39379. /**
  39380. * Get the keys for camera movement left.
  39381. */
  39382. /**
  39383. * Set the keys for camera movement left.
  39384. */
  39385. keysLeft: number[];
  39386. /**
  39387. * Set the keys for camera movement right.
  39388. */
  39389. /**
  39390. * Set the keys for camera movement right.
  39391. */
  39392. keysRight: number[];
  39393. /**
  39394. * Event raised when the camera collides with a mesh in the scene.
  39395. */
  39396. onCollide: (collidedMesh: AbstractMesh) => void;
  39397. private _collider;
  39398. private _needMoveForGravity;
  39399. private _oldPosition;
  39400. private _diffPosition;
  39401. private _newPosition;
  39402. /** @hidden */
  39403. _localDirection: Vector3;
  39404. /** @hidden */
  39405. _transformedDirection: Vector3;
  39406. /**
  39407. * Instantiates a FlyCamera.
  39408. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39409. * such as in a 3D Space Shooter or a Flight Simulator.
  39410. * @param name Define the name of the camera in the scene.
  39411. * @param position Define the starting position of the camera in the scene.
  39412. * @param scene Define the scene the camera belongs to.
  39413. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39414. */
  39415. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39416. /**
  39417. * Attach a control to the HTML DOM element.
  39418. * @param element Defines the element that listens to the input events.
  39419. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39420. */
  39421. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39422. /**
  39423. * Detach a control from the HTML DOM element.
  39424. * The camera will stop reacting to that input.
  39425. * @param element Defines the element that listens to the input events.
  39426. */
  39427. detachControl(element: HTMLElement): void;
  39428. private _collisionMask;
  39429. /**
  39430. * Get the mask that the camera ignores in collision events.
  39431. */
  39432. /**
  39433. * Set the mask that the camera ignores in collision events.
  39434. */
  39435. collisionMask: number;
  39436. /** @hidden */
  39437. _collideWithWorld(displacement: Vector3): void;
  39438. /** @hidden */
  39439. private _onCollisionPositionChange;
  39440. /** @hidden */
  39441. _checkInputs(): void;
  39442. /** @hidden */
  39443. _decideIfNeedsToMove(): boolean;
  39444. /** @hidden */
  39445. _updatePosition(): void;
  39446. /**
  39447. * Restore the Roll to its target value at the rate specified.
  39448. * @param rate - Higher means slower restoring.
  39449. * @hidden
  39450. */
  39451. restoreRoll(rate: number): void;
  39452. /**
  39453. * Destroy the camera and release the current resources held by it.
  39454. */
  39455. dispose(): void;
  39456. /**
  39457. * Get the current object class name.
  39458. * @returns the class name.
  39459. */
  39460. getClassName(): string;
  39461. }
  39462. }
  39463. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39464. import { Nullable } from "babylonjs/types";
  39465. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39466. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39467. /**
  39468. * Listen to keyboard events to control the camera.
  39469. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39470. */
  39471. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39472. /**
  39473. * Defines the camera the input is attached to.
  39474. */
  39475. camera: FlyCamera;
  39476. /**
  39477. * The list of keyboard keys used to control the forward move of the camera.
  39478. */
  39479. keysForward: number[];
  39480. /**
  39481. * The list of keyboard keys used to control the backward move of the camera.
  39482. */
  39483. keysBackward: number[];
  39484. /**
  39485. * The list of keyboard keys used to control the forward move of the camera.
  39486. */
  39487. keysUp: number[];
  39488. /**
  39489. * The list of keyboard keys used to control the backward move of the camera.
  39490. */
  39491. keysDown: number[];
  39492. /**
  39493. * The list of keyboard keys used to control the right strafe move of the camera.
  39494. */
  39495. keysRight: number[];
  39496. /**
  39497. * The list of keyboard keys used to control the left strafe move of the camera.
  39498. */
  39499. keysLeft: number[];
  39500. private _keys;
  39501. private _onCanvasBlurObserver;
  39502. private _onKeyboardObserver;
  39503. private _engine;
  39504. private _scene;
  39505. /**
  39506. * Attach the input controls to a specific dom element to get the input from.
  39507. * @param element Defines the element the controls should be listened from
  39508. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39509. */
  39510. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39511. /**
  39512. * Detach the current controls from the specified dom element.
  39513. * @param element Defines the element to stop listening the inputs from
  39514. */
  39515. detachControl(element: Nullable<HTMLElement>): void;
  39516. /**
  39517. * Gets the class name of the current intput.
  39518. * @returns the class name
  39519. */
  39520. getClassName(): string;
  39521. /** @hidden */
  39522. _onLostFocus(e: FocusEvent): void;
  39523. /**
  39524. * Get the friendly name associated with the input class.
  39525. * @returns the input friendly name
  39526. */
  39527. getSimpleName(): string;
  39528. /**
  39529. * Update the current camera state depending on the inputs that have been used this frame.
  39530. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39531. */
  39532. checkInputs(): void;
  39533. }
  39534. }
  39535. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39536. import { Nullable } from "babylonjs/types";
  39537. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39538. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39539. /**
  39540. * Manage the mouse wheel inputs to control a follow camera.
  39541. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39542. */
  39543. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39544. /**
  39545. * Defines the camera the input is attached to.
  39546. */
  39547. camera: FollowCamera;
  39548. /**
  39549. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39550. */
  39551. axisControlRadius: boolean;
  39552. /**
  39553. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39554. */
  39555. axisControlHeight: boolean;
  39556. /**
  39557. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39558. */
  39559. axisControlRotation: boolean;
  39560. /**
  39561. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39562. * relation to mouseWheel events.
  39563. */
  39564. wheelPrecision: number;
  39565. /**
  39566. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39567. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39568. */
  39569. wheelDeltaPercentage: number;
  39570. private _wheel;
  39571. private _observer;
  39572. /**
  39573. * Attach the input controls to a specific dom element to get the input from.
  39574. * @param element Defines the element the controls should be listened from
  39575. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39576. */
  39577. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39578. /**
  39579. * Detach the current controls from the specified dom element.
  39580. * @param element Defines the element to stop listening the inputs from
  39581. */
  39582. detachControl(element: Nullable<HTMLElement>): void;
  39583. /**
  39584. * Gets the class name of the current intput.
  39585. * @returns the class name
  39586. */
  39587. getClassName(): string;
  39588. /**
  39589. * Get the friendly name associated with the input class.
  39590. * @returns the input friendly name
  39591. */
  39592. getSimpleName(): string;
  39593. }
  39594. }
  39595. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39596. import { Nullable } from "babylonjs/types";
  39597. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39598. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39599. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39600. /**
  39601. * Manage the pointers inputs to control an follow camera.
  39602. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39603. */
  39604. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39605. /**
  39606. * Defines the camera the input is attached to.
  39607. */
  39608. camera: FollowCamera;
  39609. /**
  39610. * Gets the class name of the current input.
  39611. * @returns the class name
  39612. */
  39613. getClassName(): string;
  39614. /**
  39615. * Defines the pointer angular sensibility along the X axis or how fast is
  39616. * the camera rotating.
  39617. * A negative number will reverse the axis direction.
  39618. */
  39619. angularSensibilityX: number;
  39620. /**
  39621. * Defines the pointer angular sensibility along the Y axis or how fast is
  39622. * the camera rotating.
  39623. * A negative number will reverse the axis direction.
  39624. */
  39625. angularSensibilityY: number;
  39626. /**
  39627. * Defines the pointer pinch precision or how fast is the camera zooming.
  39628. * A negative number will reverse the axis direction.
  39629. */
  39630. pinchPrecision: number;
  39631. /**
  39632. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39633. * from 0.
  39634. * It defines the percentage of current camera.radius to use as delta when
  39635. * pinch zoom is used.
  39636. */
  39637. pinchDeltaPercentage: number;
  39638. /**
  39639. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39640. */
  39641. axisXControlRadius: boolean;
  39642. /**
  39643. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39644. */
  39645. axisXControlHeight: boolean;
  39646. /**
  39647. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39648. */
  39649. axisXControlRotation: boolean;
  39650. /**
  39651. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39652. */
  39653. axisYControlRadius: boolean;
  39654. /**
  39655. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39656. */
  39657. axisYControlHeight: boolean;
  39658. /**
  39659. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39660. */
  39661. axisYControlRotation: boolean;
  39662. /**
  39663. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39664. */
  39665. axisPinchControlRadius: boolean;
  39666. /**
  39667. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39668. */
  39669. axisPinchControlHeight: boolean;
  39670. /**
  39671. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39672. */
  39673. axisPinchControlRotation: boolean;
  39674. /**
  39675. * Log error messages if basic misconfiguration has occurred.
  39676. */
  39677. warningEnable: boolean;
  39678. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39679. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39680. private _warningCounter;
  39681. private _warning;
  39682. }
  39683. }
  39684. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39685. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39686. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39687. /**
  39688. * Default Inputs manager for the FollowCamera.
  39689. * It groups all the default supported inputs for ease of use.
  39690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39691. */
  39692. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39693. /**
  39694. * Instantiates a new FollowCameraInputsManager.
  39695. * @param camera Defines the camera the inputs belong to
  39696. */
  39697. constructor(camera: FollowCamera);
  39698. /**
  39699. * Add keyboard input support to the input manager.
  39700. * @returns the current input manager
  39701. */
  39702. addKeyboard(): FollowCameraInputsManager;
  39703. /**
  39704. * Add mouse wheel input support to the input manager.
  39705. * @returns the current input manager
  39706. */
  39707. addMouseWheel(): FollowCameraInputsManager;
  39708. /**
  39709. * Add pointers input support to the input manager.
  39710. * @returns the current input manager
  39711. */
  39712. addPointers(): FollowCameraInputsManager;
  39713. /**
  39714. * Add orientation input support to the input manager.
  39715. * @returns the current input manager
  39716. */
  39717. addVRDeviceOrientation(): FollowCameraInputsManager;
  39718. }
  39719. }
  39720. declare module "babylonjs/Cameras/followCamera" {
  39721. import { Nullable } from "babylonjs/types";
  39722. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39723. import { Scene } from "babylonjs/scene";
  39724. import { Vector3 } from "babylonjs/Maths/math.vector";
  39725. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39726. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39727. /**
  39728. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39729. * an arc rotate version arcFollowCamera are available.
  39730. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39731. */
  39732. export class FollowCamera extends TargetCamera {
  39733. /**
  39734. * Distance the follow camera should follow an object at
  39735. */
  39736. radius: number;
  39737. /**
  39738. * Minimum allowed distance of the camera to the axis of rotation
  39739. * (The camera can not get closer).
  39740. * This can help limiting how the Camera is able to move in the scene.
  39741. */
  39742. lowerRadiusLimit: Nullable<number>;
  39743. /**
  39744. * Maximum allowed distance of the camera to the axis of rotation
  39745. * (The camera can not get further).
  39746. * This can help limiting how the Camera is able to move in the scene.
  39747. */
  39748. upperRadiusLimit: Nullable<number>;
  39749. /**
  39750. * Define a rotation offset between the camera and the object it follows
  39751. */
  39752. rotationOffset: number;
  39753. /**
  39754. * Minimum allowed angle to camera position relative to target object.
  39755. * This can help limiting how the Camera is able to move in the scene.
  39756. */
  39757. lowerRotationOffsetLimit: Nullable<number>;
  39758. /**
  39759. * Maximum allowed angle to camera position relative to target object.
  39760. * This can help limiting how the Camera is able to move in the scene.
  39761. */
  39762. upperRotationOffsetLimit: Nullable<number>;
  39763. /**
  39764. * Define a height offset between the camera and the object it follows.
  39765. * It can help following an object from the top (like a car chaing a plane)
  39766. */
  39767. heightOffset: number;
  39768. /**
  39769. * Minimum allowed height of camera position relative to target object.
  39770. * This can help limiting how the Camera is able to move in the scene.
  39771. */
  39772. lowerHeightOffsetLimit: Nullable<number>;
  39773. /**
  39774. * Maximum allowed height of camera position relative to target object.
  39775. * This can help limiting how the Camera is able to move in the scene.
  39776. */
  39777. upperHeightOffsetLimit: Nullable<number>;
  39778. /**
  39779. * Define how fast the camera can accelerate to follow it s target.
  39780. */
  39781. cameraAcceleration: number;
  39782. /**
  39783. * Define the speed limit of the camera following an object.
  39784. */
  39785. maxCameraSpeed: number;
  39786. /**
  39787. * Define the target of the camera.
  39788. */
  39789. lockedTarget: Nullable<AbstractMesh>;
  39790. /**
  39791. * Defines the input associated with the camera.
  39792. */
  39793. inputs: FollowCameraInputsManager;
  39794. /**
  39795. * Instantiates the follow camera.
  39796. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39797. * @param name Define the name of the camera in the scene
  39798. * @param position Define the position of the camera
  39799. * @param scene Define the scene the camera belong to
  39800. * @param lockedTarget Define the target of the camera
  39801. */
  39802. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39803. private _follow;
  39804. /**
  39805. * Attached controls to the current camera.
  39806. * @param element Defines the element the controls should be listened from
  39807. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39808. */
  39809. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39810. /**
  39811. * Detach the current controls from the camera.
  39812. * The camera will stop reacting to inputs.
  39813. * @param element Defines the element to stop listening the inputs from
  39814. */
  39815. detachControl(element: HTMLElement): void;
  39816. /** @hidden */
  39817. _checkInputs(): void;
  39818. private _checkLimits;
  39819. /**
  39820. * Gets the camera class name.
  39821. * @returns the class name
  39822. */
  39823. getClassName(): string;
  39824. }
  39825. /**
  39826. * Arc Rotate version of the follow camera.
  39827. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39828. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39829. */
  39830. export class ArcFollowCamera extends TargetCamera {
  39831. /** The longitudinal angle of the camera */
  39832. alpha: number;
  39833. /** The latitudinal angle of the camera */
  39834. beta: number;
  39835. /** The radius of the camera from its target */
  39836. radius: number;
  39837. /** Define the camera target (the messh it should follow) */
  39838. target: Nullable<AbstractMesh>;
  39839. private _cartesianCoordinates;
  39840. /**
  39841. * Instantiates a new ArcFollowCamera
  39842. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39843. * @param name Define the name of the camera
  39844. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39845. * @param beta Define the rotation angle of the camera around the elevation axis
  39846. * @param radius Define the radius of the camera from its target point
  39847. * @param target Define the target of the camera
  39848. * @param scene Define the scene the camera belongs to
  39849. */
  39850. constructor(name: string,
  39851. /** The longitudinal angle of the camera */
  39852. alpha: number,
  39853. /** The latitudinal angle of the camera */
  39854. beta: number,
  39855. /** The radius of the camera from its target */
  39856. radius: number,
  39857. /** Define the camera target (the messh it should follow) */
  39858. target: Nullable<AbstractMesh>, scene: Scene);
  39859. private _follow;
  39860. /** @hidden */
  39861. _checkInputs(): void;
  39862. /**
  39863. * Returns the class name of the object.
  39864. * It is mostly used internally for serialization purposes.
  39865. */
  39866. getClassName(): string;
  39867. }
  39868. }
  39869. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39870. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39871. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39872. import { Nullable } from "babylonjs/types";
  39873. /**
  39874. * Manage the keyboard inputs to control the movement of a follow camera.
  39875. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39876. */
  39877. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39878. /**
  39879. * Defines the camera the input is attached to.
  39880. */
  39881. camera: FollowCamera;
  39882. /**
  39883. * Defines the list of key codes associated with the up action (increase heightOffset)
  39884. */
  39885. keysHeightOffsetIncr: number[];
  39886. /**
  39887. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39888. */
  39889. keysHeightOffsetDecr: number[];
  39890. /**
  39891. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39892. */
  39893. keysHeightOffsetModifierAlt: boolean;
  39894. /**
  39895. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39896. */
  39897. keysHeightOffsetModifierCtrl: boolean;
  39898. /**
  39899. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39900. */
  39901. keysHeightOffsetModifierShift: boolean;
  39902. /**
  39903. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39904. */
  39905. keysRotationOffsetIncr: number[];
  39906. /**
  39907. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39908. */
  39909. keysRotationOffsetDecr: number[];
  39910. /**
  39911. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39912. */
  39913. keysRotationOffsetModifierAlt: boolean;
  39914. /**
  39915. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39916. */
  39917. keysRotationOffsetModifierCtrl: boolean;
  39918. /**
  39919. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39920. */
  39921. keysRotationOffsetModifierShift: boolean;
  39922. /**
  39923. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39924. */
  39925. keysRadiusIncr: number[];
  39926. /**
  39927. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39928. */
  39929. keysRadiusDecr: number[];
  39930. /**
  39931. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39932. */
  39933. keysRadiusModifierAlt: boolean;
  39934. /**
  39935. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39936. */
  39937. keysRadiusModifierCtrl: boolean;
  39938. /**
  39939. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39940. */
  39941. keysRadiusModifierShift: boolean;
  39942. /**
  39943. * Defines the rate of change of heightOffset.
  39944. */
  39945. heightSensibility: number;
  39946. /**
  39947. * Defines the rate of change of rotationOffset.
  39948. */
  39949. rotationSensibility: number;
  39950. /**
  39951. * Defines the rate of change of radius.
  39952. */
  39953. radiusSensibility: number;
  39954. private _keys;
  39955. private _ctrlPressed;
  39956. private _altPressed;
  39957. private _shiftPressed;
  39958. private _onCanvasBlurObserver;
  39959. private _onKeyboardObserver;
  39960. private _engine;
  39961. private _scene;
  39962. /**
  39963. * Attach the input controls to a specific dom element to get the input from.
  39964. * @param element Defines the element the controls should be listened from
  39965. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39966. */
  39967. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39968. /**
  39969. * Detach the current controls from the specified dom element.
  39970. * @param element Defines the element to stop listening the inputs from
  39971. */
  39972. detachControl(element: Nullable<HTMLElement>): void;
  39973. /**
  39974. * Update the current camera state depending on the inputs that have been used this frame.
  39975. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39976. */
  39977. checkInputs(): void;
  39978. /**
  39979. * Gets the class name of the current input.
  39980. * @returns the class name
  39981. */
  39982. getClassName(): string;
  39983. /**
  39984. * Get the friendly name associated with the input class.
  39985. * @returns the input friendly name
  39986. */
  39987. getSimpleName(): string;
  39988. /**
  39989. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39990. * allow modification of the heightOffset value.
  39991. */
  39992. private _modifierHeightOffset;
  39993. /**
  39994. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39995. * allow modification of the rotationOffset value.
  39996. */
  39997. private _modifierRotationOffset;
  39998. /**
  39999. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40000. * allow modification of the radius value.
  40001. */
  40002. private _modifierRadius;
  40003. }
  40004. }
  40005. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  40006. import { Nullable } from "babylonjs/types";
  40007. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40008. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40009. import { Observable } from "babylonjs/Misc/observable";
  40010. module "babylonjs/Cameras/freeCameraInputsManager" {
  40011. interface FreeCameraInputsManager {
  40012. /**
  40013. * @hidden
  40014. */
  40015. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  40016. /**
  40017. * Add orientation input support to the input manager.
  40018. * @returns the current input manager
  40019. */
  40020. addDeviceOrientation(): FreeCameraInputsManager;
  40021. }
  40022. }
  40023. /**
  40024. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  40025. * Screen rotation is taken into account.
  40026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40027. */
  40028. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  40029. private _camera;
  40030. private _screenOrientationAngle;
  40031. private _constantTranform;
  40032. private _screenQuaternion;
  40033. private _alpha;
  40034. private _beta;
  40035. private _gamma;
  40036. /**
  40037. * Can be used to detect if a device orientation sensor is availible on a device
  40038. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40039. * @returns a promise that will resolve on orientation change
  40040. */
  40041. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40042. /**
  40043. * @hidden
  40044. */
  40045. _onDeviceOrientationChangedObservable: Observable<void>;
  40046. /**
  40047. * Instantiates a new input
  40048. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40049. */
  40050. constructor();
  40051. /**
  40052. * Define the camera controlled by the input.
  40053. */
  40054. camera: FreeCamera;
  40055. /**
  40056. * Attach the input controls to a specific dom element to get the input from.
  40057. * @param element Defines the element the controls should be listened from
  40058. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40059. */
  40060. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40061. private _orientationChanged;
  40062. private _deviceOrientation;
  40063. /**
  40064. * Detach the current controls from the specified dom element.
  40065. * @param element Defines the element to stop listening the inputs from
  40066. */
  40067. detachControl(element: Nullable<HTMLElement>): void;
  40068. /**
  40069. * Update the current camera state depending on the inputs that have been used this frame.
  40070. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40071. */
  40072. checkInputs(): void;
  40073. /**
  40074. * Gets the class name of the current intput.
  40075. * @returns the class name
  40076. */
  40077. getClassName(): string;
  40078. /**
  40079. * Get the friendly name associated with the input class.
  40080. * @returns the input friendly name
  40081. */
  40082. getSimpleName(): string;
  40083. }
  40084. }
  40085. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40086. import { Nullable } from "babylonjs/types";
  40087. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40088. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40089. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40090. /**
  40091. * Manage the gamepad inputs to control a free camera.
  40092. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40093. */
  40094. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40095. /**
  40096. * Define the camera the input is attached to.
  40097. */
  40098. camera: FreeCamera;
  40099. /**
  40100. * Define the Gamepad controlling the input
  40101. */
  40102. gamepad: Nullable<Gamepad>;
  40103. /**
  40104. * Defines the gamepad rotation sensiblity.
  40105. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40106. */
  40107. gamepadAngularSensibility: number;
  40108. /**
  40109. * Defines the gamepad move sensiblity.
  40110. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40111. */
  40112. gamepadMoveSensibility: number;
  40113. private _yAxisScale;
  40114. /**
  40115. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40116. */
  40117. invertYAxis: boolean;
  40118. private _onGamepadConnectedObserver;
  40119. private _onGamepadDisconnectedObserver;
  40120. private _cameraTransform;
  40121. private _deltaTransform;
  40122. private _vector3;
  40123. private _vector2;
  40124. /**
  40125. * Attach the input controls to a specific dom element to get the input from.
  40126. * @param element Defines the element the controls should be listened from
  40127. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40128. */
  40129. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40130. /**
  40131. * Detach the current controls from the specified dom element.
  40132. * @param element Defines the element to stop listening the inputs from
  40133. */
  40134. detachControl(element: Nullable<HTMLElement>): void;
  40135. /**
  40136. * Update the current camera state depending on the inputs that have been used this frame.
  40137. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40138. */
  40139. checkInputs(): void;
  40140. /**
  40141. * Gets the class name of the current intput.
  40142. * @returns the class name
  40143. */
  40144. getClassName(): string;
  40145. /**
  40146. * Get the friendly name associated with the input class.
  40147. * @returns the input friendly name
  40148. */
  40149. getSimpleName(): string;
  40150. }
  40151. }
  40152. declare module "babylonjs/Misc/virtualJoystick" {
  40153. import { Nullable } from "babylonjs/types";
  40154. import { Vector3 } from "babylonjs/Maths/math.vector";
  40155. /**
  40156. * Defines the potential axis of a Joystick
  40157. */
  40158. export enum JoystickAxis {
  40159. /** X axis */
  40160. X = 0,
  40161. /** Y axis */
  40162. Y = 1,
  40163. /** Z axis */
  40164. Z = 2
  40165. }
  40166. /**
  40167. * Class used to define virtual joystick (used in touch mode)
  40168. */
  40169. export class VirtualJoystick {
  40170. /**
  40171. * Gets or sets a boolean indicating that left and right values must be inverted
  40172. */
  40173. reverseLeftRight: boolean;
  40174. /**
  40175. * Gets or sets a boolean indicating that up and down values must be inverted
  40176. */
  40177. reverseUpDown: boolean;
  40178. /**
  40179. * Gets the offset value for the position (ie. the change of the position value)
  40180. */
  40181. deltaPosition: Vector3;
  40182. /**
  40183. * Gets a boolean indicating if the virtual joystick was pressed
  40184. */
  40185. pressed: boolean;
  40186. /**
  40187. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40188. */
  40189. static Canvas: Nullable<HTMLCanvasElement>;
  40190. private static _globalJoystickIndex;
  40191. private static vjCanvasContext;
  40192. private static vjCanvasWidth;
  40193. private static vjCanvasHeight;
  40194. private static halfWidth;
  40195. private _action;
  40196. private _axisTargetedByLeftAndRight;
  40197. private _axisTargetedByUpAndDown;
  40198. private _joystickSensibility;
  40199. private _inversedSensibility;
  40200. private _joystickPointerID;
  40201. private _joystickColor;
  40202. private _joystickPointerPos;
  40203. private _joystickPreviousPointerPos;
  40204. private _joystickPointerStartPos;
  40205. private _deltaJoystickVector;
  40206. private _leftJoystick;
  40207. private _touches;
  40208. private _onPointerDownHandlerRef;
  40209. private _onPointerMoveHandlerRef;
  40210. private _onPointerUpHandlerRef;
  40211. private _onResize;
  40212. /**
  40213. * Creates a new virtual joystick
  40214. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40215. */
  40216. constructor(leftJoystick?: boolean);
  40217. /**
  40218. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40219. * @param newJoystickSensibility defines the new sensibility
  40220. */
  40221. setJoystickSensibility(newJoystickSensibility: number): void;
  40222. private _onPointerDown;
  40223. private _onPointerMove;
  40224. private _onPointerUp;
  40225. /**
  40226. * Change the color of the virtual joystick
  40227. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40228. */
  40229. setJoystickColor(newColor: string): void;
  40230. /**
  40231. * Defines a callback to call when the joystick is touched
  40232. * @param action defines the callback
  40233. */
  40234. setActionOnTouch(action: () => any): void;
  40235. /**
  40236. * Defines which axis you'd like to control for left & right
  40237. * @param axis defines the axis to use
  40238. */
  40239. setAxisForLeftRight(axis: JoystickAxis): void;
  40240. /**
  40241. * Defines which axis you'd like to control for up & down
  40242. * @param axis defines the axis to use
  40243. */
  40244. setAxisForUpDown(axis: JoystickAxis): void;
  40245. private _drawVirtualJoystick;
  40246. /**
  40247. * Release internal HTML canvas
  40248. */
  40249. releaseCanvas(): void;
  40250. }
  40251. }
  40252. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40253. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40254. import { Nullable } from "babylonjs/types";
  40255. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40256. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40257. module "babylonjs/Cameras/freeCameraInputsManager" {
  40258. interface FreeCameraInputsManager {
  40259. /**
  40260. * Add virtual joystick input support to the input manager.
  40261. * @returns the current input manager
  40262. */
  40263. addVirtualJoystick(): FreeCameraInputsManager;
  40264. }
  40265. }
  40266. /**
  40267. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40268. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40269. */
  40270. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40271. /**
  40272. * Defines the camera the input is attached to.
  40273. */
  40274. camera: FreeCamera;
  40275. private _leftjoystick;
  40276. private _rightjoystick;
  40277. /**
  40278. * Gets the left stick of the virtual joystick.
  40279. * @returns The virtual Joystick
  40280. */
  40281. getLeftJoystick(): VirtualJoystick;
  40282. /**
  40283. * Gets the right stick of the virtual joystick.
  40284. * @returns The virtual Joystick
  40285. */
  40286. getRightJoystick(): VirtualJoystick;
  40287. /**
  40288. * Update the current camera state depending on the inputs that have been used this frame.
  40289. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40290. */
  40291. checkInputs(): void;
  40292. /**
  40293. * Attach the input controls to a specific dom element to get the input from.
  40294. * @param element Defines the element the controls should be listened from
  40295. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40296. */
  40297. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40298. /**
  40299. * Detach the current controls from the specified dom element.
  40300. * @param element Defines the element to stop listening the inputs from
  40301. */
  40302. detachControl(element: Nullable<HTMLElement>): void;
  40303. /**
  40304. * Gets the class name of the current intput.
  40305. * @returns the class name
  40306. */
  40307. getClassName(): string;
  40308. /**
  40309. * Get the friendly name associated with the input class.
  40310. * @returns the input friendly name
  40311. */
  40312. getSimpleName(): string;
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/Inputs/index" {
  40316. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40317. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40318. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40319. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40320. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40321. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40322. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40323. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40324. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40325. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40326. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40327. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40328. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40329. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40330. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40331. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40332. }
  40333. declare module "babylonjs/Cameras/touchCamera" {
  40334. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40335. import { Scene } from "babylonjs/scene";
  40336. import { Vector3 } from "babylonjs/Maths/math.vector";
  40337. /**
  40338. * This represents a FPS type of camera controlled by touch.
  40339. * This is like a universal camera minus the Gamepad controls.
  40340. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40341. */
  40342. export class TouchCamera extends FreeCamera {
  40343. /**
  40344. * Defines the touch sensibility for rotation.
  40345. * The higher the faster.
  40346. */
  40347. touchAngularSensibility: number;
  40348. /**
  40349. * Defines the touch sensibility for move.
  40350. * The higher the faster.
  40351. */
  40352. touchMoveSensibility: number;
  40353. /**
  40354. * Instantiates a new touch camera.
  40355. * This represents a FPS type of camera controlled by touch.
  40356. * This is like a universal camera minus the Gamepad controls.
  40357. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40358. * @param name Define the name of the camera in the scene
  40359. * @param position Define the start position of the camera in the scene
  40360. * @param scene Define the scene the camera belongs to
  40361. */
  40362. constructor(name: string, position: Vector3, scene: Scene);
  40363. /**
  40364. * Gets the current object class name.
  40365. * @return the class name
  40366. */
  40367. getClassName(): string;
  40368. /** @hidden */
  40369. _setupInputs(): void;
  40370. }
  40371. }
  40372. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40373. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40374. import { Scene } from "babylonjs/scene";
  40375. import { Vector3 } from "babylonjs/Maths/math.vector";
  40376. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40377. import { Axis } from "babylonjs/Maths/math.axis";
  40378. /**
  40379. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40380. * being tilted forward or back and left or right.
  40381. */
  40382. export class DeviceOrientationCamera extends FreeCamera {
  40383. private _initialQuaternion;
  40384. private _quaternionCache;
  40385. private _tmpDragQuaternion;
  40386. private _disablePointerInputWhenUsingDeviceOrientation;
  40387. /**
  40388. * Creates a new device orientation camera
  40389. * @param name The name of the camera
  40390. * @param position The start position camera
  40391. * @param scene The scene the camera belongs to
  40392. */
  40393. constructor(name: string, position: Vector3, scene: Scene);
  40394. /**
  40395. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40396. */
  40397. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40398. private _dragFactor;
  40399. /**
  40400. * Enabled turning on the y axis when the orientation sensor is active
  40401. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40402. */
  40403. enableHorizontalDragging(dragFactor?: number): void;
  40404. /**
  40405. * Gets the current instance class name ("DeviceOrientationCamera").
  40406. * This helps avoiding instanceof at run time.
  40407. * @returns the class name
  40408. */
  40409. getClassName(): string;
  40410. /**
  40411. * @hidden
  40412. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40413. */
  40414. _checkInputs(): void;
  40415. /**
  40416. * Reset the camera to its default orientation on the specified axis only.
  40417. * @param axis The axis to reset
  40418. */
  40419. resetToCurrentRotation(axis?: Axis): void;
  40420. }
  40421. }
  40422. declare module "babylonjs/Gamepads/xboxGamepad" {
  40423. import { Observable } from "babylonjs/Misc/observable";
  40424. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40425. /**
  40426. * Defines supported buttons for XBox360 compatible gamepads
  40427. */
  40428. export enum Xbox360Button {
  40429. /** A */
  40430. A = 0,
  40431. /** B */
  40432. B = 1,
  40433. /** X */
  40434. X = 2,
  40435. /** Y */
  40436. Y = 3,
  40437. /** Start */
  40438. Start = 4,
  40439. /** Back */
  40440. Back = 5,
  40441. /** Left button */
  40442. LB = 6,
  40443. /** Right button */
  40444. RB = 7,
  40445. /** Left stick */
  40446. LeftStick = 8,
  40447. /** Right stick */
  40448. RightStick = 9
  40449. }
  40450. /** Defines values for XBox360 DPad */
  40451. export enum Xbox360Dpad {
  40452. /** Up */
  40453. Up = 0,
  40454. /** Down */
  40455. Down = 1,
  40456. /** Left */
  40457. Left = 2,
  40458. /** Right */
  40459. Right = 3
  40460. }
  40461. /**
  40462. * Defines a XBox360 gamepad
  40463. */
  40464. export class Xbox360Pad extends Gamepad {
  40465. private _leftTrigger;
  40466. private _rightTrigger;
  40467. private _onlefttriggerchanged;
  40468. private _onrighttriggerchanged;
  40469. private _onbuttondown;
  40470. private _onbuttonup;
  40471. private _ondpaddown;
  40472. private _ondpadup;
  40473. /** Observable raised when a button is pressed */
  40474. onButtonDownObservable: Observable<Xbox360Button>;
  40475. /** Observable raised when a button is released */
  40476. onButtonUpObservable: Observable<Xbox360Button>;
  40477. /** Observable raised when a pad is pressed */
  40478. onPadDownObservable: Observable<Xbox360Dpad>;
  40479. /** Observable raised when a pad is released */
  40480. onPadUpObservable: Observable<Xbox360Dpad>;
  40481. private _buttonA;
  40482. private _buttonB;
  40483. private _buttonX;
  40484. private _buttonY;
  40485. private _buttonBack;
  40486. private _buttonStart;
  40487. private _buttonLB;
  40488. private _buttonRB;
  40489. private _buttonLeftStick;
  40490. private _buttonRightStick;
  40491. private _dPadUp;
  40492. private _dPadDown;
  40493. private _dPadLeft;
  40494. private _dPadRight;
  40495. private _isXboxOnePad;
  40496. /**
  40497. * Creates a new XBox360 gamepad object
  40498. * @param id defines the id of this gamepad
  40499. * @param index defines its index
  40500. * @param gamepad defines the internal HTML gamepad object
  40501. * @param xboxOne defines if it is a XBox One gamepad
  40502. */
  40503. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40504. /**
  40505. * Defines the callback to call when left trigger is pressed
  40506. * @param callback defines the callback to use
  40507. */
  40508. onlefttriggerchanged(callback: (value: number) => void): void;
  40509. /**
  40510. * Defines the callback to call when right trigger is pressed
  40511. * @param callback defines the callback to use
  40512. */
  40513. onrighttriggerchanged(callback: (value: number) => void): void;
  40514. /**
  40515. * Gets the left trigger value
  40516. */
  40517. /**
  40518. * Sets the left trigger value
  40519. */
  40520. leftTrigger: number;
  40521. /**
  40522. * Gets the right trigger value
  40523. */
  40524. /**
  40525. * Sets the right trigger value
  40526. */
  40527. rightTrigger: number;
  40528. /**
  40529. * Defines the callback to call when a button is pressed
  40530. * @param callback defines the callback to use
  40531. */
  40532. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40533. /**
  40534. * Defines the callback to call when a button is released
  40535. * @param callback defines the callback to use
  40536. */
  40537. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40538. /**
  40539. * Defines the callback to call when a pad is pressed
  40540. * @param callback defines the callback to use
  40541. */
  40542. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40543. /**
  40544. * Defines the callback to call when a pad is released
  40545. * @param callback defines the callback to use
  40546. */
  40547. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40548. private _setButtonValue;
  40549. private _setDPadValue;
  40550. /**
  40551. * Gets the value of the `A` button
  40552. */
  40553. /**
  40554. * Sets the value of the `A` button
  40555. */
  40556. buttonA: number;
  40557. /**
  40558. * Gets the value of the `B` button
  40559. */
  40560. /**
  40561. * Sets the value of the `B` button
  40562. */
  40563. buttonB: number;
  40564. /**
  40565. * Gets the value of the `X` button
  40566. */
  40567. /**
  40568. * Sets the value of the `X` button
  40569. */
  40570. buttonX: number;
  40571. /**
  40572. * Gets the value of the `Y` button
  40573. */
  40574. /**
  40575. * Sets the value of the `Y` button
  40576. */
  40577. buttonY: number;
  40578. /**
  40579. * Gets the value of the `Start` button
  40580. */
  40581. /**
  40582. * Sets the value of the `Start` button
  40583. */
  40584. buttonStart: number;
  40585. /**
  40586. * Gets the value of the `Back` button
  40587. */
  40588. /**
  40589. * Sets the value of the `Back` button
  40590. */
  40591. buttonBack: number;
  40592. /**
  40593. * Gets the value of the `Left` button
  40594. */
  40595. /**
  40596. * Sets the value of the `Left` button
  40597. */
  40598. buttonLB: number;
  40599. /**
  40600. * Gets the value of the `Right` button
  40601. */
  40602. /**
  40603. * Sets the value of the `Right` button
  40604. */
  40605. buttonRB: number;
  40606. /**
  40607. * Gets the value of the Left joystick
  40608. */
  40609. /**
  40610. * Sets the value of the Left joystick
  40611. */
  40612. buttonLeftStick: number;
  40613. /**
  40614. * Gets the value of the Right joystick
  40615. */
  40616. /**
  40617. * Sets the value of the Right joystick
  40618. */
  40619. buttonRightStick: number;
  40620. /**
  40621. * Gets the value of D-pad up
  40622. */
  40623. /**
  40624. * Sets the value of D-pad up
  40625. */
  40626. dPadUp: number;
  40627. /**
  40628. * Gets the value of D-pad down
  40629. */
  40630. /**
  40631. * Sets the value of D-pad down
  40632. */
  40633. dPadDown: number;
  40634. /**
  40635. * Gets the value of D-pad left
  40636. */
  40637. /**
  40638. * Sets the value of D-pad left
  40639. */
  40640. dPadLeft: number;
  40641. /**
  40642. * Gets the value of D-pad right
  40643. */
  40644. /**
  40645. * Sets the value of D-pad right
  40646. */
  40647. dPadRight: number;
  40648. /**
  40649. * Force the gamepad to synchronize with device values
  40650. */
  40651. update(): void;
  40652. /**
  40653. * Disposes the gamepad
  40654. */
  40655. dispose(): void;
  40656. }
  40657. }
  40658. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40659. import { Observable } from "babylonjs/Misc/observable";
  40660. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40661. /**
  40662. * Defines supported buttons for DualShock compatible gamepads
  40663. */
  40664. export enum DualShockButton {
  40665. /** Cross */
  40666. Cross = 0,
  40667. /** Circle */
  40668. Circle = 1,
  40669. /** Square */
  40670. Square = 2,
  40671. /** Triangle */
  40672. Triangle = 3,
  40673. /** Options */
  40674. Options = 4,
  40675. /** Share */
  40676. Share = 5,
  40677. /** L1 */
  40678. L1 = 6,
  40679. /** R1 */
  40680. R1 = 7,
  40681. /** Left stick */
  40682. LeftStick = 8,
  40683. /** Right stick */
  40684. RightStick = 9
  40685. }
  40686. /** Defines values for DualShock DPad */
  40687. export enum DualShockDpad {
  40688. /** Up */
  40689. Up = 0,
  40690. /** Down */
  40691. Down = 1,
  40692. /** Left */
  40693. Left = 2,
  40694. /** Right */
  40695. Right = 3
  40696. }
  40697. /**
  40698. * Defines a DualShock gamepad
  40699. */
  40700. export class DualShockPad extends Gamepad {
  40701. private _leftTrigger;
  40702. private _rightTrigger;
  40703. private _onlefttriggerchanged;
  40704. private _onrighttriggerchanged;
  40705. private _onbuttondown;
  40706. private _onbuttonup;
  40707. private _ondpaddown;
  40708. private _ondpadup;
  40709. /** Observable raised when a button is pressed */
  40710. onButtonDownObservable: Observable<DualShockButton>;
  40711. /** Observable raised when a button is released */
  40712. onButtonUpObservable: Observable<DualShockButton>;
  40713. /** Observable raised when a pad is pressed */
  40714. onPadDownObservable: Observable<DualShockDpad>;
  40715. /** Observable raised when a pad is released */
  40716. onPadUpObservable: Observable<DualShockDpad>;
  40717. private _buttonCross;
  40718. private _buttonCircle;
  40719. private _buttonSquare;
  40720. private _buttonTriangle;
  40721. private _buttonShare;
  40722. private _buttonOptions;
  40723. private _buttonL1;
  40724. private _buttonR1;
  40725. private _buttonLeftStick;
  40726. private _buttonRightStick;
  40727. private _dPadUp;
  40728. private _dPadDown;
  40729. private _dPadLeft;
  40730. private _dPadRight;
  40731. /**
  40732. * Creates a new DualShock gamepad object
  40733. * @param id defines the id of this gamepad
  40734. * @param index defines its index
  40735. * @param gamepad defines the internal HTML gamepad object
  40736. */
  40737. constructor(id: string, index: number, gamepad: any);
  40738. /**
  40739. * Defines the callback to call when left trigger is pressed
  40740. * @param callback defines the callback to use
  40741. */
  40742. onlefttriggerchanged(callback: (value: number) => void): void;
  40743. /**
  40744. * Defines the callback to call when right trigger is pressed
  40745. * @param callback defines the callback to use
  40746. */
  40747. onrighttriggerchanged(callback: (value: number) => void): void;
  40748. /**
  40749. * Gets the left trigger value
  40750. */
  40751. /**
  40752. * Sets the left trigger value
  40753. */
  40754. leftTrigger: number;
  40755. /**
  40756. * Gets the right trigger value
  40757. */
  40758. /**
  40759. * Sets the right trigger value
  40760. */
  40761. rightTrigger: number;
  40762. /**
  40763. * Defines the callback to call when a button is pressed
  40764. * @param callback defines the callback to use
  40765. */
  40766. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40767. /**
  40768. * Defines the callback to call when a button is released
  40769. * @param callback defines the callback to use
  40770. */
  40771. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40772. /**
  40773. * Defines the callback to call when a pad is pressed
  40774. * @param callback defines the callback to use
  40775. */
  40776. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40777. /**
  40778. * Defines the callback to call when a pad is released
  40779. * @param callback defines the callback to use
  40780. */
  40781. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40782. private _setButtonValue;
  40783. private _setDPadValue;
  40784. /**
  40785. * Gets the value of the `Cross` button
  40786. */
  40787. /**
  40788. * Sets the value of the `Cross` button
  40789. */
  40790. buttonCross: number;
  40791. /**
  40792. * Gets the value of the `Circle` button
  40793. */
  40794. /**
  40795. * Sets the value of the `Circle` button
  40796. */
  40797. buttonCircle: number;
  40798. /**
  40799. * Gets the value of the `Square` button
  40800. */
  40801. /**
  40802. * Sets the value of the `Square` button
  40803. */
  40804. buttonSquare: number;
  40805. /**
  40806. * Gets the value of the `Triangle` button
  40807. */
  40808. /**
  40809. * Sets the value of the `Triangle` button
  40810. */
  40811. buttonTriangle: number;
  40812. /**
  40813. * Gets the value of the `Options` button
  40814. */
  40815. /**
  40816. * Sets the value of the `Options` button
  40817. */
  40818. buttonOptions: number;
  40819. /**
  40820. * Gets the value of the `Share` button
  40821. */
  40822. /**
  40823. * Sets the value of the `Share` button
  40824. */
  40825. buttonShare: number;
  40826. /**
  40827. * Gets the value of the `L1` button
  40828. */
  40829. /**
  40830. * Sets the value of the `L1` button
  40831. */
  40832. buttonL1: number;
  40833. /**
  40834. * Gets the value of the `R1` button
  40835. */
  40836. /**
  40837. * Sets the value of the `R1` button
  40838. */
  40839. buttonR1: number;
  40840. /**
  40841. * Gets the value of the Left joystick
  40842. */
  40843. /**
  40844. * Sets the value of the Left joystick
  40845. */
  40846. buttonLeftStick: number;
  40847. /**
  40848. * Gets the value of the Right joystick
  40849. */
  40850. /**
  40851. * Sets the value of the Right joystick
  40852. */
  40853. buttonRightStick: number;
  40854. /**
  40855. * Gets the value of D-pad up
  40856. */
  40857. /**
  40858. * Sets the value of D-pad up
  40859. */
  40860. dPadUp: number;
  40861. /**
  40862. * Gets the value of D-pad down
  40863. */
  40864. /**
  40865. * Sets the value of D-pad down
  40866. */
  40867. dPadDown: number;
  40868. /**
  40869. * Gets the value of D-pad left
  40870. */
  40871. /**
  40872. * Sets the value of D-pad left
  40873. */
  40874. dPadLeft: number;
  40875. /**
  40876. * Gets the value of D-pad right
  40877. */
  40878. /**
  40879. * Sets the value of D-pad right
  40880. */
  40881. dPadRight: number;
  40882. /**
  40883. * Force the gamepad to synchronize with device values
  40884. */
  40885. update(): void;
  40886. /**
  40887. * Disposes the gamepad
  40888. */
  40889. dispose(): void;
  40890. }
  40891. }
  40892. declare module "babylonjs/Gamepads/gamepadManager" {
  40893. import { Observable } from "babylonjs/Misc/observable";
  40894. import { Nullable } from "babylonjs/types";
  40895. import { Scene } from "babylonjs/scene";
  40896. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40897. /**
  40898. * Manager for handling gamepads
  40899. */
  40900. export class GamepadManager {
  40901. private _scene?;
  40902. private _babylonGamepads;
  40903. private _oneGamepadConnected;
  40904. /** @hidden */
  40905. _isMonitoring: boolean;
  40906. private _gamepadEventSupported;
  40907. private _gamepadSupport;
  40908. /**
  40909. * observable to be triggered when the gamepad controller has been connected
  40910. */
  40911. onGamepadConnectedObservable: Observable<Gamepad>;
  40912. /**
  40913. * observable to be triggered when the gamepad controller has been disconnected
  40914. */
  40915. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40916. private _onGamepadConnectedEvent;
  40917. private _onGamepadDisconnectedEvent;
  40918. /**
  40919. * Initializes the gamepad manager
  40920. * @param _scene BabylonJS scene
  40921. */
  40922. constructor(_scene?: Scene | undefined);
  40923. /**
  40924. * The gamepads in the game pad manager
  40925. */
  40926. readonly gamepads: Gamepad[];
  40927. /**
  40928. * Get the gamepad controllers based on type
  40929. * @param type The type of gamepad controller
  40930. * @returns Nullable gamepad
  40931. */
  40932. getGamepadByType(type?: number): Nullable<Gamepad>;
  40933. /**
  40934. * Disposes the gamepad manager
  40935. */
  40936. dispose(): void;
  40937. private _addNewGamepad;
  40938. private _startMonitoringGamepads;
  40939. private _stopMonitoringGamepads;
  40940. /** @hidden */
  40941. _checkGamepadsStatus(): void;
  40942. private _updateGamepadObjects;
  40943. }
  40944. }
  40945. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40946. import { Nullable } from "babylonjs/types";
  40947. import { Scene } from "babylonjs/scene";
  40948. import { ISceneComponent } from "babylonjs/sceneComponent";
  40949. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40950. module "babylonjs/scene" {
  40951. interface Scene {
  40952. /** @hidden */
  40953. _gamepadManager: Nullable<GamepadManager>;
  40954. /**
  40955. * Gets the gamepad manager associated with the scene
  40956. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40957. */
  40958. gamepadManager: GamepadManager;
  40959. }
  40960. }
  40961. module "babylonjs/Cameras/freeCameraInputsManager" {
  40962. /**
  40963. * Interface representing a free camera inputs manager
  40964. */
  40965. interface FreeCameraInputsManager {
  40966. /**
  40967. * Adds gamepad input support to the FreeCameraInputsManager.
  40968. * @returns the FreeCameraInputsManager
  40969. */
  40970. addGamepad(): FreeCameraInputsManager;
  40971. }
  40972. }
  40973. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40974. /**
  40975. * Interface representing an arc rotate camera inputs manager
  40976. */
  40977. interface ArcRotateCameraInputsManager {
  40978. /**
  40979. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40980. * @returns the camera inputs manager
  40981. */
  40982. addGamepad(): ArcRotateCameraInputsManager;
  40983. }
  40984. }
  40985. /**
  40986. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40987. */
  40988. export class GamepadSystemSceneComponent implements ISceneComponent {
  40989. /**
  40990. * The component name helpfull to identify the component in the list of scene components.
  40991. */
  40992. readonly name: string;
  40993. /**
  40994. * The scene the component belongs to.
  40995. */
  40996. scene: Scene;
  40997. /**
  40998. * Creates a new instance of the component for the given scene
  40999. * @param scene Defines the scene to register the component in
  41000. */
  41001. constructor(scene: Scene);
  41002. /**
  41003. * Registers the component in a given scene
  41004. */
  41005. register(): void;
  41006. /**
  41007. * Rebuilds the elements related to this component in case of
  41008. * context lost for instance.
  41009. */
  41010. rebuild(): void;
  41011. /**
  41012. * Disposes the component and the associated ressources
  41013. */
  41014. dispose(): void;
  41015. private _beforeCameraUpdate;
  41016. }
  41017. }
  41018. declare module "babylonjs/Cameras/universalCamera" {
  41019. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  41020. import { Scene } from "babylonjs/scene";
  41021. import { Vector3 } from "babylonjs/Maths/math.vector";
  41022. import "babylonjs/Gamepads/gamepadSceneComponent";
  41023. /**
  41024. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  41025. * which still works and will still be found in many Playgrounds.
  41026. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41027. */
  41028. export class UniversalCamera extends TouchCamera {
  41029. /**
  41030. * Defines the gamepad rotation sensiblity.
  41031. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41032. */
  41033. gamepadAngularSensibility: number;
  41034. /**
  41035. * Defines the gamepad move sensiblity.
  41036. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41037. */
  41038. gamepadMoveSensibility: number;
  41039. /**
  41040. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  41041. * which still works and will still be found in many Playgrounds.
  41042. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41043. * @param name Define the name of the camera in the scene
  41044. * @param position Define the start position of the camera in the scene
  41045. * @param scene Define the scene the camera belongs to
  41046. */
  41047. constructor(name: string, position: Vector3, scene: Scene);
  41048. /**
  41049. * Gets the current object class name.
  41050. * @return the class name
  41051. */
  41052. getClassName(): string;
  41053. }
  41054. }
  41055. declare module "babylonjs/Cameras/gamepadCamera" {
  41056. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41057. import { Scene } from "babylonjs/scene";
  41058. import { Vector3 } from "babylonjs/Maths/math.vector";
  41059. /**
  41060. * This represents a FPS type of camera. This is only here for back compat purpose.
  41061. * Please use the UniversalCamera instead as both are identical.
  41062. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41063. */
  41064. export class GamepadCamera extends UniversalCamera {
  41065. /**
  41066. * Instantiates a new Gamepad Camera
  41067. * This represents a FPS type of camera. This is only here for back compat purpose.
  41068. * Please use the UniversalCamera instead as both are identical.
  41069. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41070. * @param name Define the name of the camera in the scene
  41071. * @param position Define the start position of the camera in the scene
  41072. * @param scene Define the scene the camera belongs to
  41073. */
  41074. constructor(name: string, position: Vector3, scene: Scene);
  41075. /**
  41076. * Gets the current object class name.
  41077. * @return the class name
  41078. */
  41079. getClassName(): string;
  41080. }
  41081. }
  41082. declare module "babylonjs/Shaders/pass.fragment" {
  41083. /** @hidden */
  41084. export var passPixelShader: {
  41085. name: string;
  41086. shader: string;
  41087. };
  41088. }
  41089. declare module "babylonjs/Shaders/passCube.fragment" {
  41090. /** @hidden */
  41091. export var passCubePixelShader: {
  41092. name: string;
  41093. shader: string;
  41094. };
  41095. }
  41096. declare module "babylonjs/PostProcesses/passPostProcess" {
  41097. import { Nullable } from "babylonjs/types";
  41098. import { Camera } from "babylonjs/Cameras/camera";
  41099. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41100. import { Engine } from "babylonjs/Engines/engine";
  41101. import "babylonjs/Shaders/pass.fragment";
  41102. import "babylonjs/Shaders/passCube.fragment";
  41103. /**
  41104. * PassPostProcess which produces an output the same as it's input
  41105. */
  41106. export class PassPostProcess extends PostProcess {
  41107. /**
  41108. * Creates the PassPostProcess
  41109. * @param name The name of the effect.
  41110. * @param options The required width/height ratio to downsize to before computing the render pass.
  41111. * @param camera The camera to apply the render pass to.
  41112. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41113. * @param engine The engine which the post process will be applied. (default: current engine)
  41114. * @param reusable If the post process can be reused on the same frame. (default: false)
  41115. * @param textureType The type of texture to be used when performing the post processing.
  41116. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  41117. */
  41118. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41119. }
  41120. /**
  41121. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41122. */
  41123. export class PassCubePostProcess extends PostProcess {
  41124. private _face;
  41125. /**
  41126. * Gets or sets the cube face to display.
  41127. * * 0 is +X
  41128. * * 1 is -X
  41129. * * 2 is +Y
  41130. * * 3 is -Y
  41131. * * 4 is +Z
  41132. * * 5 is -Z
  41133. */
  41134. face: number;
  41135. /**
  41136. * Creates the PassCubePostProcess
  41137. * @param name The name of the effect.
  41138. * @param options The required width/height ratio to downsize to before computing the render pass.
  41139. * @param camera The camera to apply the render pass to.
  41140. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41141. * @param engine The engine which the post process will be applied. (default: current engine)
  41142. * @param reusable If the post process can be reused on the same frame. (default: false)
  41143. * @param textureType The type of texture to be used when performing the post processing.
  41144. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  41145. */
  41146. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41147. }
  41148. }
  41149. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41150. /** @hidden */
  41151. export var anaglyphPixelShader: {
  41152. name: string;
  41153. shader: string;
  41154. };
  41155. }
  41156. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41157. import { Engine } from "babylonjs/Engines/engine";
  41158. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41159. import { Camera } from "babylonjs/Cameras/camera";
  41160. import "babylonjs/Shaders/anaglyph.fragment";
  41161. /**
  41162. * Postprocess used to generate anaglyphic rendering
  41163. */
  41164. export class AnaglyphPostProcess extends PostProcess {
  41165. private _passedProcess;
  41166. /**
  41167. * Creates a new AnaglyphPostProcess
  41168. * @param name defines postprocess name
  41169. * @param options defines creation options or target ratio scale
  41170. * @param rigCameras defines cameras using this postprocess
  41171. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41172. * @param engine defines hosting engine
  41173. * @param reusable defines if the postprocess will be reused multiple times per frame
  41174. */
  41175. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41176. }
  41177. }
  41178. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41179. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41180. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41181. import { Scene } from "babylonjs/scene";
  41182. import { Vector3 } from "babylonjs/Maths/math.vector";
  41183. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41184. /**
  41185. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41186. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41187. */
  41188. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41189. /**
  41190. * Creates a new AnaglyphArcRotateCamera
  41191. * @param name defines camera name
  41192. * @param alpha defines alpha angle (in radians)
  41193. * @param beta defines beta angle (in radians)
  41194. * @param radius defines radius
  41195. * @param target defines camera target
  41196. * @param interaxialDistance defines distance between each color axis
  41197. * @param scene defines the hosting scene
  41198. */
  41199. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41200. /**
  41201. * Gets camera class name
  41202. * @returns AnaglyphArcRotateCamera
  41203. */
  41204. getClassName(): string;
  41205. }
  41206. }
  41207. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41208. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41209. import { Scene } from "babylonjs/scene";
  41210. import { Vector3 } from "babylonjs/Maths/math.vector";
  41211. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41212. /**
  41213. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41214. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41215. */
  41216. export class AnaglyphFreeCamera extends FreeCamera {
  41217. /**
  41218. * Creates a new AnaglyphFreeCamera
  41219. * @param name defines camera name
  41220. * @param position defines initial position
  41221. * @param interaxialDistance defines distance between each color axis
  41222. * @param scene defines the hosting scene
  41223. */
  41224. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41225. /**
  41226. * Gets camera class name
  41227. * @returns AnaglyphFreeCamera
  41228. */
  41229. getClassName(): string;
  41230. }
  41231. }
  41232. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41233. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41234. import { Scene } from "babylonjs/scene";
  41235. import { Vector3 } from "babylonjs/Maths/math.vector";
  41236. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41237. /**
  41238. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41239. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41240. */
  41241. export class AnaglyphGamepadCamera extends GamepadCamera {
  41242. /**
  41243. * Creates a new AnaglyphGamepadCamera
  41244. * @param name defines camera name
  41245. * @param position defines initial position
  41246. * @param interaxialDistance defines distance between each color axis
  41247. * @param scene defines the hosting scene
  41248. */
  41249. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41250. /**
  41251. * Gets camera class name
  41252. * @returns AnaglyphGamepadCamera
  41253. */
  41254. getClassName(): string;
  41255. }
  41256. }
  41257. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41258. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41259. import { Scene } from "babylonjs/scene";
  41260. import { Vector3 } from "babylonjs/Maths/math.vector";
  41261. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41262. /**
  41263. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41264. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41265. */
  41266. export class AnaglyphUniversalCamera extends UniversalCamera {
  41267. /**
  41268. * Creates a new AnaglyphUniversalCamera
  41269. * @param name defines camera name
  41270. * @param position defines initial position
  41271. * @param interaxialDistance defines distance between each color axis
  41272. * @param scene defines the hosting scene
  41273. */
  41274. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41275. /**
  41276. * Gets camera class name
  41277. * @returns AnaglyphUniversalCamera
  41278. */
  41279. getClassName(): string;
  41280. }
  41281. }
  41282. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41283. /** @hidden */
  41284. export var stereoscopicInterlacePixelShader: {
  41285. name: string;
  41286. shader: string;
  41287. };
  41288. }
  41289. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41290. import { Camera } from "babylonjs/Cameras/camera";
  41291. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41292. import { Engine } from "babylonjs/Engines/engine";
  41293. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41294. /**
  41295. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41296. */
  41297. export class StereoscopicInterlacePostProcess extends PostProcess {
  41298. private _stepSize;
  41299. private _passedProcess;
  41300. /**
  41301. * Initializes a StereoscopicInterlacePostProcess
  41302. * @param name The name of the effect.
  41303. * @param rigCameras The rig cameras to be appled to the post process
  41304. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41305. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41306. * @param engine The engine which the post process will be applied. (default: current engine)
  41307. * @param reusable If the post process can be reused on the same frame. (default: false)
  41308. */
  41309. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41310. }
  41311. }
  41312. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41313. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41314. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41315. import { Scene } from "babylonjs/scene";
  41316. import { Vector3 } from "babylonjs/Maths/math.vector";
  41317. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41318. /**
  41319. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41320. * @see http://doc.babylonjs.com/features/cameras
  41321. */
  41322. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41323. /**
  41324. * Creates a new StereoscopicArcRotateCamera
  41325. * @param name defines camera name
  41326. * @param alpha defines alpha angle (in radians)
  41327. * @param beta defines beta angle (in radians)
  41328. * @param radius defines radius
  41329. * @param target defines camera target
  41330. * @param interaxialDistance defines distance between each color axis
  41331. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41332. * @param scene defines the hosting scene
  41333. */
  41334. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41335. /**
  41336. * Gets camera class name
  41337. * @returns StereoscopicArcRotateCamera
  41338. */
  41339. getClassName(): string;
  41340. }
  41341. }
  41342. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41343. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41344. import { Scene } from "babylonjs/scene";
  41345. import { Vector3 } from "babylonjs/Maths/math.vector";
  41346. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41347. /**
  41348. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41349. * @see http://doc.babylonjs.com/features/cameras
  41350. */
  41351. export class StereoscopicFreeCamera extends FreeCamera {
  41352. /**
  41353. * Creates a new StereoscopicFreeCamera
  41354. * @param name defines camera name
  41355. * @param position defines initial position
  41356. * @param interaxialDistance defines distance between each color axis
  41357. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41358. * @param scene defines the hosting scene
  41359. */
  41360. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41361. /**
  41362. * Gets camera class name
  41363. * @returns StereoscopicFreeCamera
  41364. */
  41365. getClassName(): string;
  41366. }
  41367. }
  41368. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41369. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41370. import { Scene } from "babylonjs/scene";
  41371. import { Vector3 } from "babylonjs/Maths/math.vector";
  41372. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41373. /**
  41374. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41375. * @see http://doc.babylonjs.com/features/cameras
  41376. */
  41377. export class StereoscopicGamepadCamera extends GamepadCamera {
  41378. /**
  41379. * Creates a new StereoscopicGamepadCamera
  41380. * @param name defines camera name
  41381. * @param position defines initial position
  41382. * @param interaxialDistance defines distance between each color axis
  41383. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41384. * @param scene defines the hosting scene
  41385. */
  41386. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41387. /**
  41388. * Gets camera class name
  41389. * @returns StereoscopicGamepadCamera
  41390. */
  41391. getClassName(): string;
  41392. }
  41393. }
  41394. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41395. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41396. import { Scene } from "babylonjs/scene";
  41397. import { Vector3 } from "babylonjs/Maths/math.vector";
  41398. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41399. /**
  41400. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41401. * @see http://doc.babylonjs.com/features/cameras
  41402. */
  41403. export class StereoscopicUniversalCamera extends UniversalCamera {
  41404. /**
  41405. * Creates a new StereoscopicUniversalCamera
  41406. * @param name defines camera name
  41407. * @param position defines initial position
  41408. * @param interaxialDistance defines distance between each color axis
  41409. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41410. * @param scene defines the hosting scene
  41411. */
  41412. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41413. /**
  41414. * Gets camera class name
  41415. * @returns StereoscopicUniversalCamera
  41416. */
  41417. getClassName(): string;
  41418. }
  41419. }
  41420. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41421. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41422. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41423. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41424. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41425. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41426. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41427. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41428. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41429. }
  41430. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41431. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41432. import { Scene } from "babylonjs/scene";
  41433. import { Vector3 } from "babylonjs/Maths/math.vector";
  41434. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41435. /**
  41436. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41437. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41438. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41439. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41440. */
  41441. export class VirtualJoysticksCamera extends FreeCamera {
  41442. /**
  41443. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41444. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41445. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41446. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41447. * @param name Define the name of the camera in the scene
  41448. * @param position Define the start position of the camera in the scene
  41449. * @param scene Define the scene the camera belongs to
  41450. */
  41451. constructor(name: string, position: Vector3, scene: Scene);
  41452. /**
  41453. * Gets the current object class name.
  41454. * @return the class name
  41455. */
  41456. getClassName(): string;
  41457. }
  41458. }
  41459. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41460. import { Matrix } from "babylonjs/Maths/math.vector";
  41461. /**
  41462. * This represents all the required metrics to create a VR camera.
  41463. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41464. */
  41465. export class VRCameraMetrics {
  41466. /**
  41467. * Define the horizontal resolution off the screen.
  41468. */
  41469. hResolution: number;
  41470. /**
  41471. * Define the vertical resolution off the screen.
  41472. */
  41473. vResolution: number;
  41474. /**
  41475. * Define the horizontal screen size.
  41476. */
  41477. hScreenSize: number;
  41478. /**
  41479. * Define the vertical screen size.
  41480. */
  41481. vScreenSize: number;
  41482. /**
  41483. * Define the vertical screen center position.
  41484. */
  41485. vScreenCenter: number;
  41486. /**
  41487. * Define the distance of the eyes to the screen.
  41488. */
  41489. eyeToScreenDistance: number;
  41490. /**
  41491. * Define the distance between both lenses
  41492. */
  41493. lensSeparationDistance: number;
  41494. /**
  41495. * Define the distance between both viewer's eyes.
  41496. */
  41497. interpupillaryDistance: number;
  41498. /**
  41499. * Define the distortion factor of the VR postprocess.
  41500. * Please, touch with care.
  41501. */
  41502. distortionK: number[];
  41503. /**
  41504. * Define the chromatic aberration correction factors for the VR post process.
  41505. */
  41506. chromaAbCorrection: number[];
  41507. /**
  41508. * Define the scale factor of the post process.
  41509. * The smaller the better but the slower.
  41510. */
  41511. postProcessScaleFactor: number;
  41512. /**
  41513. * Define an offset for the lens center.
  41514. */
  41515. lensCenterOffset: number;
  41516. /**
  41517. * Define if the current vr camera should compensate the distortion of the lense or not.
  41518. */
  41519. compensateDistortion: boolean;
  41520. /**
  41521. * Defines if multiview should be enabled when rendering (Default: false)
  41522. */
  41523. multiviewEnabled: boolean;
  41524. /**
  41525. * Gets the rendering aspect ratio based on the provided resolutions.
  41526. */
  41527. readonly aspectRatio: number;
  41528. /**
  41529. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41530. */
  41531. readonly aspectRatioFov: number;
  41532. /**
  41533. * @hidden
  41534. */
  41535. readonly leftHMatrix: Matrix;
  41536. /**
  41537. * @hidden
  41538. */
  41539. readonly rightHMatrix: Matrix;
  41540. /**
  41541. * @hidden
  41542. */
  41543. readonly leftPreViewMatrix: Matrix;
  41544. /**
  41545. * @hidden
  41546. */
  41547. readonly rightPreViewMatrix: Matrix;
  41548. /**
  41549. * Get the default VRMetrics based on the most generic setup.
  41550. * @returns the default vr metrics
  41551. */
  41552. static GetDefault(): VRCameraMetrics;
  41553. }
  41554. }
  41555. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41556. /** @hidden */
  41557. export var vrDistortionCorrectionPixelShader: {
  41558. name: string;
  41559. shader: string;
  41560. };
  41561. }
  41562. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41563. import { Camera } from "babylonjs/Cameras/camera";
  41564. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41565. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41566. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41567. /**
  41568. * VRDistortionCorrectionPostProcess used for mobile VR
  41569. */
  41570. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41571. private _isRightEye;
  41572. private _distortionFactors;
  41573. private _postProcessScaleFactor;
  41574. private _lensCenterOffset;
  41575. private _scaleIn;
  41576. private _scaleFactor;
  41577. private _lensCenter;
  41578. /**
  41579. * Initializes the VRDistortionCorrectionPostProcess
  41580. * @param name The name of the effect.
  41581. * @param camera The camera to apply the render pass to.
  41582. * @param isRightEye If this is for the right eye distortion
  41583. * @param vrMetrics All the required metrics for the VR camera
  41584. */
  41585. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41586. }
  41587. }
  41588. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41589. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41590. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41591. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41592. import { Scene } from "babylonjs/scene";
  41593. import { Vector3 } from "babylonjs/Maths/math.vector";
  41594. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41595. import "babylonjs/Cameras/RigModes/vrRigMode";
  41596. /**
  41597. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41598. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41599. */
  41600. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41601. /**
  41602. * Creates a new VRDeviceOrientationArcRotateCamera
  41603. * @param name defines camera name
  41604. * @param alpha defines the camera rotation along the logitudinal axis
  41605. * @param beta defines the camera rotation along the latitudinal axis
  41606. * @param radius defines the camera distance from its target
  41607. * @param target defines the camera target
  41608. * @param scene defines the scene the camera belongs to
  41609. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41610. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41611. */
  41612. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41613. /**
  41614. * Gets camera class name
  41615. * @returns VRDeviceOrientationArcRotateCamera
  41616. */
  41617. getClassName(): string;
  41618. }
  41619. }
  41620. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41621. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41622. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41623. import { Scene } from "babylonjs/scene";
  41624. import { Vector3 } from "babylonjs/Maths/math.vector";
  41625. import "babylonjs/Cameras/RigModes/vrRigMode";
  41626. /**
  41627. * Camera used to simulate VR rendering (based on FreeCamera)
  41628. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41629. */
  41630. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41631. /**
  41632. * Creates a new VRDeviceOrientationFreeCamera
  41633. * @param name defines camera name
  41634. * @param position defines the start position of the camera
  41635. * @param scene defines the scene the camera belongs to
  41636. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41637. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41638. */
  41639. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41640. /**
  41641. * Gets camera class name
  41642. * @returns VRDeviceOrientationFreeCamera
  41643. */
  41644. getClassName(): string;
  41645. }
  41646. }
  41647. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41648. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41649. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41650. import { Scene } from "babylonjs/scene";
  41651. import { Vector3 } from "babylonjs/Maths/math.vector";
  41652. import "babylonjs/Gamepads/gamepadSceneComponent";
  41653. /**
  41654. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41655. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41656. */
  41657. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41658. /**
  41659. * Creates a new VRDeviceOrientationGamepadCamera
  41660. * @param name defines camera name
  41661. * @param position defines the start position of the camera
  41662. * @param scene defines the scene the camera belongs to
  41663. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41664. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41665. */
  41666. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41667. /**
  41668. * Gets camera class name
  41669. * @returns VRDeviceOrientationGamepadCamera
  41670. */
  41671. getClassName(): string;
  41672. }
  41673. }
  41674. declare module "babylonjs/Materials/pushMaterial" {
  41675. import { Nullable } from "babylonjs/types";
  41676. import { Scene } from "babylonjs/scene";
  41677. import { Matrix } from "babylonjs/Maths/math.vector";
  41678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41679. import { Mesh } from "babylonjs/Meshes/mesh";
  41680. import { Material } from "babylonjs/Materials/material";
  41681. import { Effect } from "babylonjs/Materials/effect";
  41682. /**
  41683. * Base class of materials working in push mode in babylon JS
  41684. * @hidden
  41685. */
  41686. export class PushMaterial extends Material {
  41687. protected _activeEffect: Effect;
  41688. protected _normalMatrix: Matrix;
  41689. /**
  41690. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41691. * This means that the material can keep using a previous shader while a new one is being compiled.
  41692. * This is mostly used when shader parallel compilation is supported (true by default)
  41693. */
  41694. allowShaderHotSwapping: boolean;
  41695. constructor(name: string, scene: Scene);
  41696. getEffect(): Effect;
  41697. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41698. /**
  41699. * Binds the given world matrix to the active effect
  41700. *
  41701. * @param world the matrix to bind
  41702. */
  41703. bindOnlyWorldMatrix(world: Matrix): void;
  41704. /**
  41705. * Binds the given normal matrix to the active effect
  41706. *
  41707. * @param normalMatrix the matrix to bind
  41708. */
  41709. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41710. bind(world: Matrix, mesh?: Mesh): void;
  41711. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41712. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41713. }
  41714. }
  41715. declare module "babylonjs/Materials/materialFlags" {
  41716. /**
  41717. * This groups all the flags used to control the materials channel.
  41718. */
  41719. export class MaterialFlags {
  41720. private static _DiffuseTextureEnabled;
  41721. /**
  41722. * Are diffuse textures enabled in the application.
  41723. */
  41724. static DiffuseTextureEnabled: boolean;
  41725. private static _AmbientTextureEnabled;
  41726. /**
  41727. * Are ambient textures enabled in the application.
  41728. */
  41729. static AmbientTextureEnabled: boolean;
  41730. private static _OpacityTextureEnabled;
  41731. /**
  41732. * Are opacity textures enabled in the application.
  41733. */
  41734. static OpacityTextureEnabled: boolean;
  41735. private static _ReflectionTextureEnabled;
  41736. /**
  41737. * Are reflection textures enabled in the application.
  41738. */
  41739. static ReflectionTextureEnabled: boolean;
  41740. private static _EmissiveTextureEnabled;
  41741. /**
  41742. * Are emissive textures enabled in the application.
  41743. */
  41744. static EmissiveTextureEnabled: boolean;
  41745. private static _SpecularTextureEnabled;
  41746. /**
  41747. * Are specular textures enabled in the application.
  41748. */
  41749. static SpecularTextureEnabled: boolean;
  41750. private static _BumpTextureEnabled;
  41751. /**
  41752. * Are bump textures enabled in the application.
  41753. */
  41754. static BumpTextureEnabled: boolean;
  41755. private static _LightmapTextureEnabled;
  41756. /**
  41757. * Are lightmap textures enabled in the application.
  41758. */
  41759. static LightmapTextureEnabled: boolean;
  41760. private static _RefractionTextureEnabled;
  41761. /**
  41762. * Are refraction textures enabled in the application.
  41763. */
  41764. static RefractionTextureEnabled: boolean;
  41765. private static _ColorGradingTextureEnabled;
  41766. /**
  41767. * Are color grading textures enabled in the application.
  41768. */
  41769. static ColorGradingTextureEnabled: boolean;
  41770. private static _FresnelEnabled;
  41771. /**
  41772. * Are fresnels enabled in the application.
  41773. */
  41774. static FresnelEnabled: boolean;
  41775. private static _ClearCoatTextureEnabled;
  41776. /**
  41777. * Are clear coat textures enabled in the application.
  41778. */
  41779. static ClearCoatTextureEnabled: boolean;
  41780. private static _ClearCoatBumpTextureEnabled;
  41781. /**
  41782. * Are clear coat bump textures enabled in the application.
  41783. */
  41784. static ClearCoatBumpTextureEnabled: boolean;
  41785. private static _ClearCoatTintTextureEnabled;
  41786. /**
  41787. * Are clear coat tint textures enabled in the application.
  41788. */
  41789. static ClearCoatTintTextureEnabled: boolean;
  41790. private static _SheenTextureEnabled;
  41791. /**
  41792. * Are sheen textures enabled in the application.
  41793. */
  41794. static SheenTextureEnabled: boolean;
  41795. private static _AnisotropicTextureEnabled;
  41796. /**
  41797. * Are anisotropic textures enabled in the application.
  41798. */
  41799. static AnisotropicTextureEnabled: boolean;
  41800. private static _ThicknessTextureEnabled;
  41801. /**
  41802. * Are thickness textures enabled in the application.
  41803. */
  41804. static ThicknessTextureEnabled: boolean;
  41805. }
  41806. }
  41807. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41808. /** @hidden */
  41809. export var defaultFragmentDeclaration: {
  41810. name: string;
  41811. shader: string;
  41812. };
  41813. }
  41814. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41815. /** @hidden */
  41816. export var defaultUboDeclaration: {
  41817. name: string;
  41818. shader: string;
  41819. };
  41820. }
  41821. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41822. /** @hidden */
  41823. export var lightFragmentDeclaration: {
  41824. name: string;
  41825. shader: string;
  41826. };
  41827. }
  41828. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41829. /** @hidden */
  41830. export var lightUboDeclaration: {
  41831. name: string;
  41832. shader: string;
  41833. };
  41834. }
  41835. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41836. /** @hidden */
  41837. export var lightsFragmentFunctions: {
  41838. name: string;
  41839. shader: string;
  41840. };
  41841. }
  41842. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41843. /** @hidden */
  41844. export var shadowsFragmentFunctions: {
  41845. name: string;
  41846. shader: string;
  41847. };
  41848. }
  41849. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41850. /** @hidden */
  41851. export var fresnelFunction: {
  41852. name: string;
  41853. shader: string;
  41854. };
  41855. }
  41856. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41857. /** @hidden */
  41858. export var reflectionFunction: {
  41859. name: string;
  41860. shader: string;
  41861. };
  41862. }
  41863. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41864. /** @hidden */
  41865. export var bumpFragmentFunctions: {
  41866. name: string;
  41867. shader: string;
  41868. };
  41869. }
  41870. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41871. /** @hidden */
  41872. export var logDepthDeclaration: {
  41873. name: string;
  41874. shader: string;
  41875. };
  41876. }
  41877. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41878. /** @hidden */
  41879. export var bumpFragment: {
  41880. name: string;
  41881. shader: string;
  41882. };
  41883. }
  41884. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41885. /** @hidden */
  41886. export var depthPrePass: {
  41887. name: string;
  41888. shader: string;
  41889. };
  41890. }
  41891. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41892. /** @hidden */
  41893. export var lightFragment: {
  41894. name: string;
  41895. shader: string;
  41896. };
  41897. }
  41898. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41899. /** @hidden */
  41900. export var logDepthFragment: {
  41901. name: string;
  41902. shader: string;
  41903. };
  41904. }
  41905. declare module "babylonjs/Shaders/default.fragment" {
  41906. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41907. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41908. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41909. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41910. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41911. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41912. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41913. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41914. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41915. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41916. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41917. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41918. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41919. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41920. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41921. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41922. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41923. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41924. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41925. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41926. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41927. /** @hidden */
  41928. export var defaultPixelShader: {
  41929. name: string;
  41930. shader: string;
  41931. };
  41932. }
  41933. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41934. /** @hidden */
  41935. export var defaultVertexDeclaration: {
  41936. name: string;
  41937. shader: string;
  41938. };
  41939. }
  41940. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41941. /** @hidden */
  41942. export var bumpVertexDeclaration: {
  41943. name: string;
  41944. shader: string;
  41945. };
  41946. }
  41947. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41948. /** @hidden */
  41949. export var bumpVertex: {
  41950. name: string;
  41951. shader: string;
  41952. };
  41953. }
  41954. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41955. /** @hidden */
  41956. export var fogVertex: {
  41957. name: string;
  41958. shader: string;
  41959. };
  41960. }
  41961. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41962. /** @hidden */
  41963. export var shadowsVertex: {
  41964. name: string;
  41965. shader: string;
  41966. };
  41967. }
  41968. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41969. /** @hidden */
  41970. export var pointCloudVertex: {
  41971. name: string;
  41972. shader: string;
  41973. };
  41974. }
  41975. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41976. /** @hidden */
  41977. export var logDepthVertex: {
  41978. name: string;
  41979. shader: string;
  41980. };
  41981. }
  41982. declare module "babylonjs/Shaders/default.vertex" {
  41983. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41984. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41985. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41986. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41987. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41988. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41989. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41990. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41991. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41992. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41993. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41994. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41995. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41996. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41997. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41998. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41999. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  42000. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  42001. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  42002. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  42003. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  42004. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  42005. /** @hidden */
  42006. export var defaultVertexShader: {
  42007. name: string;
  42008. shader: string;
  42009. };
  42010. }
  42011. declare module "babylonjs/Materials/standardMaterial" {
  42012. import { SmartArray } from "babylonjs/Misc/smartArray";
  42013. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  42014. import { Nullable } from "babylonjs/types";
  42015. import { Scene } from "babylonjs/scene";
  42016. import { Matrix } from "babylonjs/Maths/math.vector";
  42017. import { Color3 } from "babylonjs/Maths/math.color";
  42018. import { SubMesh } from "babylonjs/Meshes/subMesh";
  42019. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42020. import { Mesh } from "babylonjs/Meshes/mesh";
  42021. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  42022. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42023. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  42024. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  42025. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  42026. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42027. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42028. import "babylonjs/Shaders/default.fragment";
  42029. import "babylonjs/Shaders/default.vertex";
  42030. /** @hidden */
  42031. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  42032. MAINUV1: boolean;
  42033. MAINUV2: boolean;
  42034. DIFFUSE: boolean;
  42035. DIFFUSEDIRECTUV: number;
  42036. AMBIENT: boolean;
  42037. AMBIENTDIRECTUV: number;
  42038. OPACITY: boolean;
  42039. OPACITYDIRECTUV: number;
  42040. OPACITYRGB: boolean;
  42041. REFLECTION: boolean;
  42042. EMISSIVE: boolean;
  42043. EMISSIVEDIRECTUV: number;
  42044. SPECULAR: boolean;
  42045. SPECULARDIRECTUV: number;
  42046. BUMP: boolean;
  42047. BUMPDIRECTUV: number;
  42048. PARALLAX: boolean;
  42049. PARALLAXOCCLUSION: boolean;
  42050. SPECULAROVERALPHA: boolean;
  42051. CLIPPLANE: boolean;
  42052. CLIPPLANE2: boolean;
  42053. CLIPPLANE3: boolean;
  42054. CLIPPLANE4: boolean;
  42055. ALPHATEST: boolean;
  42056. DEPTHPREPASS: boolean;
  42057. ALPHAFROMDIFFUSE: boolean;
  42058. POINTSIZE: boolean;
  42059. FOG: boolean;
  42060. SPECULARTERM: boolean;
  42061. DIFFUSEFRESNEL: boolean;
  42062. OPACITYFRESNEL: boolean;
  42063. REFLECTIONFRESNEL: boolean;
  42064. REFRACTIONFRESNEL: boolean;
  42065. EMISSIVEFRESNEL: boolean;
  42066. FRESNEL: boolean;
  42067. NORMAL: boolean;
  42068. UV1: boolean;
  42069. UV2: boolean;
  42070. VERTEXCOLOR: boolean;
  42071. VERTEXALPHA: boolean;
  42072. NUM_BONE_INFLUENCERS: number;
  42073. BonesPerMesh: number;
  42074. BONETEXTURE: boolean;
  42075. INSTANCES: boolean;
  42076. GLOSSINESS: boolean;
  42077. ROUGHNESS: boolean;
  42078. EMISSIVEASILLUMINATION: boolean;
  42079. LINKEMISSIVEWITHDIFFUSE: boolean;
  42080. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42081. LIGHTMAP: boolean;
  42082. LIGHTMAPDIRECTUV: number;
  42083. OBJECTSPACE_NORMALMAP: boolean;
  42084. USELIGHTMAPASSHADOWMAP: boolean;
  42085. REFLECTIONMAP_3D: boolean;
  42086. REFLECTIONMAP_SPHERICAL: boolean;
  42087. REFLECTIONMAP_PLANAR: boolean;
  42088. REFLECTIONMAP_CUBIC: boolean;
  42089. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42090. REFLECTIONMAP_PROJECTION: boolean;
  42091. REFLECTIONMAP_SKYBOX: boolean;
  42092. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42093. REFLECTIONMAP_EXPLICIT: boolean;
  42094. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42095. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42096. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42097. INVERTCUBICMAP: boolean;
  42098. LOGARITHMICDEPTH: boolean;
  42099. REFRACTION: boolean;
  42100. REFRACTIONMAP_3D: boolean;
  42101. REFLECTIONOVERALPHA: boolean;
  42102. TWOSIDEDLIGHTING: boolean;
  42103. SHADOWFLOAT: boolean;
  42104. MORPHTARGETS: boolean;
  42105. MORPHTARGETS_NORMAL: boolean;
  42106. MORPHTARGETS_TANGENT: boolean;
  42107. MORPHTARGETS_UV: boolean;
  42108. NUM_MORPH_INFLUENCERS: number;
  42109. NONUNIFORMSCALING: boolean;
  42110. PREMULTIPLYALPHA: boolean;
  42111. IMAGEPROCESSING: boolean;
  42112. VIGNETTE: boolean;
  42113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42114. VIGNETTEBLENDMODEOPAQUE: boolean;
  42115. TONEMAPPING: boolean;
  42116. TONEMAPPING_ACES: boolean;
  42117. CONTRAST: boolean;
  42118. COLORCURVES: boolean;
  42119. COLORGRADING: boolean;
  42120. COLORGRADING3D: boolean;
  42121. SAMPLER3DGREENDEPTH: boolean;
  42122. SAMPLER3DBGRMAP: boolean;
  42123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42124. MULTIVIEW: boolean;
  42125. /**
  42126. * If the reflection texture on this material is in linear color space
  42127. * @hidden
  42128. */
  42129. IS_REFLECTION_LINEAR: boolean;
  42130. /**
  42131. * If the refraction texture on this material is in linear color space
  42132. * @hidden
  42133. */
  42134. IS_REFRACTION_LINEAR: boolean;
  42135. EXPOSURE: boolean;
  42136. constructor();
  42137. setReflectionMode(modeToEnable: string): void;
  42138. }
  42139. /**
  42140. * This is the default material used in Babylon. It is the best trade off between quality
  42141. * and performances.
  42142. * @see http://doc.babylonjs.com/babylon101/materials
  42143. */
  42144. export class StandardMaterial extends PushMaterial {
  42145. private _diffuseTexture;
  42146. /**
  42147. * The basic texture of the material as viewed under a light.
  42148. */
  42149. diffuseTexture: Nullable<BaseTexture>;
  42150. private _ambientTexture;
  42151. /**
  42152. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42153. */
  42154. ambientTexture: Nullable<BaseTexture>;
  42155. private _opacityTexture;
  42156. /**
  42157. * Define the transparency of the material from a texture.
  42158. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42159. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42160. */
  42161. opacityTexture: Nullable<BaseTexture>;
  42162. private _reflectionTexture;
  42163. /**
  42164. * Define the texture used to display the reflection.
  42165. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42166. */
  42167. reflectionTexture: Nullable<BaseTexture>;
  42168. private _emissiveTexture;
  42169. /**
  42170. * Define texture of the material as if self lit.
  42171. * This will be mixed in the final result even in the absence of light.
  42172. */
  42173. emissiveTexture: Nullable<BaseTexture>;
  42174. private _specularTexture;
  42175. /**
  42176. * Define how the color and intensity of the highlight given by the light in the material.
  42177. */
  42178. specularTexture: Nullable<BaseTexture>;
  42179. private _bumpTexture;
  42180. /**
  42181. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42182. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  42183. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42184. */
  42185. bumpTexture: Nullable<BaseTexture>;
  42186. private _lightmapTexture;
  42187. /**
  42188. * Complex lighting can be computationally expensive to compute at runtime.
  42189. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42190. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42191. */
  42192. lightmapTexture: Nullable<BaseTexture>;
  42193. private _refractionTexture;
  42194. /**
  42195. * Define the texture used to display the refraction.
  42196. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42197. */
  42198. refractionTexture: Nullable<BaseTexture>;
  42199. /**
  42200. * The color of the material lit by the environmental background lighting.
  42201. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42202. */
  42203. ambientColor: Color3;
  42204. /**
  42205. * The basic color of the material as viewed under a light.
  42206. */
  42207. diffuseColor: Color3;
  42208. /**
  42209. * Define how the color and intensity of the highlight given by the light in the material.
  42210. */
  42211. specularColor: Color3;
  42212. /**
  42213. * Define the color of the material as if self lit.
  42214. * This will be mixed in the final result even in the absence of light.
  42215. */
  42216. emissiveColor: Color3;
  42217. /**
  42218. * Defines how sharp are the highlights in the material.
  42219. * The bigger the value the sharper giving a more glossy feeling to the result.
  42220. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42221. */
  42222. specularPower: number;
  42223. private _useAlphaFromDiffuseTexture;
  42224. /**
  42225. * Does the transparency come from the diffuse texture alpha channel.
  42226. */
  42227. useAlphaFromDiffuseTexture: boolean;
  42228. private _useEmissiveAsIllumination;
  42229. /**
  42230. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42231. */
  42232. useEmissiveAsIllumination: boolean;
  42233. private _linkEmissiveWithDiffuse;
  42234. /**
  42235. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42236. * the emissive level when the final color is close to one.
  42237. */
  42238. linkEmissiveWithDiffuse: boolean;
  42239. private _useSpecularOverAlpha;
  42240. /**
  42241. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42242. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42243. */
  42244. useSpecularOverAlpha: boolean;
  42245. private _useReflectionOverAlpha;
  42246. /**
  42247. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42248. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42249. */
  42250. useReflectionOverAlpha: boolean;
  42251. private _disableLighting;
  42252. /**
  42253. * Does lights from the scene impacts this material.
  42254. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42255. */
  42256. disableLighting: boolean;
  42257. private _useObjectSpaceNormalMap;
  42258. /**
  42259. * Allows using an object space normal map (instead of tangent space).
  42260. */
  42261. useObjectSpaceNormalMap: boolean;
  42262. private _useParallax;
  42263. /**
  42264. * Is parallax enabled or not.
  42265. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42266. */
  42267. useParallax: boolean;
  42268. private _useParallaxOcclusion;
  42269. /**
  42270. * Is parallax occlusion enabled or not.
  42271. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42272. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42273. */
  42274. useParallaxOcclusion: boolean;
  42275. /**
  42276. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  42277. */
  42278. parallaxScaleBias: number;
  42279. private _roughness;
  42280. /**
  42281. * Helps to define how blurry the reflections should appears in the material.
  42282. */
  42283. roughness: number;
  42284. /**
  42285. * In case of refraction, define the value of the index of refraction.
  42286. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42287. */
  42288. indexOfRefraction: number;
  42289. /**
  42290. * Invert the refraction texture alongside the y axis.
  42291. * It can be useful with procedural textures or probe for instance.
  42292. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42293. */
  42294. invertRefractionY: boolean;
  42295. /**
  42296. * Defines the alpha limits in alpha test mode.
  42297. */
  42298. alphaCutOff: number;
  42299. private _useLightmapAsShadowmap;
  42300. /**
  42301. * In case of light mapping, define whether the map contains light or shadow informations.
  42302. */
  42303. useLightmapAsShadowmap: boolean;
  42304. private _diffuseFresnelParameters;
  42305. /**
  42306. * Define the diffuse fresnel parameters of the material.
  42307. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42308. */
  42309. diffuseFresnelParameters: FresnelParameters;
  42310. private _opacityFresnelParameters;
  42311. /**
  42312. * Define the opacity fresnel parameters of the material.
  42313. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42314. */
  42315. opacityFresnelParameters: FresnelParameters;
  42316. private _reflectionFresnelParameters;
  42317. /**
  42318. * Define the reflection fresnel parameters of the material.
  42319. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42320. */
  42321. reflectionFresnelParameters: FresnelParameters;
  42322. private _refractionFresnelParameters;
  42323. /**
  42324. * Define the refraction fresnel parameters of the material.
  42325. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42326. */
  42327. refractionFresnelParameters: FresnelParameters;
  42328. private _emissiveFresnelParameters;
  42329. /**
  42330. * Define the emissive fresnel parameters of the material.
  42331. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42332. */
  42333. emissiveFresnelParameters: FresnelParameters;
  42334. private _useReflectionFresnelFromSpecular;
  42335. /**
  42336. * If true automatically deducts the fresnels values from the material specularity.
  42337. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42338. */
  42339. useReflectionFresnelFromSpecular: boolean;
  42340. private _useGlossinessFromSpecularMapAlpha;
  42341. /**
  42342. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42343. */
  42344. useGlossinessFromSpecularMapAlpha: boolean;
  42345. private _maxSimultaneousLights;
  42346. /**
  42347. * Defines the maximum number of lights that can be used in the material
  42348. */
  42349. maxSimultaneousLights: number;
  42350. private _invertNormalMapX;
  42351. /**
  42352. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42353. */
  42354. invertNormalMapX: boolean;
  42355. private _invertNormalMapY;
  42356. /**
  42357. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42358. */
  42359. invertNormalMapY: boolean;
  42360. private _twoSidedLighting;
  42361. /**
  42362. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42363. */
  42364. twoSidedLighting: boolean;
  42365. /**
  42366. * Default configuration related to image processing available in the standard Material.
  42367. */
  42368. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42369. /**
  42370. * Gets the image processing configuration used either in this material.
  42371. */
  42372. /**
  42373. * Sets the Default image processing configuration used either in the this material.
  42374. *
  42375. * If sets to null, the scene one is in use.
  42376. */
  42377. imageProcessingConfiguration: ImageProcessingConfiguration;
  42378. /**
  42379. * Keep track of the image processing observer to allow dispose and replace.
  42380. */
  42381. private _imageProcessingObserver;
  42382. /**
  42383. * Attaches a new image processing configuration to the Standard Material.
  42384. * @param configuration
  42385. */
  42386. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42387. /**
  42388. * Gets wether the color curves effect is enabled.
  42389. */
  42390. /**
  42391. * Sets wether the color curves effect is enabled.
  42392. */
  42393. cameraColorCurvesEnabled: boolean;
  42394. /**
  42395. * Gets wether the color grading effect is enabled.
  42396. */
  42397. /**
  42398. * Gets wether the color grading effect is enabled.
  42399. */
  42400. cameraColorGradingEnabled: boolean;
  42401. /**
  42402. * Gets wether tonemapping is enabled or not.
  42403. */
  42404. /**
  42405. * Sets wether tonemapping is enabled or not
  42406. */
  42407. cameraToneMappingEnabled: boolean;
  42408. /**
  42409. * The camera exposure used on this material.
  42410. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42411. * This corresponds to a photographic exposure.
  42412. */
  42413. /**
  42414. * The camera exposure used on this material.
  42415. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42416. * This corresponds to a photographic exposure.
  42417. */
  42418. cameraExposure: number;
  42419. /**
  42420. * Gets The camera contrast used on this material.
  42421. */
  42422. /**
  42423. * Sets The camera contrast used on this material.
  42424. */
  42425. cameraContrast: number;
  42426. /**
  42427. * Gets the Color Grading 2D Lookup Texture.
  42428. */
  42429. /**
  42430. * Sets the Color Grading 2D Lookup Texture.
  42431. */
  42432. cameraColorGradingTexture: Nullable<BaseTexture>;
  42433. /**
  42434. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42435. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42436. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42437. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42438. */
  42439. /**
  42440. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42441. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42442. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42443. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42444. */
  42445. cameraColorCurves: Nullable<ColorCurves>;
  42446. /**
  42447. * Custom callback helping to override the default shader used in the material.
  42448. */
  42449. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42450. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42451. protected _worldViewProjectionMatrix: Matrix;
  42452. protected _globalAmbientColor: Color3;
  42453. protected _useLogarithmicDepth: boolean;
  42454. protected _rebuildInParallel: boolean;
  42455. /**
  42456. * Instantiates a new standard material.
  42457. * This is the default material used in Babylon. It is the best trade off between quality
  42458. * and performances.
  42459. * @see http://doc.babylonjs.com/babylon101/materials
  42460. * @param name Define the name of the material in the scene
  42461. * @param scene Define the scene the material belong to
  42462. */
  42463. constructor(name: string, scene: Scene);
  42464. /**
  42465. * Gets a boolean indicating that current material needs to register RTT
  42466. */
  42467. readonly hasRenderTargetTextures: boolean;
  42468. /**
  42469. * Gets the current class name of the material e.g. "StandardMaterial"
  42470. * Mainly use in serialization.
  42471. * @returns the class name
  42472. */
  42473. getClassName(): string;
  42474. /**
  42475. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42476. * You can try switching to logarithmic depth.
  42477. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42478. */
  42479. useLogarithmicDepth: boolean;
  42480. /**
  42481. * Specifies if the material will require alpha blending
  42482. * @returns a boolean specifying if alpha blending is needed
  42483. */
  42484. needAlphaBlending(): boolean;
  42485. /**
  42486. * Specifies if this material should be rendered in alpha test mode
  42487. * @returns a boolean specifying if an alpha test is needed.
  42488. */
  42489. needAlphaTesting(): boolean;
  42490. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42491. /**
  42492. * Get the texture used for alpha test purpose.
  42493. * @returns the diffuse texture in case of the standard material.
  42494. */
  42495. getAlphaTestTexture(): Nullable<BaseTexture>;
  42496. /**
  42497. * Get if the submesh is ready to be used and all its information available.
  42498. * Child classes can use it to update shaders
  42499. * @param mesh defines the mesh to check
  42500. * @param subMesh defines which submesh to check
  42501. * @param useInstances specifies that instances should be used
  42502. * @returns a boolean indicating that the submesh is ready or not
  42503. */
  42504. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42505. /**
  42506. * Builds the material UBO layouts.
  42507. * Used internally during the effect preparation.
  42508. */
  42509. buildUniformLayout(): void;
  42510. /**
  42511. * Unbinds the material from the mesh
  42512. */
  42513. unbind(): void;
  42514. /**
  42515. * Binds the submesh to this material by preparing the effect and shader to draw
  42516. * @param world defines the world transformation matrix
  42517. * @param mesh defines the mesh containing the submesh
  42518. * @param subMesh defines the submesh to bind the material to
  42519. */
  42520. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42521. /**
  42522. * Get the list of animatables in the material.
  42523. * @returns the list of animatables object used in the material
  42524. */
  42525. getAnimatables(): IAnimatable[];
  42526. /**
  42527. * Gets the active textures from the material
  42528. * @returns an array of textures
  42529. */
  42530. getActiveTextures(): BaseTexture[];
  42531. /**
  42532. * Specifies if the material uses a texture
  42533. * @param texture defines the texture to check against the material
  42534. * @returns a boolean specifying if the material uses the texture
  42535. */
  42536. hasTexture(texture: BaseTexture): boolean;
  42537. /**
  42538. * Disposes the material
  42539. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42540. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42541. */
  42542. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42543. /**
  42544. * Makes a duplicate of the material, and gives it a new name
  42545. * @param name defines the new name for the duplicated material
  42546. * @returns the cloned material
  42547. */
  42548. clone(name: string): StandardMaterial;
  42549. /**
  42550. * Serializes this material in a JSON representation
  42551. * @returns the serialized material object
  42552. */
  42553. serialize(): any;
  42554. /**
  42555. * Creates a standard material from parsed material data
  42556. * @param source defines the JSON representation of the material
  42557. * @param scene defines the hosting scene
  42558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42559. * @returns a new standard material
  42560. */
  42561. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42562. /**
  42563. * Are diffuse textures enabled in the application.
  42564. */
  42565. static DiffuseTextureEnabled: boolean;
  42566. /**
  42567. * Are ambient textures enabled in the application.
  42568. */
  42569. static AmbientTextureEnabled: boolean;
  42570. /**
  42571. * Are opacity textures enabled in the application.
  42572. */
  42573. static OpacityTextureEnabled: boolean;
  42574. /**
  42575. * Are reflection textures enabled in the application.
  42576. */
  42577. static ReflectionTextureEnabled: boolean;
  42578. /**
  42579. * Are emissive textures enabled in the application.
  42580. */
  42581. static EmissiveTextureEnabled: boolean;
  42582. /**
  42583. * Are specular textures enabled in the application.
  42584. */
  42585. static SpecularTextureEnabled: boolean;
  42586. /**
  42587. * Are bump textures enabled in the application.
  42588. */
  42589. static BumpTextureEnabled: boolean;
  42590. /**
  42591. * Are lightmap textures enabled in the application.
  42592. */
  42593. static LightmapTextureEnabled: boolean;
  42594. /**
  42595. * Are refraction textures enabled in the application.
  42596. */
  42597. static RefractionTextureEnabled: boolean;
  42598. /**
  42599. * Are color grading textures enabled in the application.
  42600. */
  42601. static ColorGradingTextureEnabled: boolean;
  42602. /**
  42603. * Are fresnels enabled in the application.
  42604. */
  42605. static FresnelEnabled: boolean;
  42606. }
  42607. }
  42608. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42609. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42610. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42611. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42612. /** @hidden */
  42613. export var imageProcessingPixelShader: {
  42614. name: string;
  42615. shader: string;
  42616. };
  42617. }
  42618. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42619. import { Nullable } from "babylonjs/types";
  42620. import { Color4 } from "babylonjs/Maths/math.color";
  42621. import { Camera } from "babylonjs/Cameras/camera";
  42622. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42623. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42624. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42625. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42626. import { Engine } from "babylonjs/Engines/engine";
  42627. import "babylonjs/Shaders/imageProcessing.fragment";
  42628. import "babylonjs/Shaders/postprocess.vertex";
  42629. /**
  42630. * ImageProcessingPostProcess
  42631. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42632. */
  42633. export class ImageProcessingPostProcess extends PostProcess {
  42634. /**
  42635. * Default configuration related to image processing available in the PBR Material.
  42636. */
  42637. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42638. /**
  42639. * Gets the image processing configuration used either in this material.
  42640. */
  42641. /**
  42642. * Sets the Default image processing configuration used either in the this material.
  42643. *
  42644. * If sets to null, the scene one is in use.
  42645. */
  42646. imageProcessingConfiguration: ImageProcessingConfiguration;
  42647. /**
  42648. * Keep track of the image processing observer to allow dispose and replace.
  42649. */
  42650. private _imageProcessingObserver;
  42651. /**
  42652. * Attaches a new image processing configuration to the PBR Material.
  42653. * @param configuration
  42654. */
  42655. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42656. /**
  42657. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42658. */
  42659. /**
  42660. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42661. */
  42662. colorCurves: Nullable<ColorCurves>;
  42663. /**
  42664. * Gets wether the color curves effect is enabled.
  42665. */
  42666. /**
  42667. * Sets wether the color curves effect is enabled.
  42668. */
  42669. colorCurvesEnabled: boolean;
  42670. /**
  42671. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42672. */
  42673. /**
  42674. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42675. */
  42676. colorGradingTexture: Nullable<BaseTexture>;
  42677. /**
  42678. * Gets wether the color grading effect is enabled.
  42679. */
  42680. /**
  42681. * Gets wether the color grading effect is enabled.
  42682. */
  42683. colorGradingEnabled: boolean;
  42684. /**
  42685. * Gets exposure used in the effect.
  42686. */
  42687. /**
  42688. * Sets exposure used in the effect.
  42689. */
  42690. exposure: number;
  42691. /**
  42692. * Gets wether tonemapping is enabled or not.
  42693. */
  42694. /**
  42695. * Sets wether tonemapping is enabled or not
  42696. */
  42697. toneMappingEnabled: boolean;
  42698. /**
  42699. * Gets the type of tone mapping effect.
  42700. */
  42701. /**
  42702. * Sets the type of tone mapping effect.
  42703. */
  42704. toneMappingType: number;
  42705. /**
  42706. * Gets contrast used in the effect.
  42707. */
  42708. /**
  42709. * Sets contrast used in the effect.
  42710. */
  42711. contrast: number;
  42712. /**
  42713. * Gets Vignette stretch size.
  42714. */
  42715. /**
  42716. * Sets Vignette stretch size.
  42717. */
  42718. vignetteStretch: number;
  42719. /**
  42720. * Gets Vignette centre X Offset.
  42721. */
  42722. /**
  42723. * Sets Vignette centre X Offset.
  42724. */
  42725. vignetteCentreX: number;
  42726. /**
  42727. * Gets Vignette centre Y Offset.
  42728. */
  42729. /**
  42730. * Sets Vignette centre Y Offset.
  42731. */
  42732. vignetteCentreY: number;
  42733. /**
  42734. * Gets Vignette weight or intensity of the vignette effect.
  42735. */
  42736. /**
  42737. * Sets Vignette weight or intensity of the vignette effect.
  42738. */
  42739. vignetteWeight: number;
  42740. /**
  42741. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42742. * if vignetteEnabled is set to true.
  42743. */
  42744. /**
  42745. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42746. * if vignetteEnabled is set to true.
  42747. */
  42748. vignetteColor: Color4;
  42749. /**
  42750. * Gets Camera field of view used by the Vignette effect.
  42751. */
  42752. /**
  42753. * Sets Camera field of view used by the Vignette effect.
  42754. */
  42755. vignetteCameraFov: number;
  42756. /**
  42757. * Gets the vignette blend mode allowing different kind of effect.
  42758. */
  42759. /**
  42760. * Sets the vignette blend mode allowing different kind of effect.
  42761. */
  42762. vignetteBlendMode: number;
  42763. /**
  42764. * Gets wether the vignette effect is enabled.
  42765. */
  42766. /**
  42767. * Sets wether the vignette effect is enabled.
  42768. */
  42769. vignetteEnabled: boolean;
  42770. private _fromLinearSpace;
  42771. /**
  42772. * Gets wether the input of the processing is in Gamma or Linear Space.
  42773. */
  42774. /**
  42775. * Sets wether the input of the processing is in Gamma or Linear Space.
  42776. */
  42777. fromLinearSpace: boolean;
  42778. /**
  42779. * Defines cache preventing GC.
  42780. */
  42781. private _defines;
  42782. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42783. /**
  42784. * "ImageProcessingPostProcess"
  42785. * @returns "ImageProcessingPostProcess"
  42786. */
  42787. getClassName(): string;
  42788. protected _updateParameters(): void;
  42789. dispose(camera?: Camera): void;
  42790. }
  42791. }
  42792. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42793. import { Scene } from "babylonjs/scene";
  42794. import { Color3 } from "babylonjs/Maths/math.color";
  42795. import { Mesh } from "babylonjs/Meshes/mesh";
  42796. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42797. import { Nullable } from "babylonjs/types";
  42798. /**
  42799. * Class containing static functions to help procedurally build meshes
  42800. */
  42801. export class GroundBuilder {
  42802. /**
  42803. * Creates a ground mesh
  42804. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42805. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42807. * @param name defines the name of the mesh
  42808. * @param options defines the options used to create the mesh
  42809. * @param scene defines the hosting scene
  42810. * @returns the ground mesh
  42811. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42812. */
  42813. static CreateGround(name: string, options: {
  42814. width?: number;
  42815. height?: number;
  42816. subdivisions?: number;
  42817. subdivisionsX?: number;
  42818. subdivisionsY?: number;
  42819. updatable?: boolean;
  42820. }, scene: any): Mesh;
  42821. /**
  42822. * Creates a tiled ground mesh
  42823. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42824. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42825. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42826. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42828. * @param name defines the name of the mesh
  42829. * @param options defines the options used to create the mesh
  42830. * @param scene defines the hosting scene
  42831. * @returns the tiled ground mesh
  42832. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42833. */
  42834. static CreateTiledGround(name: string, options: {
  42835. xmin: number;
  42836. zmin: number;
  42837. xmax: number;
  42838. zmax: number;
  42839. subdivisions?: {
  42840. w: number;
  42841. h: number;
  42842. };
  42843. precision?: {
  42844. w: number;
  42845. h: number;
  42846. };
  42847. updatable?: boolean;
  42848. }, scene?: Nullable<Scene>): Mesh;
  42849. /**
  42850. * Creates a ground mesh from a height map
  42851. * * The parameter `url` sets the URL of the height map image resource.
  42852. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42853. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42854. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42855. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42856. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42857. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42858. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42860. * @param name defines the name of the mesh
  42861. * @param url defines the url to the height map
  42862. * @param options defines the options used to create the mesh
  42863. * @param scene defines the hosting scene
  42864. * @returns the ground mesh
  42865. * @see https://doc.babylonjs.com/babylon101/height_map
  42866. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42867. */
  42868. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42869. width?: number;
  42870. height?: number;
  42871. subdivisions?: number;
  42872. minHeight?: number;
  42873. maxHeight?: number;
  42874. colorFilter?: Color3;
  42875. alphaFilter?: number;
  42876. updatable?: boolean;
  42877. onReady?: (mesh: GroundMesh) => void;
  42878. }, scene?: Nullable<Scene>): GroundMesh;
  42879. }
  42880. }
  42881. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42882. import { Vector4 } from "babylonjs/Maths/math.vector";
  42883. import { Mesh } from "babylonjs/Meshes/mesh";
  42884. /**
  42885. * Class containing static functions to help procedurally build meshes
  42886. */
  42887. export class TorusBuilder {
  42888. /**
  42889. * Creates a torus mesh
  42890. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42891. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42892. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42893. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42894. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42896. * @param name defines the name of the mesh
  42897. * @param options defines the options used to create the mesh
  42898. * @param scene defines the hosting scene
  42899. * @returns the torus mesh
  42900. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42901. */
  42902. static CreateTorus(name: string, options: {
  42903. diameter?: number;
  42904. thickness?: number;
  42905. tessellation?: number;
  42906. updatable?: boolean;
  42907. sideOrientation?: number;
  42908. frontUVs?: Vector4;
  42909. backUVs?: Vector4;
  42910. }, scene: any): Mesh;
  42911. }
  42912. }
  42913. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42914. import { Vector4 } from "babylonjs/Maths/math.vector";
  42915. import { Color4 } from "babylonjs/Maths/math.color";
  42916. import { Mesh } from "babylonjs/Meshes/mesh";
  42917. /**
  42918. * Class containing static functions to help procedurally build meshes
  42919. */
  42920. export class CylinderBuilder {
  42921. /**
  42922. * Creates a cylinder or a cone mesh
  42923. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42924. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42925. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42926. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42927. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42928. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42929. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42930. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42931. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42932. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42933. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42934. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42935. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42936. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42937. * * If `enclose` is false, a ring surface is one element.
  42938. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42939. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42940. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42941. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42942. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42943. * @param name defines the name of the mesh
  42944. * @param options defines the options used to create the mesh
  42945. * @param scene defines the hosting scene
  42946. * @returns the cylinder mesh
  42947. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42948. */
  42949. static CreateCylinder(name: string, options: {
  42950. height?: number;
  42951. diameterTop?: number;
  42952. diameterBottom?: number;
  42953. diameter?: number;
  42954. tessellation?: number;
  42955. subdivisions?: number;
  42956. arc?: number;
  42957. faceColors?: Color4[];
  42958. faceUV?: Vector4[];
  42959. updatable?: boolean;
  42960. hasRings?: boolean;
  42961. enclose?: boolean;
  42962. cap?: number;
  42963. sideOrientation?: number;
  42964. frontUVs?: Vector4;
  42965. backUVs?: Vector4;
  42966. }, scene: any): Mesh;
  42967. }
  42968. }
  42969. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42970. import { Observable } from "babylonjs/Misc/observable";
  42971. import { Nullable } from "babylonjs/types";
  42972. import { Camera } from "babylonjs/Cameras/camera";
  42973. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42974. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42975. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42976. import { Scene } from "babylonjs/scene";
  42977. import { Vector3 } from "babylonjs/Maths/math.vector";
  42978. import { Color3 } from "babylonjs/Maths/math.color";
  42979. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42980. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42981. import { Mesh } from "babylonjs/Meshes/mesh";
  42982. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42983. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42984. import "babylonjs/Meshes/Builders/groundBuilder";
  42985. import "babylonjs/Meshes/Builders/torusBuilder";
  42986. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42987. import "babylonjs/Gamepads/gamepadSceneComponent";
  42988. import "babylonjs/Animations/animatable";
  42989. /**
  42990. * Options to modify the vr teleportation behavior.
  42991. */
  42992. export interface VRTeleportationOptions {
  42993. /**
  42994. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42995. */
  42996. floorMeshName?: string;
  42997. /**
  42998. * A list of meshes to be used as the teleportation floor. (default: empty)
  42999. */
  43000. floorMeshes?: Mesh[];
  43001. /**
  43002. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  43003. */
  43004. teleportationMode?: number;
  43005. /**
  43006. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  43007. */
  43008. teleportationTime?: number;
  43009. /**
  43010. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  43011. */
  43012. teleportationSpeed?: number;
  43013. }
  43014. /**
  43015. * Options to modify the vr experience helper's behavior.
  43016. */
  43017. export interface VRExperienceHelperOptions extends WebVROptions {
  43018. /**
  43019. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  43020. */
  43021. createDeviceOrientationCamera?: boolean;
  43022. /**
  43023. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  43024. */
  43025. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  43026. /**
  43027. * Uses the main button on the controller to toggle the laser casted. (default: true)
  43028. */
  43029. laserToggle?: boolean;
  43030. /**
  43031. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  43032. */
  43033. floorMeshes?: Mesh[];
  43034. /**
  43035. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  43036. */
  43037. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  43038. }
  43039. /**
  43040. * Event containing information after VR has been entered
  43041. */
  43042. export class OnAfterEnteringVRObservableEvent {
  43043. /**
  43044. * If entering vr was successful
  43045. */
  43046. success: boolean;
  43047. }
  43048. /**
  43049. * Helps to quickly add VR support to an existing scene.
  43050. * See http://doc.babylonjs.com/how_to/webvr_helper
  43051. */
  43052. export class VRExperienceHelper {
  43053. /** Options to modify the vr experience helper's behavior. */
  43054. webVROptions: VRExperienceHelperOptions;
  43055. private _scene;
  43056. private _position;
  43057. private _btnVR;
  43058. private _btnVRDisplayed;
  43059. private _webVRsupported;
  43060. private _webVRready;
  43061. private _webVRrequesting;
  43062. private _webVRpresenting;
  43063. private _hasEnteredVR;
  43064. private _fullscreenVRpresenting;
  43065. private _inputElement;
  43066. private _webVRCamera;
  43067. private _vrDeviceOrientationCamera;
  43068. private _deviceOrientationCamera;
  43069. private _existingCamera;
  43070. private _onKeyDown;
  43071. private _onVrDisplayPresentChange;
  43072. private _onVRDisplayChanged;
  43073. private _onVRRequestPresentStart;
  43074. private _onVRRequestPresentComplete;
  43075. /**
  43076. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  43077. */
  43078. enableGazeEvenWhenNoPointerLock: boolean;
  43079. /**
  43080. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43081. */
  43082. exitVROnDoubleTap: boolean;
  43083. /**
  43084. * Observable raised right before entering VR.
  43085. */
  43086. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43087. /**
  43088. * Observable raised when entering VR has completed.
  43089. */
  43090. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43091. /**
  43092. * Observable raised when exiting VR.
  43093. */
  43094. onExitingVRObservable: Observable<VRExperienceHelper>;
  43095. /**
  43096. * Observable raised when controller mesh is loaded.
  43097. */
  43098. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43099. /** Return this.onEnteringVRObservable
  43100. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43101. */
  43102. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43103. /** Return this.onExitingVRObservable
  43104. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43105. */
  43106. readonly onExitingVR: Observable<VRExperienceHelper>;
  43107. /** Return this.onControllerMeshLoadedObservable
  43108. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43109. */
  43110. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43111. private _rayLength;
  43112. private _useCustomVRButton;
  43113. private _teleportationRequested;
  43114. private _teleportActive;
  43115. private _floorMeshName;
  43116. private _floorMeshesCollection;
  43117. private _teleportationMode;
  43118. private _teleportationTime;
  43119. private _teleportationSpeed;
  43120. private _rotationAllowed;
  43121. private _teleportBackwardsVector;
  43122. private _teleportationTarget;
  43123. private _isDefaultTeleportationTarget;
  43124. private _postProcessMove;
  43125. private _teleportationFillColor;
  43126. private _teleportationBorderColor;
  43127. private _rotationAngle;
  43128. private _haloCenter;
  43129. private _cameraGazer;
  43130. private _padSensibilityUp;
  43131. private _padSensibilityDown;
  43132. private _leftController;
  43133. private _rightController;
  43134. /**
  43135. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43136. */
  43137. onNewMeshSelected: Observable<AbstractMesh>;
  43138. /**
  43139. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43140. * This observable will provide the mesh and the controller used to select the mesh
  43141. */
  43142. onMeshSelectedWithController: Observable<{
  43143. mesh: AbstractMesh;
  43144. controller: WebVRController;
  43145. }>;
  43146. /**
  43147. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43148. */
  43149. onNewMeshPicked: Observable<PickingInfo>;
  43150. private _circleEase;
  43151. /**
  43152. * Observable raised before camera teleportation
  43153. */
  43154. onBeforeCameraTeleport: Observable<Vector3>;
  43155. /**
  43156. * Observable raised after camera teleportation
  43157. */
  43158. onAfterCameraTeleport: Observable<Vector3>;
  43159. /**
  43160. * Observable raised when current selected mesh gets unselected
  43161. */
  43162. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43163. private _raySelectionPredicate;
  43164. /**
  43165. * To be optionaly changed by user to define custom ray selection
  43166. */
  43167. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43168. /**
  43169. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43170. */
  43171. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43172. /**
  43173. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43174. */
  43175. teleportationEnabled: boolean;
  43176. private _defaultHeight;
  43177. private _teleportationInitialized;
  43178. private _interactionsEnabled;
  43179. private _interactionsRequested;
  43180. private _displayGaze;
  43181. private _displayLaserPointer;
  43182. /**
  43183. * The mesh used to display where the user is going to teleport.
  43184. */
  43185. /**
  43186. * Sets the mesh to be used to display where the user is going to teleport.
  43187. */
  43188. teleportationTarget: Mesh;
  43189. /**
  43190. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  43191. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43192. * See http://doc.babylonjs.com/resources/baking_transformations
  43193. */
  43194. gazeTrackerMesh: Mesh;
  43195. /**
  43196. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43197. */
  43198. updateGazeTrackerScale: boolean;
  43199. /**
  43200. * If the gaze trackers color should be updated when selecting meshes
  43201. */
  43202. updateGazeTrackerColor: boolean;
  43203. /**
  43204. * If the controller laser color should be updated when selecting meshes
  43205. */
  43206. updateControllerLaserColor: boolean;
  43207. /**
  43208. * The gaze tracking mesh corresponding to the left controller
  43209. */
  43210. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43211. /**
  43212. * The gaze tracking mesh corresponding to the right controller
  43213. */
  43214. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43215. /**
  43216. * If the ray of the gaze should be displayed.
  43217. */
  43218. /**
  43219. * Sets if the ray of the gaze should be displayed.
  43220. */
  43221. displayGaze: boolean;
  43222. /**
  43223. * If the ray of the LaserPointer should be displayed.
  43224. */
  43225. /**
  43226. * Sets if the ray of the LaserPointer should be displayed.
  43227. */
  43228. displayLaserPointer: boolean;
  43229. /**
  43230. * The deviceOrientationCamera used as the camera when not in VR.
  43231. */
  43232. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43233. /**
  43234. * Based on the current WebVR support, returns the current VR camera used.
  43235. */
  43236. readonly currentVRCamera: Nullable<Camera>;
  43237. /**
  43238. * The webVRCamera which is used when in VR.
  43239. */
  43240. readonly webVRCamera: WebVRFreeCamera;
  43241. /**
  43242. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43243. */
  43244. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43245. /**
  43246. * The html button that is used to trigger entering into VR.
  43247. */
  43248. readonly vrButton: Nullable<HTMLButtonElement>;
  43249. private readonly _teleportationRequestInitiated;
  43250. /**
  43251. * Defines wether or not Pointer lock should be requested when switching to
  43252. * full screen.
  43253. */
  43254. requestPointerLockOnFullScreen: boolean;
  43255. /**
  43256. * Instantiates a VRExperienceHelper.
  43257. * Helps to quickly add VR support to an existing scene.
  43258. * @param scene The scene the VRExperienceHelper belongs to.
  43259. * @param webVROptions Options to modify the vr experience helper's behavior.
  43260. */
  43261. constructor(scene: Scene,
  43262. /** Options to modify the vr experience helper's behavior. */
  43263. webVROptions?: VRExperienceHelperOptions);
  43264. private _onDefaultMeshLoaded;
  43265. private _onResize;
  43266. private _onFullscreenChange;
  43267. /**
  43268. * Gets a value indicating if we are currently in VR mode.
  43269. */
  43270. readonly isInVRMode: boolean;
  43271. private onVrDisplayPresentChange;
  43272. private onVRDisplayChanged;
  43273. private moveButtonToBottomRight;
  43274. private displayVRButton;
  43275. private updateButtonVisibility;
  43276. private _cachedAngularSensibility;
  43277. /**
  43278. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43279. * Otherwise, will use the fullscreen API.
  43280. */
  43281. enterVR(): void;
  43282. /**
  43283. * Attempt to exit VR, or fullscreen.
  43284. */
  43285. exitVR(): void;
  43286. /**
  43287. * The position of the vr experience helper.
  43288. */
  43289. /**
  43290. * Sets the position of the vr experience helper.
  43291. */
  43292. position: Vector3;
  43293. /**
  43294. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43295. */
  43296. enableInteractions(): void;
  43297. private readonly _noControllerIsActive;
  43298. private beforeRender;
  43299. private _isTeleportationFloor;
  43300. /**
  43301. * Adds a floor mesh to be used for teleportation.
  43302. * @param floorMesh the mesh to be used for teleportation.
  43303. */
  43304. addFloorMesh(floorMesh: Mesh): void;
  43305. /**
  43306. * Removes a floor mesh from being used for teleportation.
  43307. * @param floorMesh the mesh to be removed.
  43308. */
  43309. removeFloorMesh(floorMesh: Mesh): void;
  43310. /**
  43311. * Enables interactions and teleportation using the VR controllers and gaze.
  43312. * @param vrTeleportationOptions options to modify teleportation behavior.
  43313. */
  43314. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43315. private _onNewGamepadConnected;
  43316. private _tryEnableInteractionOnController;
  43317. private _onNewGamepadDisconnected;
  43318. private _enableInteractionOnController;
  43319. private _checkTeleportWithRay;
  43320. private _checkRotate;
  43321. private _checkTeleportBackwards;
  43322. private _enableTeleportationOnController;
  43323. private _createTeleportationCircles;
  43324. private _displayTeleportationTarget;
  43325. private _hideTeleportationTarget;
  43326. private _rotateCamera;
  43327. private _moveTeleportationSelectorTo;
  43328. private _workingVector;
  43329. private _workingQuaternion;
  43330. private _workingMatrix;
  43331. /**
  43332. * Time Constant Teleportation Mode
  43333. */
  43334. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  43335. /**
  43336. * Speed Constant Teleportation Mode
  43337. */
  43338. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  43339. /**
  43340. * Teleports the users feet to the desired location
  43341. * @param location The location where the user's feet should be placed
  43342. */
  43343. teleportCamera(location: Vector3): void;
  43344. private _convertNormalToDirectionOfRay;
  43345. private _castRayAndSelectObject;
  43346. private _notifySelectedMeshUnselected;
  43347. /**
  43348. * Sets the color of the laser ray from the vr controllers.
  43349. * @param color new color for the ray.
  43350. */
  43351. changeLaserColor(color: Color3): void;
  43352. /**
  43353. * Sets the color of the ray from the vr headsets gaze.
  43354. * @param color new color for the ray.
  43355. */
  43356. changeGazeColor(color: Color3): void;
  43357. /**
  43358. * Exits VR and disposes of the vr experience helper
  43359. */
  43360. dispose(): void;
  43361. /**
  43362. * Gets the name of the VRExperienceHelper class
  43363. * @returns "VRExperienceHelper"
  43364. */
  43365. getClassName(): string;
  43366. }
  43367. }
  43368. declare module "babylonjs/Cameras/VR/index" {
  43369. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43370. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43371. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43372. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43373. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43374. export * from "babylonjs/Cameras/VR/webVRCamera";
  43375. }
  43376. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43377. import { Nullable } from "babylonjs/types";
  43378. import { IDisposable } from "babylonjs/scene";
  43379. /**
  43380. * States of the webXR experience
  43381. */
  43382. export enum WebXRState {
  43383. /**
  43384. * Transitioning to being in XR mode
  43385. */
  43386. ENTERING_XR = 0,
  43387. /**
  43388. * Transitioning to non XR mode
  43389. */
  43390. EXITING_XR = 1,
  43391. /**
  43392. * In XR mode and presenting
  43393. */
  43394. IN_XR = 2,
  43395. /**
  43396. * Not entered XR mode
  43397. */
  43398. NOT_IN_XR = 3
  43399. }
  43400. /**
  43401. * Abstraction of the XR render target
  43402. */
  43403. export interface WebXRRenderTarget extends IDisposable {
  43404. /**
  43405. * xrpresent context of the canvas which can be used to display/mirror xr content
  43406. */
  43407. canvasContext: WebGLRenderingContext;
  43408. /**
  43409. * xr layer for the canvas
  43410. */
  43411. xrLayer: Nullable<XRWebGLLayer>;
  43412. /**
  43413. * Initializes the xr layer for the session
  43414. * @param xrSession xr session
  43415. * @returns a promise that will resolve once the XR Layer has been created
  43416. */
  43417. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43418. }
  43419. }
  43420. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43421. import { Nullable } from "babylonjs/types";
  43422. import { Observable } from "babylonjs/Misc/observable";
  43423. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43424. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43425. /**
  43426. * COnfiguration object for WebXR output canvas
  43427. */
  43428. export class WebXRManagedOutputCanvasOptions {
  43429. /**
  43430. * Options for this XR Layer output
  43431. */
  43432. canvasOptions: XRWebGLLayerOptions;
  43433. /**
  43434. * CSS styling for a newly created canvas (if not provided)
  43435. */
  43436. newCanvasCssStyle?: string;
  43437. /**
  43438. * Get the default values of the configuration object
  43439. * @returns default values of this configuration object
  43440. */
  43441. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43442. }
  43443. /**
  43444. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43445. */
  43446. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43447. private configuration;
  43448. private _engine;
  43449. private _canvas;
  43450. /**
  43451. * xrpresent context of the canvas which can be used to display/mirror xr content
  43452. */
  43453. canvasContext: WebGLRenderingContext;
  43454. /**
  43455. * xr layer for the canvas
  43456. */
  43457. xrLayer: Nullable<XRWebGLLayer>;
  43458. /**
  43459. * Initializes the xr layer for the session
  43460. * @param xrSession xr session
  43461. * @returns a promise that will resolve once the XR Layer has been created
  43462. */
  43463. initializeXRLayerAsync(xrSession: any): any;
  43464. /**
  43465. * Initializes the canvas to be added/removed upon entering/exiting xr
  43466. * @param engine the Babylon engine
  43467. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43468. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43469. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43470. */
  43471. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43472. /**
  43473. * Disposes of the object
  43474. */
  43475. dispose(): void;
  43476. private _setManagedOutputCanvas;
  43477. private _addCanvas;
  43478. private _removeCanvas;
  43479. }
  43480. }
  43481. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43482. import { Observable } from "babylonjs/Misc/observable";
  43483. import { Nullable } from "babylonjs/types";
  43484. import { IDisposable, Scene } from "babylonjs/scene";
  43485. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43486. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43487. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43488. /**
  43489. * Manages an XRSession to work with Babylon's engine
  43490. * @see https://doc.babylonjs.com/how_to/webxr
  43491. */
  43492. export class WebXRSessionManager implements IDisposable {
  43493. private scene;
  43494. /**
  43495. * Fires every time a new xrFrame arrives which can be used to update the camera
  43496. */
  43497. onXRFrameObservable: Observable<any>;
  43498. /**
  43499. * Fires when the xr session is ended either by the device or manually done
  43500. */
  43501. onXRSessionEnded: Observable<any>;
  43502. /**
  43503. * Underlying xr session
  43504. */
  43505. session: XRSession;
  43506. /**
  43507. * Type of reference space used when creating the session
  43508. */
  43509. referenceSpace: XRReferenceSpace;
  43510. /**
  43511. * Current XR frame
  43512. */
  43513. currentFrame: Nullable<XRFrame>;
  43514. private _xrNavigator;
  43515. private baseLayer;
  43516. private _rttProvider;
  43517. private _sessionEnded;
  43518. /**
  43519. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43520. * @param scene The scene which the session should be created for
  43521. */
  43522. constructor(scene: Scene);
  43523. /**
  43524. * Initializes the manager
  43525. * After initialization enterXR can be called to start an XR session
  43526. * @returns Promise which resolves after it is initialized
  43527. */
  43528. initializeAsync(): Promise<void>;
  43529. /**
  43530. * Initializes an xr session
  43531. * @param xrSessionMode mode to initialize
  43532. * @param optionalFeatures defines optional values to pass to the session builder
  43533. * @returns a promise which will resolve once the session has been initialized
  43534. */
  43535. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  43536. /**
  43537. * Sets the reference space on the xr session
  43538. * @param referenceSpace space to set
  43539. * @returns a promise that will resolve once the reference space has been set
  43540. */
  43541. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43542. /**
  43543. * Updates the render state of the session
  43544. * @param state state to set
  43545. * @returns a promise that resolves once the render state has been updated
  43546. */
  43547. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43548. /**
  43549. * Starts rendering to the xr layer
  43550. * @returns a promise that will resolve once rendering has started
  43551. */
  43552. startRenderingToXRAsync(): Promise<void>;
  43553. /**
  43554. * Gets the correct render target texture to be rendered this frame for this eye
  43555. * @param eye the eye for which to get the render target
  43556. * @returns the render target for the specified eye
  43557. */
  43558. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43559. /**
  43560. * Stops the xrSession and restores the renderloop
  43561. * @returns Promise which resolves after it exits XR
  43562. */
  43563. exitXRAsync(): Promise<void>;
  43564. /**
  43565. * Checks if a session would be supported for the creation options specified
  43566. * @param sessionMode session mode to check if supported eg. immersive-vr
  43567. * @returns true if supported
  43568. */
  43569. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43570. /**
  43571. * Creates a WebXRRenderTarget object for the XR session
  43572. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43573. * @param options optional options to provide when creating a new render target
  43574. * @returns a WebXR render target to which the session can render
  43575. */
  43576. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43577. /**
  43578. * @hidden
  43579. * Converts the render layer of xrSession to a render target
  43580. * @param session session to create render target for
  43581. * @param scene scene the new render target should be created for
  43582. */
  43583. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43584. /**
  43585. * Disposes of the session manager
  43586. */
  43587. dispose(): void;
  43588. }
  43589. }
  43590. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43591. import { Scene } from "babylonjs/scene";
  43592. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43593. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43594. /**
  43595. * WebXR Camera which holds the views for the xrSession
  43596. * @see https://doc.babylonjs.com/how_to/webxr
  43597. */
  43598. export class WebXRCamera extends FreeCamera {
  43599. /**
  43600. * Is the camera in debug mode. Used when using an emulator
  43601. */
  43602. debugMode: boolean;
  43603. /**
  43604. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43605. * @param name the name of the camera
  43606. * @param scene the scene to add the camera to
  43607. */
  43608. constructor(name: string, scene: Scene);
  43609. private _updateNumberOfRigCameras;
  43610. /** @hidden */
  43611. _updateForDualEyeDebugging(): void;
  43612. /**
  43613. * Updates the cameras position from the current pose information of the XR session
  43614. * @param xrSessionManager the session containing pose information
  43615. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43616. */
  43617. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43618. }
  43619. }
  43620. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43621. import { Observable } from "babylonjs/Misc/observable";
  43622. import { IDisposable, Scene } from "babylonjs/scene";
  43623. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43624. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43625. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43626. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43627. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43628. /**
  43629. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43630. * @see https://doc.babylonjs.com/how_to/webxr
  43631. */
  43632. export class WebXRExperienceHelper implements IDisposable {
  43633. private scene;
  43634. /**
  43635. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  43636. */
  43637. container: AbstractMesh;
  43638. /**
  43639. * Camera used to render xr content
  43640. */
  43641. camera: WebXRCamera;
  43642. /**
  43643. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43644. */
  43645. state: WebXRState;
  43646. private _setState;
  43647. private static _TmpVector;
  43648. /**
  43649. * Fires when the state of the experience helper has changed
  43650. */
  43651. onStateChangedObservable: Observable<WebXRState>;
  43652. /** Session manager used to keep track of xr session */
  43653. sessionManager: WebXRSessionManager;
  43654. private _nonVRCamera;
  43655. private _originalSceneAutoClear;
  43656. private _supported;
  43657. /**
  43658. * Creates the experience helper
  43659. * @param scene the scene to attach the experience helper to
  43660. * @returns a promise for the experience helper
  43661. */
  43662. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43663. /**
  43664. * Creates a WebXRExperienceHelper
  43665. * @param scene The scene the helper should be created in
  43666. */
  43667. private constructor();
  43668. /**
  43669. * Exits XR mode and returns the scene to its original state
  43670. * @returns promise that resolves after xr mode has exited
  43671. */
  43672. exitXRAsync(): Promise<void>;
  43673. /**
  43674. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43675. * @param sessionMode options for the XR session
  43676. * @param referenceSpaceType frame of reference of the XR session
  43677. * @param renderTarget the output canvas that will be used to enter XR mode
  43678. * @returns promise that resolves after xr mode has entered
  43679. */
  43680. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  43681. /**
  43682. * Updates the global position of the camera by moving the camera's container
  43683. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43684. * @param position The desired global position of the camera
  43685. */
  43686. setPositionOfCameraUsingContainer(position: Vector3): void;
  43687. /**
  43688. * Rotates the xr camera by rotating the camera's container around the camera's position
  43689. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43690. * @param rotation the desired quaternion rotation to apply to the camera
  43691. */
  43692. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43693. /**
  43694. * Disposes of the experience helper
  43695. */
  43696. dispose(): void;
  43697. }
  43698. }
  43699. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43700. import { Nullable } from "babylonjs/types";
  43701. import { Observable } from "babylonjs/Misc/observable";
  43702. import { IDisposable, Scene } from "babylonjs/scene";
  43703. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43704. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43705. /**
  43706. * Button which can be used to enter a different mode of XR
  43707. */
  43708. export class WebXREnterExitUIButton {
  43709. /** button element */
  43710. element: HTMLElement;
  43711. /** XR initialization options for the button */
  43712. sessionMode: XRSessionMode;
  43713. /** Reference space type */
  43714. referenceSpaceType: XRReferenceSpaceType;
  43715. /**
  43716. * Creates a WebXREnterExitUIButton
  43717. * @param element button element
  43718. * @param sessionMode XR initialization session mode
  43719. * @param referenceSpaceType the type of reference space to be used
  43720. */
  43721. constructor(
  43722. /** button element */
  43723. element: HTMLElement,
  43724. /** XR initialization options for the button */
  43725. sessionMode: XRSessionMode,
  43726. /** Reference space type */
  43727. referenceSpaceType: XRReferenceSpaceType);
  43728. /**
  43729. * Overwritable function which can be used to update the button's visuals when the state changes
  43730. * @param activeButton the current active button in the UI
  43731. */
  43732. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43733. }
  43734. /**
  43735. * Options to create the webXR UI
  43736. */
  43737. export class WebXREnterExitUIOptions {
  43738. /**
  43739. * Context to enter xr with
  43740. */
  43741. renderTarget?: Nullable<WebXRRenderTarget>;
  43742. /**
  43743. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43744. */
  43745. customButtons?: Array<WebXREnterExitUIButton>;
  43746. /**
  43747. * A session mode to use when creating the default button.
  43748. * Default is immersive-vr
  43749. */
  43750. sessionMode?: XRSessionMode;
  43751. /**
  43752. * A reference space type to use when creating the default button.
  43753. * Default is local-floor
  43754. */
  43755. referenceSpaceType?: XRReferenceSpaceType;
  43756. }
  43757. /**
  43758. * UI to allow the user to enter/exit XR mode
  43759. */
  43760. export class WebXREnterExitUI implements IDisposable {
  43761. private scene;
  43762. private _overlay;
  43763. private _buttons;
  43764. private _activeButton;
  43765. /**
  43766. * Fired every time the active button is changed.
  43767. *
  43768. * When xr is entered via a button that launches xr that button will be the callback parameter
  43769. *
  43770. * When exiting xr the callback parameter will be null)
  43771. */
  43772. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43773. /**
  43774. * Creates UI to allow the user to enter/exit XR mode
  43775. * @param scene the scene to add the ui to
  43776. * @param helper the xr experience helper to enter/exit xr with
  43777. * @param options options to configure the UI
  43778. * @returns the created ui
  43779. */
  43780. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43781. private constructor();
  43782. private _updateButtons;
  43783. /**
  43784. * Disposes of the object
  43785. */
  43786. dispose(): void;
  43787. }
  43788. }
  43789. declare module "babylonjs/Cameras/XR/webXRController" {
  43790. import { Nullable } from "babylonjs/types";
  43791. import { Observable } from "babylonjs/Misc/observable";
  43792. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43793. import { Ray } from "babylonjs/Culling/ray";
  43794. import { Scene } from "babylonjs/scene";
  43795. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43796. /**
  43797. * Represents an XR input
  43798. */
  43799. export class WebXRController {
  43800. private scene;
  43801. /** The underlying input source for the controller */
  43802. inputSource: XRInputSource;
  43803. private parentContainer;
  43804. /**
  43805. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  43806. */
  43807. grip?: AbstractMesh;
  43808. /**
  43809. * Pointer which can be used to select objects or attach a visible laser to
  43810. */
  43811. pointer: AbstractMesh;
  43812. private _gamepadMode;
  43813. /**
  43814. * If available, this is the gamepad object related to this controller.
  43815. * Using this object it is possible to get click events and trackpad changes of the
  43816. * webxr controller that is currently being used.
  43817. */
  43818. gamepadController?: WebVRController;
  43819. /**
  43820. * Event that fires when the controller is removed/disposed
  43821. */
  43822. onDisposeObservable: Observable<{}>;
  43823. private _tmpMatrix;
  43824. private _tmpQuaternion;
  43825. private _tmpVector;
  43826. /**
  43827. * Creates the controller
  43828. * @see https://doc.babylonjs.com/how_to/webxr
  43829. * @param scene the scene which the controller should be associated to
  43830. * @param inputSource the underlying input source for the controller
  43831. * @param parentContainer parent that the controller meshes should be children of
  43832. */
  43833. constructor(scene: Scene,
  43834. /** The underlying input source for the controller */
  43835. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43836. /**
  43837. * Updates the controller pose based on the given XRFrame
  43838. * @param xrFrame xr frame to update the pose with
  43839. * @param referenceSpace reference space to use
  43840. */
  43841. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43842. /**
  43843. * Gets a world space ray coming from the controller
  43844. * @param result the resulting ray
  43845. */
  43846. getWorldPointerRayToRef(result: Ray): void;
  43847. /**
  43848. * Get the scene associated with this controller
  43849. * @returns the scene object
  43850. */
  43851. getScene(): Scene;
  43852. /**
  43853. * Disposes of the object
  43854. */
  43855. dispose(): void;
  43856. }
  43857. }
  43858. declare module "babylonjs/Cameras/XR/webXRInput" {
  43859. import { Observable } from "babylonjs/Misc/observable";
  43860. import { IDisposable } from "babylonjs/scene";
  43861. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43862. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43863. /**
  43864. * XR input used to track XR inputs such as controllers/rays
  43865. */
  43866. export class WebXRInput implements IDisposable {
  43867. /**
  43868. * Base experience the input listens to
  43869. */
  43870. baseExperience: WebXRExperienceHelper;
  43871. /**
  43872. * XR controllers being tracked
  43873. */
  43874. controllers: Array<WebXRController>;
  43875. private _frameObserver;
  43876. private _stateObserver;
  43877. /**
  43878. * Event when a controller has been connected/added
  43879. */
  43880. onControllerAddedObservable: Observable<WebXRController>;
  43881. /**
  43882. * Event when a controller has been removed/disconnected
  43883. */
  43884. onControllerRemovedObservable: Observable<WebXRController>;
  43885. /**
  43886. * Initializes the WebXRInput
  43887. * @param baseExperience experience helper which the input should be created for
  43888. */
  43889. constructor(
  43890. /**
  43891. * Base experience the input listens to
  43892. */
  43893. baseExperience: WebXRExperienceHelper);
  43894. private _onInputSourcesChange;
  43895. private _addAndRemoveControllers;
  43896. /**
  43897. * Disposes of the object
  43898. */
  43899. dispose(): void;
  43900. }
  43901. }
  43902. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43904. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43905. /**
  43906. * Enables teleportation
  43907. */
  43908. export class WebXRControllerTeleportation {
  43909. private _teleportationFillColor;
  43910. private _teleportationBorderColor;
  43911. private _tmpRay;
  43912. private _tmpVector;
  43913. /**
  43914. * Creates a WebXRControllerTeleportation
  43915. * @param input input manager to add teleportation to
  43916. * @param floorMeshes floormeshes which can be teleported to
  43917. */
  43918. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43919. }
  43920. }
  43921. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43922. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43923. /**
  43924. * Handles pointer input automatically for the pointer of XR controllers
  43925. */
  43926. export class WebXRControllerPointerSelection {
  43927. private static _idCounter;
  43928. private _tmpRay;
  43929. /**
  43930. * Creates a WebXRControllerPointerSelection
  43931. * @param input input manager to setup pointer selection
  43932. */
  43933. constructor(input: WebXRInput);
  43934. private _convertNormalToDirectionOfRay;
  43935. private _updatePointerDistance;
  43936. }
  43937. }
  43938. declare module "babylonjs/Loading/sceneLoader" {
  43939. import { Observable } from "babylonjs/Misc/observable";
  43940. import { Nullable } from "babylonjs/types";
  43941. import { Scene } from "babylonjs/scene";
  43942. import { Engine } from "babylonjs/Engines/engine";
  43943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43944. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43945. import { AssetContainer } from "babylonjs/assetContainer";
  43946. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43947. import { Skeleton } from "babylonjs/Bones/skeleton";
  43948. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43949. import { WebRequest } from "babylonjs/Misc/webRequest";
  43950. /**
  43951. * Class used to represent data loading progression
  43952. */
  43953. export class SceneLoaderProgressEvent {
  43954. /** defines if data length to load can be evaluated */
  43955. readonly lengthComputable: boolean;
  43956. /** defines the loaded data length */
  43957. readonly loaded: number;
  43958. /** defines the data length to load */
  43959. readonly total: number;
  43960. /**
  43961. * Create a new progress event
  43962. * @param lengthComputable defines if data length to load can be evaluated
  43963. * @param loaded defines the loaded data length
  43964. * @param total defines the data length to load
  43965. */
  43966. constructor(
  43967. /** defines if data length to load can be evaluated */
  43968. lengthComputable: boolean,
  43969. /** defines the loaded data length */
  43970. loaded: number,
  43971. /** defines the data length to load */
  43972. total: number);
  43973. /**
  43974. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43975. * @param event defines the source event
  43976. * @returns a new SceneLoaderProgressEvent
  43977. */
  43978. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43979. }
  43980. /**
  43981. * Interface used by SceneLoader plugins to define supported file extensions
  43982. */
  43983. export interface ISceneLoaderPluginExtensions {
  43984. /**
  43985. * Defines the list of supported extensions
  43986. */
  43987. [extension: string]: {
  43988. isBinary: boolean;
  43989. };
  43990. }
  43991. /**
  43992. * Interface used by SceneLoader plugin factory
  43993. */
  43994. export interface ISceneLoaderPluginFactory {
  43995. /**
  43996. * Defines the name of the factory
  43997. */
  43998. name: string;
  43999. /**
  44000. * Function called to create a new plugin
  44001. * @return the new plugin
  44002. */
  44003. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44004. /**
  44005. * The callback that returns true if the data can be directly loaded.
  44006. * @param data string containing the file data
  44007. * @returns if the data can be loaded directly
  44008. */
  44009. canDirectLoad?(data: string): boolean;
  44010. }
  44011. /**
  44012. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44013. */
  44014. export interface ISceneLoaderPluginBase {
  44015. /**
  44016. * The friendly name of this plugin.
  44017. */
  44018. name: string;
  44019. /**
  44020. * The file extensions supported by this plugin.
  44021. */
  44022. extensions: string | ISceneLoaderPluginExtensions;
  44023. /**
  44024. * The callback called when loading from a url.
  44025. * @param scene scene loading this url
  44026. * @param url url to load
  44027. * @param onSuccess callback called when the file successfully loads
  44028. * @param onProgress callback called while file is loading (if the server supports this mode)
  44029. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44030. * @param onError callback called when the file fails to load
  44031. * @returns a file request object
  44032. */
  44033. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44034. /**
  44035. * The callback called when loading from a file object.
  44036. * @param scene scene loading this file
  44037. * @param file defines the file to load
  44038. * @param onSuccess defines the callback to call when data is loaded
  44039. * @param onProgress defines the callback to call during loading process
  44040. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44041. * @param onError defines the callback to call when an error occurs
  44042. * @returns a file request object
  44043. */
  44044. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44045. /**
  44046. * The callback that returns true if the data can be directly loaded.
  44047. * @param data string containing the file data
  44048. * @returns if the data can be loaded directly
  44049. */
  44050. canDirectLoad?(data: string): boolean;
  44051. /**
  44052. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44053. * @param scene scene loading this data
  44054. * @param data string containing the data
  44055. * @returns data to pass to the plugin
  44056. */
  44057. directLoad?(scene: Scene, data: string): any;
  44058. /**
  44059. * The callback that allows custom handling of the root url based on the response url.
  44060. * @param rootUrl the original root url
  44061. * @param responseURL the response url if available
  44062. * @returns the new root url
  44063. */
  44064. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44065. }
  44066. /**
  44067. * Interface used to define a SceneLoader plugin
  44068. */
  44069. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44070. /**
  44071. * Import meshes into a scene.
  44072. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44073. * @param scene The scene to import into
  44074. * @param data The data to import
  44075. * @param rootUrl The root url for scene and resources
  44076. * @param meshes The meshes array to import into
  44077. * @param particleSystems The particle systems array to import into
  44078. * @param skeletons The skeletons array to import into
  44079. * @param onError The callback when import fails
  44080. * @returns True if successful or false otherwise
  44081. */
  44082. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44083. /**
  44084. * Load into a scene.
  44085. * @param scene The scene to load into
  44086. * @param data The data to import
  44087. * @param rootUrl The root url for scene and resources
  44088. * @param onError The callback when import fails
  44089. * @returns True if successful or false otherwise
  44090. */
  44091. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44092. /**
  44093. * Load into an asset container.
  44094. * @param scene The scene to load into
  44095. * @param data The data to import
  44096. * @param rootUrl The root url for scene and resources
  44097. * @param onError The callback when import fails
  44098. * @returns The loaded asset container
  44099. */
  44100. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44101. }
  44102. /**
  44103. * Interface used to define an async SceneLoader plugin
  44104. */
  44105. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44106. /**
  44107. * Import meshes into a scene.
  44108. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44109. * @param scene The scene to import into
  44110. * @param data The data to import
  44111. * @param rootUrl The root url for scene and resources
  44112. * @param onProgress The callback when the load progresses
  44113. * @param fileName Defines the name of the file to load
  44114. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44115. */
  44116. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44117. meshes: AbstractMesh[];
  44118. particleSystems: IParticleSystem[];
  44119. skeletons: Skeleton[];
  44120. animationGroups: AnimationGroup[];
  44121. }>;
  44122. /**
  44123. * Load into a scene.
  44124. * @param scene The scene to load into
  44125. * @param data The data to import
  44126. * @param rootUrl The root url for scene and resources
  44127. * @param onProgress The callback when the load progresses
  44128. * @param fileName Defines the name of the file to load
  44129. * @returns Nothing
  44130. */
  44131. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44132. /**
  44133. * Load into an asset container.
  44134. * @param scene The scene to load into
  44135. * @param data The data to import
  44136. * @param rootUrl The root url for scene and resources
  44137. * @param onProgress The callback when the load progresses
  44138. * @param fileName Defines the name of the file to load
  44139. * @returns The loaded asset container
  44140. */
  44141. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44142. }
  44143. /**
  44144. * Class used to load scene from various file formats using registered plugins
  44145. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44146. */
  44147. export class SceneLoader {
  44148. /**
  44149. * No logging while loading
  44150. */
  44151. static readonly NO_LOGGING: number;
  44152. /**
  44153. * Minimal logging while loading
  44154. */
  44155. static readonly MINIMAL_LOGGING: number;
  44156. /**
  44157. * Summary logging while loading
  44158. */
  44159. static readonly SUMMARY_LOGGING: number;
  44160. /**
  44161. * Detailled logging while loading
  44162. */
  44163. static readonly DETAILED_LOGGING: number;
  44164. /**
  44165. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44166. */
  44167. static ForceFullSceneLoadingForIncremental: boolean;
  44168. /**
  44169. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44170. */
  44171. static ShowLoadingScreen: boolean;
  44172. /**
  44173. * Defines the current logging level (while loading the scene)
  44174. * @ignorenaming
  44175. */
  44176. static loggingLevel: number;
  44177. /**
  44178. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44179. */
  44180. static CleanBoneMatrixWeights: boolean;
  44181. /**
  44182. * Event raised when a plugin is used to load a scene
  44183. */
  44184. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44185. private static _registeredPlugins;
  44186. private static _getDefaultPlugin;
  44187. private static _getPluginForExtension;
  44188. private static _getPluginForDirectLoad;
  44189. private static _getPluginForFilename;
  44190. private static _getDirectLoad;
  44191. private static _loadData;
  44192. private static _getFileInfo;
  44193. /**
  44194. * Gets a plugin that can load the given extension
  44195. * @param extension defines the extension to load
  44196. * @returns a plugin or null if none works
  44197. */
  44198. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44199. /**
  44200. * Gets a boolean indicating that the given extension can be loaded
  44201. * @param extension defines the extension to load
  44202. * @returns true if the extension is supported
  44203. */
  44204. static IsPluginForExtensionAvailable(extension: string): boolean;
  44205. /**
  44206. * Adds a new plugin to the list of registered plugins
  44207. * @param plugin defines the plugin to add
  44208. */
  44209. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44210. /**
  44211. * Import meshes into a scene
  44212. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44213. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44214. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44215. * @param scene the instance of BABYLON.Scene to append to
  44216. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44217. * @param onProgress a callback with a progress event for each file being loaded
  44218. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44219. * @param pluginExtension the extension used to determine the plugin
  44220. * @returns The loaded plugin
  44221. */
  44222. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44223. /**
  44224. * Import meshes into a scene
  44225. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44226. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44227. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44228. * @param scene the instance of BABYLON.Scene to append to
  44229. * @param onProgress a callback with a progress event for each file being loaded
  44230. * @param pluginExtension the extension used to determine the plugin
  44231. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44232. */
  44233. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44234. meshes: AbstractMesh[];
  44235. particleSystems: IParticleSystem[];
  44236. skeletons: Skeleton[];
  44237. animationGroups: AnimationGroup[];
  44238. }>;
  44239. /**
  44240. * Load a scene
  44241. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44242. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44243. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44244. * @param onSuccess a callback with the scene when import succeeds
  44245. * @param onProgress a callback with a progress event for each file being loaded
  44246. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44247. * @param pluginExtension the extension used to determine the plugin
  44248. * @returns The loaded plugin
  44249. */
  44250. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44251. /**
  44252. * Load a scene
  44253. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44254. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44255. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44256. * @param onProgress a callback with a progress event for each file being loaded
  44257. * @param pluginExtension the extension used to determine the plugin
  44258. * @returns The loaded scene
  44259. */
  44260. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44261. /**
  44262. * Append a scene
  44263. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44264. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44265. * @param scene is the instance of BABYLON.Scene to append to
  44266. * @param onSuccess a callback with the scene when import succeeds
  44267. * @param onProgress a callback with a progress event for each file being loaded
  44268. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44269. * @param pluginExtension the extension used to determine the plugin
  44270. * @returns The loaded plugin
  44271. */
  44272. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44273. /**
  44274. * Append a scene
  44275. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44276. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44277. * @param scene is the instance of BABYLON.Scene to append to
  44278. * @param onProgress a callback with a progress event for each file being loaded
  44279. * @param pluginExtension the extension used to determine the plugin
  44280. * @returns The given scene
  44281. */
  44282. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44283. /**
  44284. * Load a scene into an asset container
  44285. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44286. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44287. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44288. * @param onSuccess a callback with the scene when import succeeds
  44289. * @param onProgress a callback with a progress event for each file being loaded
  44290. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44291. * @param pluginExtension the extension used to determine the plugin
  44292. * @returns The loaded plugin
  44293. */
  44294. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44295. /**
  44296. * Load a scene into an asset container
  44297. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44298. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  44299. * @param scene is the instance of Scene to append to
  44300. * @param onProgress a callback with a progress event for each file being loaded
  44301. * @param pluginExtension the extension used to determine the plugin
  44302. * @returns The loaded asset container
  44303. */
  44304. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44305. }
  44306. }
  44307. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44308. import { Scene } from "babylonjs/scene";
  44309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44310. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44311. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44312. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44313. /**
  44314. * Generic Controller
  44315. */
  44316. export class GenericController extends WebVRController {
  44317. /**
  44318. * Base Url for the controller model.
  44319. */
  44320. static readonly MODEL_BASE_URL: string;
  44321. /**
  44322. * File name for the controller model.
  44323. */
  44324. static readonly MODEL_FILENAME: string;
  44325. /**
  44326. * Creates a new GenericController from a gamepad
  44327. * @param vrGamepad the gamepad that the controller should be created from
  44328. */
  44329. constructor(vrGamepad: any);
  44330. /**
  44331. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44332. * @param scene scene in which to add meshes
  44333. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44334. */
  44335. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44336. /**
  44337. * Called once for each button that changed state since the last frame
  44338. * @param buttonIdx Which button index changed
  44339. * @param state New state of the button
  44340. * @param changes Which properties on the state changed since last frame
  44341. */
  44342. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44343. }
  44344. }
  44345. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44346. import { Observable } from "babylonjs/Misc/observable";
  44347. import { Scene } from "babylonjs/scene";
  44348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44349. import { Ray } from "babylonjs/Culling/ray";
  44350. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44351. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44352. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44353. /**
  44354. * Defines the WindowsMotionController object that the state of the windows motion controller
  44355. */
  44356. export class WindowsMotionController extends WebVRController {
  44357. /**
  44358. * The base url used to load the left and right controller models
  44359. */
  44360. static MODEL_BASE_URL: string;
  44361. /**
  44362. * The name of the left controller model file
  44363. */
  44364. static MODEL_LEFT_FILENAME: string;
  44365. /**
  44366. * The name of the right controller model file
  44367. */
  44368. static MODEL_RIGHT_FILENAME: string;
  44369. /**
  44370. * The controller name prefix for this controller type
  44371. */
  44372. static readonly GAMEPAD_ID_PREFIX: string;
  44373. /**
  44374. * The controller id pattern for this controller type
  44375. */
  44376. private static readonly GAMEPAD_ID_PATTERN;
  44377. private _loadedMeshInfo;
  44378. private readonly _mapping;
  44379. /**
  44380. * Fired when the trackpad on this controller is clicked
  44381. */
  44382. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44383. /**
  44384. * Fired when the trackpad on this controller is modified
  44385. */
  44386. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44387. /**
  44388. * The current x and y values of this controller's trackpad
  44389. */
  44390. trackpad: StickValues;
  44391. /**
  44392. * Creates a new WindowsMotionController from a gamepad
  44393. * @param vrGamepad the gamepad that the controller should be created from
  44394. */
  44395. constructor(vrGamepad: any);
  44396. /**
  44397. * Fired when the trigger on this controller is modified
  44398. */
  44399. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44400. /**
  44401. * Fired when the menu button on this controller is modified
  44402. */
  44403. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44404. /**
  44405. * Fired when the grip button on this controller is modified
  44406. */
  44407. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44408. /**
  44409. * Fired when the thumbstick button on this controller is modified
  44410. */
  44411. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44412. /**
  44413. * Fired when the touchpad button on this controller is modified
  44414. */
  44415. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44416. /**
  44417. * Fired when the touchpad values on this controller are modified
  44418. */
  44419. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44420. private _updateTrackpad;
  44421. /**
  44422. * Called once per frame by the engine.
  44423. */
  44424. update(): void;
  44425. /**
  44426. * Called once for each button that changed state since the last frame
  44427. * @param buttonIdx Which button index changed
  44428. * @param state New state of the button
  44429. * @param changes Which properties on the state changed since last frame
  44430. */
  44431. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44432. /**
  44433. * Moves the buttons on the controller mesh based on their current state
  44434. * @param buttonName the name of the button to move
  44435. * @param buttonValue the value of the button which determines the buttons new position
  44436. */
  44437. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44438. /**
  44439. * Moves the axis on the controller mesh based on its current state
  44440. * @param axis the index of the axis
  44441. * @param axisValue the value of the axis which determines the meshes new position
  44442. * @hidden
  44443. */
  44444. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44445. /**
  44446. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44447. * @param scene scene in which to add meshes
  44448. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44449. */
  44450. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44451. /**
  44452. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44453. * can be transformed by button presses and axes values, based on this._mapping.
  44454. *
  44455. * @param scene scene in which the meshes exist
  44456. * @param meshes list of meshes that make up the controller model to process
  44457. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44458. */
  44459. private processModel;
  44460. private createMeshInfo;
  44461. /**
  44462. * Gets the ray of the controller in the direction the controller is pointing
  44463. * @param length the length the resulting ray should be
  44464. * @returns a ray in the direction the controller is pointing
  44465. */
  44466. getForwardRay(length?: number): Ray;
  44467. /**
  44468. * Disposes of the controller
  44469. */
  44470. dispose(): void;
  44471. }
  44472. }
  44473. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44474. import { Observable } from "babylonjs/Misc/observable";
  44475. import { Scene } from "babylonjs/scene";
  44476. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44477. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44478. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44479. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44480. /**
  44481. * Oculus Touch Controller
  44482. */
  44483. export class OculusTouchController extends WebVRController {
  44484. /**
  44485. * Base Url for the controller model.
  44486. */
  44487. static MODEL_BASE_URL: string;
  44488. /**
  44489. * File name for the left controller model.
  44490. */
  44491. static MODEL_LEFT_FILENAME: string;
  44492. /**
  44493. * File name for the right controller model.
  44494. */
  44495. static MODEL_RIGHT_FILENAME: string;
  44496. /**
  44497. * Base Url for the Quest controller model.
  44498. */
  44499. static QUEST_MODEL_BASE_URL: string;
  44500. /**
  44501. * @hidden
  44502. * If the controllers are running on a device that needs the updated Quest controller models
  44503. */
  44504. static _IsQuest: boolean;
  44505. /**
  44506. * Fired when the secondary trigger on this controller is modified
  44507. */
  44508. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44509. /**
  44510. * Fired when the thumb rest on this controller is modified
  44511. */
  44512. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44513. /**
  44514. * Creates a new OculusTouchController from a gamepad
  44515. * @param vrGamepad the gamepad that the controller should be created from
  44516. */
  44517. constructor(vrGamepad: any);
  44518. /**
  44519. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44520. * @param scene scene in which to add meshes
  44521. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44522. */
  44523. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44524. /**
  44525. * Fired when the A button on this controller is modified
  44526. */
  44527. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44528. /**
  44529. * Fired when the B button on this controller is modified
  44530. */
  44531. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44532. /**
  44533. * Fired when the X button on this controller is modified
  44534. */
  44535. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44536. /**
  44537. * Fired when the Y button on this controller is modified
  44538. */
  44539. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44540. /**
  44541. * Called once for each button that changed state since the last frame
  44542. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44543. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44544. * 2) secondary trigger (same)
  44545. * 3) A (right) X (left), touch, pressed = value
  44546. * 4) B / Y
  44547. * 5) thumb rest
  44548. * @param buttonIdx Which button index changed
  44549. * @param state New state of the button
  44550. * @param changes Which properties on the state changed since last frame
  44551. */
  44552. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44553. }
  44554. }
  44555. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44556. import { Scene } from "babylonjs/scene";
  44557. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44558. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44559. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44560. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44561. import { Observable } from "babylonjs/Misc/observable";
  44562. /**
  44563. * Vive Controller
  44564. */
  44565. export class ViveController extends WebVRController {
  44566. /**
  44567. * Base Url for the controller model.
  44568. */
  44569. static MODEL_BASE_URL: string;
  44570. /**
  44571. * File name for the controller model.
  44572. */
  44573. static MODEL_FILENAME: string;
  44574. /**
  44575. * Creates a new ViveController from a gamepad
  44576. * @param vrGamepad the gamepad that the controller should be created from
  44577. */
  44578. constructor(vrGamepad: any);
  44579. /**
  44580. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44581. * @param scene scene in which to add meshes
  44582. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44583. */
  44584. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44585. /**
  44586. * Fired when the left button on this controller is modified
  44587. */
  44588. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44589. /**
  44590. * Fired when the right button on this controller is modified
  44591. */
  44592. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44593. /**
  44594. * Fired when the menu button on this controller is modified
  44595. */
  44596. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44597. /**
  44598. * Called once for each button that changed state since the last frame
  44599. * Vive mapping:
  44600. * 0: touchpad
  44601. * 1: trigger
  44602. * 2: left AND right buttons
  44603. * 3: menu button
  44604. * @param buttonIdx Which button index changed
  44605. * @param state New state of the button
  44606. * @param changes Which properties on the state changed since last frame
  44607. */
  44608. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44609. }
  44610. }
  44611. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44612. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44613. import { Observable } from "babylonjs/Misc/observable";
  44614. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  44615. /**
  44616. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44617. */
  44618. export class WebXRControllerModelLoader {
  44619. /**
  44620. * an observable that triggers when a new model (the mesh itself) was initialized.
  44621. * To know when the mesh was loaded use the controller's own modelLoaded() method
  44622. */
  44623. onControllerModelLoaded: Observable<WebXRController>;
  44624. /**
  44625. * Creates the WebXRControllerModelLoader
  44626. * @param input xr input that creates the controllers
  44627. */
  44628. constructor(input: WebXRInput);
  44629. }
  44630. }
  44631. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44632. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44633. import { Scene } from "babylonjs/scene";
  44634. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44635. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44636. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44637. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44638. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44639. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44640. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44641. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44642. /**
  44643. * Options for the default xr helper
  44644. */
  44645. export class WebXRDefaultExperienceOptions {
  44646. /**
  44647. * Floor meshes that should be used for teleporting
  44648. */
  44649. floorMeshes: Array<AbstractMesh>;
  44650. /**
  44651. * Enable or disable default UI to enter XR
  44652. */
  44653. disableDefaultUI: boolean;
  44654. /**
  44655. * optional configuration for the output canvas
  44656. */
  44657. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44658. }
  44659. /**
  44660. * Default experience which provides a similar setup to the previous webVRExperience
  44661. */
  44662. export class WebXRDefaultExperience {
  44663. /**
  44664. * Base experience
  44665. */
  44666. baseExperience: WebXRExperienceHelper;
  44667. /**
  44668. * Input experience extension
  44669. */
  44670. input: WebXRInput;
  44671. /**
  44672. * Loads the controller models
  44673. */
  44674. controllerModelLoader: WebXRControllerModelLoader;
  44675. /**
  44676. * Enables laser pointer and selection
  44677. */
  44678. pointerSelection: WebXRControllerPointerSelection;
  44679. /**
  44680. * Enables teleportation
  44681. */
  44682. teleportation: WebXRControllerTeleportation;
  44683. /**
  44684. * Enables ui for enetering/exiting xr
  44685. */
  44686. enterExitUI: WebXREnterExitUI;
  44687. /**
  44688. * Default target xr should render to
  44689. */
  44690. renderTarget: WebXRRenderTarget;
  44691. /**
  44692. * Creates the default xr experience
  44693. * @param scene scene
  44694. * @param options options for basic configuration
  44695. * @returns resulting WebXRDefaultExperience
  44696. */
  44697. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44698. private constructor();
  44699. /**
  44700. * DIsposes of the experience helper
  44701. */
  44702. dispose(): void;
  44703. }
  44704. }
  44705. declare module "babylonjs/Cameras/XR/index" {
  44706. export * from "babylonjs/Cameras/XR/webXRCamera";
  44707. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44708. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44709. export * from "babylonjs/Cameras/XR/webXRInput";
  44710. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44711. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44712. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44713. export * from "babylonjs/Cameras/XR/webXRController";
  44714. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44715. export * from "babylonjs/Cameras/XR/webXRTypes";
  44716. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44717. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44718. }
  44719. declare module "babylonjs/Cameras/RigModes/index" {
  44720. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44721. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44722. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44723. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44724. }
  44725. declare module "babylonjs/Cameras/index" {
  44726. export * from "babylonjs/Cameras/Inputs/index";
  44727. export * from "babylonjs/Cameras/cameraInputsManager";
  44728. export * from "babylonjs/Cameras/camera";
  44729. export * from "babylonjs/Cameras/targetCamera";
  44730. export * from "babylonjs/Cameras/freeCamera";
  44731. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44732. export * from "babylonjs/Cameras/touchCamera";
  44733. export * from "babylonjs/Cameras/arcRotateCamera";
  44734. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44735. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44736. export * from "babylonjs/Cameras/flyCamera";
  44737. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44738. export * from "babylonjs/Cameras/followCamera";
  44739. export * from "babylonjs/Cameras/followCameraInputsManager";
  44740. export * from "babylonjs/Cameras/gamepadCamera";
  44741. export * from "babylonjs/Cameras/Stereoscopic/index";
  44742. export * from "babylonjs/Cameras/universalCamera";
  44743. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44744. export * from "babylonjs/Cameras/VR/index";
  44745. export * from "babylonjs/Cameras/XR/index";
  44746. export * from "babylonjs/Cameras/RigModes/index";
  44747. }
  44748. declare module "babylonjs/Collisions/index" {
  44749. export * from "babylonjs/Collisions/collider";
  44750. export * from "babylonjs/Collisions/collisionCoordinator";
  44751. export * from "babylonjs/Collisions/pickingInfo";
  44752. export * from "babylonjs/Collisions/intersectionInfo";
  44753. export * from "babylonjs/Collisions/meshCollisionData";
  44754. }
  44755. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44756. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44757. import { Vector3 } from "babylonjs/Maths/math.vector";
  44758. import { Ray } from "babylonjs/Culling/ray";
  44759. import { Plane } from "babylonjs/Maths/math.plane";
  44760. /**
  44761. * Contains an array of blocks representing the octree
  44762. */
  44763. export interface IOctreeContainer<T> {
  44764. /**
  44765. * Blocks within the octree
  44766. */
  44767. blocks: Array<OctreeBlock<T>>;
  44768. }
  44769. /**
  44770. * Class used to store a cell in an octree
  44771. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44772. */
  44773. export class OctreeBlock<T> {
  44774. /**
  44775. * Gets the content of the current block
  44776. */
  44777. entries: T[];
  44778. /**
  44779. * Gets the list of block children
  44780. */
  44781. blocks: Array<OctreeBlock<T>>;
  44782. private _depth;
  44783. private _maxDepth;
  44784. private _capacity;
  44785. private _minPoint;
  44786. private _maxPoint;
  44787. private _boundingVectors;
  44788. private _creationFunc;
  44789. /**
  44790. * Creates a new block
  44791. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44792. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44793. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44794. * @param depth defines the current depth of this block in the octree
  44795. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44796. * @param creationFunc defines a callback to call when an element is added to the block
  44797. */
  44798. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44799. /**
  44800. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44801. */
  44802. readonly capacity: number;
  44803. /**
  44804. * Gets the minimum vector (in world space) of the block's bounding box
  44805. */
  44806. readonly minPoint: Vector3;
  44807. /**
  44808. * Gets the maximum vector (in world space) of the block's bounding box
  44809. */
  44810. readonly maxPoint: Vector3;
  44811. /**
  44812. * Add a new element to this block
  44813. * @param entry defines the element to add
  44814. */
  44815. addEntry(entry: T): void;
  44816. /**
  44817. * Remove an element from this block
  44818. * @param entry defines the element to remove
  44819. */
  44820. removeEntry(entry: T): void;
  44821. /**
  44822. * Add an array of elements to this block
  44823. * @param entries defines the array of elements to add
  44824. */
  44825. addEntries(entries: T[]): void;
  44826. /**
  44827. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44828. * @param frustumPlanes defines the frustum planes to test
  44829. * @param selection defines the array to store current content if selection is positive
  44830. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44831. */
  44832. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44833. /**
  44834. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44835. * @param sphereCenter defines the bounding sphere center
  44836. * @param sphereRadius defines the bounding sphere radius
  44837. * @param selection defines the array to store current content if selection is positive
  44838. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44839. */
  44840. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44841. /**
  44842. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44843. * @param ray defines the ray to test with
  44844. * @param selection defines the array to store current content if selection is positive
  44845. */
  44846. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44847. /**
  44848. * Subdivide the content into child blocks (this block will then be empty)
  44849. */
  44850. createInnerBlocks(): void;
  44851. /**
  44852. * @hidden
  44853. */
  44854. 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;
  44855. }
  44856. }
  44857. declare module "babylonjs/Culling/Octrees/octree" {
  44858. import { SmartArray } from "babylonjs/Misc/smartArray";
  44859. import { Vector3 } from "babylonjs/Maths/math.vector";
  44860. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44862. import { Ray } from "babylonjs/Culling/ray";
  44863. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44864. import { Plane } from "babylonjs/Maths/math.plane";
  44865. /**
  44866. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44867. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44868. */
  44869. export class Octree<T> {
  44870. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44871. maxDepth: number;
  44872. /**
  44873. * Blocks within the octree containing objects
  44874. */
  44875. blocks: Array<OctreeBlock<T>>;
  44876. /**
  44877. * Content stored in the octree
  44878. */
  44879. dynamicContent: T[];
  44880. private _maxBlockCapacity;
  44881. private _selectionContent;
  44882. private _creationFunc;
  44883. /**
  44884. * Creates a octree
  44885. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44886. * @param creationFunc function to be used to instatiate the octree
  44887. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44888. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  44889. */
  44890. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44891. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44892. maxDepth?: number);
  44893. /**
  44894. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44895. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44896. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44897. * @param entries meshes to be added to the octree blocks
  44898. */
  44899. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44900. /**
  44901. * Adds a mesh to the octree
  44902. * @param entry Mesh to add to the octree
  44903. */
  44904. addMesh(entry: T): void;
  44905. /**
  44906. * Remove an element from the octree
  44907. * @param entry defines the element to remove
  44908. */
  44909. removeMesh(entry: T): void;
  44910. /**
  44911. * Selects an array of meshes within the frustum
  44912. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44913. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44914. * @returns array of meshes within the frustum
  44915. */
  44916. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44917. /**
  44918. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44919. * @param sphereCenter defines the bounding sphere center
  44920. * @param sphereRadius defines the bounding sphere radius
  44921. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44922. * @returns an array of objects that intersect the sphere
  44923. */
  44924. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44925. /**
  44926. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44927. * @param ray defines the ray to test with
  44928. * @returns array of intersected objects
  44929. */
  44930. intersectsRay(ray: Ray): SmartArray<T>;
  44931. /**
  44932. * Adds a mesh into the octree block if it intersects the block
  44933. */
  44934. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44935. /**
  44936. * Adds a submesh into the octree block if it intersects the block
  44937. */
  44938. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44939. }
  44940. }
  44941. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44942. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44943. import { Scene } from "babylonjs/scene";
  44944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44946. import { Ray } from "babylonjs/Culling/ray";
  44947. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44948. import { Collider } from "babylonjs/Collisions/collider";
  44949. module "babylonjs/scene" {
  44950. interface Scene {
  44951. /**
  44952. * @hidden
  44953. * Backing Filed
  44954. */
  44955. _selectionOctree: Octree<AbstractMesh>;
  44956. /**
  44957. * Gets the octree used to boost mesh selection (picking)
  44958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44959. */
  44960. selectionOctree: Octree<AbstractMesh>;
  44961. /**
  44962. * Creates or updates the octree used to boost selection (picking)
  44963. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44964. * @param maxCapacity defines the maximum capacity per leaf
  44965. * @param maxDepth defines the maximum depth of the octree
  44966. * @returns an octree of AbstractMesh
  44967. */
  44968. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44969. }
  44970. }
  44971. module "babylonjs/Meshes/abstractMesh" {
  44972. interface AbstractMesh {
  44973. /**
  44974. * @hidden
  44975. * Backing Field
  44976. */
  44977. _submeshesOctree: Octree<SubMesh>;
  44978. /**
  44979. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44980. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44981. * @param maxCapacity defines the maximum size of each block (64 by default)
  44982. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44983. * @returns the new octree
  44984. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44985. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44986. */
  44987. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44988. }
  44989. }
  44990. /**
  44991. * Defines the octree scene component responsible to manage any octrees
  44992. * in a given scene.
  44993. */
  44994. export class OctreeSceneComponent {
  44995. /**
  44996. * The component name help to identify the component in the list of scene components.
  44997. */
  44998. readonly name: string;
  44999. /**
  45000. * The scene the component belongs to.
  45001. */
  45002. scene: Scene;
  45003. /**
  45004. * Indicates if the meshes have been checked to make sure they are isEnabled()
  45005. */
  45006. readonly checksIsEnabled: boolean;
  45007. /**
  45008. * Creates a new instance of the component for the given scene
  45009. * @param scene Defines the scene to register the component in
  45010. */
  45011. constructor(scene: Scene);
  45012. /**
  45013. * Registers the component in a given scene
  45014. */
  45015. register(): void;
  45016. /**
  45017. * Return the list of active meshes
  45018. * @returns the list of active meshes
  45019. */
  45020. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  45021. /**
  45022. * Return the list of active sub meshes
  45023. * @param mesh The mesh to get the candidates sub meshes from
  45024. * @returns the list of active sub meshes
  45025. */
  45026. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  45027. private _tempRay;
  45028. /**
  45029. * Return the list of sub meshes intersecting with a given local ray
  45030. * @param mesh defines the mesh to find the submesh for
  45031. * @param localRay defines the ray in local space
  45032. * @returns the list of intersecting sub meshes
  45033. */
  45034. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  45035. /**
  45036. * Return the list of sub meshes colliding with a collider
  45037. * @param mesh defines the mesh to find the submesh for
  45038. * @param collider defines the collider to evaluate the collision against
  45039. * @returns the list of colliding sub meshes
  45040. */
  45041. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  45042. /**
  45043. * Rebuilds the elements related to this component in case of
  45044. * context lost for instance.
  45045. */
  45046. rebuild(): void;
  45047. /**
  45048. * Disposes the component and the associated ressources.
  45049. */
  45050. dispose(): void;
  45051. }
  45052. }
  45053. declare module "babylonjs/Culling/Octrees/index" {
  45054. export * from "babylonjs/Culling/Octrees/octree";
  45055. export * from "babylonjs/Culling/Octrees/octreeBlock";
  45056. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  45057. }
  45058. declare module "babylonjs/Culling/index" {
  45059. export * from "babylonjs/Culling/boundingBox";
  45060. export * from "babylonjs/Culling/boundingInfo";
  45061. export * from "babylonjs/Culling/boundingSphere";
  45062. export * from "babylonjs/Culling/Octrees/index";
  45063. export * from "babylonjs/Culling/ray";
  45064. }
  45065. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  45066. import { IDisposable, Scene } from "babylonjs/scene";
  45067. import { Nullable } from "babylonjs/types";
  45068. import { Observable } from "babylonjs/Misc/observable";
  45069. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45070. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  45071. import { Camera } from "babylonjs/Cameras/camera";
  45072. /**
  45073. * Renders a layer on top of an existing scene
  45074. */
  45075. export class UtilityLayerRenderer implements IDisposable {
  45076. /** the original scene that will be rendered on top of */
  45077. originalScene: Scene;
  45078. private _pointerCaptures;
  45079. private _lastPointerEvents;
  45080. private static _DefaultUtilityLayer;
  45081. private static _DefaultKeepDepthUtilityLayer;
  45082. private _sharedGizmoLight;
  45083. private _renderCamera;
  45084. /**
  45085. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45086. * @returns the camera that is used when rendering the utility layer
  45087. */
  45088. getRenderCamera(): Nullable<Camera>;
  45089. /**
  45090. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45091. * @param cam the camera that should be used when rendering the utility layer
  45092. */
  45093. setRenderCamera(cam: Nullable<Camera>): void;
  45094. /**
  45095. * @hidden
  45096. * Light which used by gizmos to get light shading
  45097. */
  45098. _getSharedGizmoLight(): HemisphericLight;
  45099. /**
  45100. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45101. */
  45102. pickUtilitySceneFirst: boolean;
  45103. /**
  45104. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  45105. */
  45106. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45107. /**
  45108. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  45109. */
  45110. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45111. /**
  45112. * The scene that is rendered on top of the original scene
  45113. */
  45114. utilityLayerScene: Scene;
  45115. /**
  45116. * If the utility layer should automatically be rendered on top of existing scene
  45117. */
  45118. shouldRender: boolean;
  45119. /**
  45120. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45121. */
  45122. onlyCheckPointerDownEvents: boolean;
  45123. /**
  45124. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45125. */
  45126. processAllEvents: boolean;
  45127. /**
  45128. * Observable raised when the pointer move from the utility layer scene to the main scene
  45129. */
  45130. onPointerOutObservable: Observable<number>;
  45131. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45132. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45133. private _afterRenderObserver;
  45134. private _sceneDisposeObserver;
  45135. private _originalPointerObserver;
  45136. /**
  45137. * Instantiates a UtilityLayerRenderer
  45138. * @param originalScene the original scene that will be rendered on top of
  45139. * @param handleEvents boolean indicating if the utility layer should handle events
  45140. */
  45141. constructor(
  45142. /** the original scene that will be rendered on top of */
  45143. originalScene: Scene, handleEvents?: boolean);
  45144. private _notifyObservers;
  45145. /**
  45146. * Renders the utility layers scene on top of the original scene
  45147. */
  45148. render(): void;
  45149. /**
  45150. * Disposes of the renderer
  45151. */
  45152. dispose(): void;
  45153. private _updateCamera;
  45154. }
  45155. }
  45156. declare module "babylonjs/Gizmos/gizmo" {
  45157. import { Nullable } from "babylonjs/types";
  45158. import { IDisposable } from "babylonjs/scene";
  45159. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45160. import { Mesh } from "babylonjs/Meshes/mesh";
  45161. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45162. /**
  45163. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45164. */
  45165. export class Gizmo implements IDisposable {
  45166. /** The utility layer the gizmo will be added to */
  45167. gizmoLayer: UtilityLayerRenderer;
  45168. /**
  45169. * The root mesh of the gizmo
  45170. */
  45171. _rootMesh: Mesh;
  45172. private _attachedMesh;
  45173. /**
  45174. * Ratio for the scale of the gizmo (Default: 1)
  45175. */
  45176. scaleRatio: number;
  45177. /**
  45178. * If a custom mesh has been set (Default: false)
  45179. */
  45180. protected _customMeshSet: boolean;
  45181. /**
  45182. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45183. * * When set, interactions will be enabled
  45184. */
  45185. attachedMesh: Nullable<AbstractMesh>;
  45186. /**
  45187. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45188. * @param mesh The mesh to replace the default mesh of the gizmo
  45189. */
  45190. setCustomMesh(mesh: Mesh): void;
  45191. /**
  45192. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45193. */
  45194. updateGizmoRotationToMatchAttachedMesh: boolean;
  45195. /**
  45196. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45197. */
  45198. updateGizmoPositionToMatchAttachedMesh: boolean;
  45199. /**
  45200. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45201. */
  45202. updateScale: boolean;
  45203. protected _interactionsEnabled: boolean;
  45204. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45205. private _beforeRenderObserver;
  45206. private _tempVector;
  45207. /**
  45208. * Creates a gizmo
  45209. * @param gizmoLayer The utility layer the gizmo will be added to
  45210. */
  45211. constructor(
  45212. /** The utility layer the gizmo will be added to */
  45213. gizmoLayer?: UtilityLayerRenderer);
  45214. /**
  45215. * Updates the gizmo to match the attached mesh's position/rotation
  45216. */
  45217. protected _update(): void;
  45218. /**
  45219. * Disposes of the gizmo
  45220. */
  45221. dispose(): void;
  45222. }
  45223. }
  45224. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45225. import { Observable } from "babylonjs/Misc/observable";
  45226. import { Nullable } from "babylonjs/types";
  45227. import { Vector3 } from "babylonjs/Maths/math.vector";
  45228. import { Color3 } from "babylonjs/Maths/math.color";
  45229. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45231. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45232. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45233. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45234. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45235. import { Scene } from "babylonjs/scene";
  45236. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45237. /**
  45238. * Single plane drag gizmo
  45239. */
  45240. export class PlaneDragGizmo extends Gizmo {
  45241. /**
  45242. * Drag behavior responsible for the gizmos dragging interactions
  45243. */
  45244. dragBehavior: PointerDragBehavior;
  45245. private _pointerObserver;
  45246. /**
  45247. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45248. */
  45249. snapDistance: number;
  45250. /**
  45251. * Event that fires each time the gizmo snaps to a new location.
  45252. * * snapDistance is the the change in distance
  45253. */
  45254. onSnapObservable: Observable<{
  45255. snapDistance: number;
  45256. }>;
  45257. private _plane;
  45258. private _coloredMaterial;
  45259. private _hoverMaterial;
  45260. private _isEnabled;
  45261. private _parent;
  45262. /** @hidden */
  45263. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45264. /** @hidden */
  45265. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45266. /**
  45267. * Creates a PlaneDragGizmo
  45268. * @param gizmoLayer The utility layer the gizmo will be added to
  45269. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45270. * @param color The color of the gizmo
  45271. */
  45272. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45273. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45274. /**
  45275. * If the gizmo is enabled
  45276. */
  45277. isEnabled: boolean;
  45278. /**
  45279. * Disposes of the gizmo
  45280. */
  45281. dispose(): void;
  45282. }
  45283. }
  45284. declare module "babylonjs/Gizmos/positionGizmo" {
  45285. import { Observable } from "babylonjs/Misc/observable";
  45286. import { Nullable } from "babylonjs/types";
  45287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45288. import { Mesh } from "babylonjs/Meshes/mesh";
  45289. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45290. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45291. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45292. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45293. /**
  45294. * Gizmo that enables dragging a mesh along 3 axis
  45295. */
  45296. export class PositionGizmo extends Gizmo {
  45297. /**
  45298. * Internal gizmo used for interactions on the x axis
  45299. */
  45300. xGizmo: AxisDragGizmo;
  45301. /**
  45302. * Internal gizmo used for interactions on the y axis
  45303. */
  45304. yGizmo: AxisDragGizmo;
  45305. /**
  45306. * Internal gizmo used for interactions on the z axis
  45307. */
  45308. zGizmo: AxisDragGizmo;
  45309. /**
  45310. * Internal gizmo used for interactions on the yz plane
  45311. */
  45312. xPlaneGizmo: PlaneDragGizmo;
  45313. /**
  45314. * Internal gizmo used for interactions on the xz plane
  45315. */
  45316. yPlaneGizmo: PlaneDragGizmo;
  45317. /**
  45318. * Internal gizmo used for interactions on the xy plane
  45319. */
  45320. zPlaneGizmo: PlaneDragGizmo;
  45321. /**
  45322. * private variables
  45323. */
  45324. private _meshAttached;
  45325. private _updateGizmoRotationToMatchAttachedMesh;
  45326. private _snapDistance;
  45327. private _scaleRatio;
  45328. /** Fires an event when any of it's sub gizmos are dragged */
  45329. onDragStartObservable: Observable<unknown>;
  45330. /** Fires an event when any of it's sub gizmos are released from dragging */
  45331. onDragEndObservable: Observable<unknown>;
  45332. /**
  45333. * If set to true, planar drag is enabled
  45334. */
  45335. private _planarGizmoEnabled;
  45336. attachedMesh: Nullable<AbstractMesh>;
  45337. /**
  45338. * Creates a PositionGizmo
  45339. * @param gizmoLayer The utility layer the gizmo will be added to
  45340. */
  45341. constructor(gizmoLayer?: UtilityLayerRenderer);
  45342. /**
  45343. * If the planar drag gizmo is enabled
  45344. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45345. */
  45346. planarGizmoEnabled: boolean;
  45347. updateGizmoRotationToMatchAttachedMesh: boolean;
  45348. /**
  45349. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45350. */
  45351. snapDistance: number;
  45352. /**
  45353. * Ratio for the scale of the gizmo (Default: 1)
  45354. */
  45355. scaleRatio: number;
  45356. /**
  45357. * Disposes of the gizmo
  45358. */
  45359. dispose(): void;
  45360. /**
  45361. * CustomMeshes are not supported by this gizmo
  45362. * @param mesh The mesh to replace the default mesh of the gizmo
  45363. */
  45364. setCustomMesh(mesh: Mesh): void;
  45365. }
  45366. }
  45367. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45368. import { Observable } from "babylonjs/Misc/observable";
  45369. import { Nullable } from "babylonjs/types";
  45370. import { Vector3 } from "babylonjs/Maths/math.vector";
  45371. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45372. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45373. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45374. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45375. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45376. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45377. import { Scene } from "babylonjs/scene";
  45378. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45379. import { Color3 } from "babylonjs/Maths/math.color";
  45380. /**
  45381. * Single axis drag gizmo
  45382. */
  45383. export class AxisDragGizmo extends Gizmo {
  45384. /**
  45385. * Drag behavior responsible for the gizmos dragging interactions
  45386. */
  45387. dragBehavior: PointerDragBehavior;
  45388. private _pointerObserver;
  45389. /**
  45390. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45391. */
  45392. snapDistance: number;
  45393. /**
  45394. * Event that fires each time the gizmo snaps to a new location.
  45395. * * snapDistance is the the change in distance
  45396. */
  45397. onSnapObservable: Observable<{
  45398. snapDistance: number;
  45399. }>;
  45400. private _isEnabled;
  45401. private _parent;
  45402. private _arrow;
  45403. private _coloredMaterial;
  45404. private _hoverMaterial;
  45405. /** @hidden */
  45406. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45407. /** @hidden */
  45408. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45409. /**
  45410. * Creates an AxisDragGizmo
  45411. * @param gizmoLayer The utility layer the gizmo will be added to
  45412. * @param dragAxis The axis which the gizmo will be able to drag on
  45413. * @param color The color of the gizmo
  45414. */
  45415. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45416. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45417. /**
  45418. * If the gizmo is enabled
  45419. */
  45420. isEnabled: boolean;
  45421. /**
  45422. * Disposes of the gizmo
  45423. */
  45424. dispose(): void;
  45425. }
  45426. }
  45427. declare module "babylonjs/Debug/axesViewer" {
  45428. import { Vector3 } from "babylonjs/Maths/math.vector";
  45429. import { Nullable } from "babylonjs/types";
  45430. import { Scene } from "babylonjs/scene";
  45431. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45432. /**
  45433. * The Axes viewer will show 3 axes in a specific point in space
  45434. */
  45435. export class AxesViewer {
  45436. private _xAxis;
  45437. private _yAxis;
  45438. private _zAxis;
  45439. private _scaleLinesFactor;
  45440. private _instanced;
  45441. /**
  45442. * Gets the hosting scene
  45443. */
  45444. scene: Scene;
  45445. /**
  45446. * Gets or sets a number used to scale line length
  45447. */
  45448. scaleLines: number;
  45449. /** Gets the node hierarchy used to render x-axis */
  45450. readonly xAxis: TransformNode;
  45451. /** Gets the node hierarchy used to render y-axis */
  45452. readonly yAxis: TransformNode;
  45453. /** Gets the node hierarchy used to render z-axis */
  45454. readonly zAxis: TransformNode;
  45455. /**
  45456. * Creates a new AxesViewer
  45457. * @param scene defines the hosting scene
  45458. * @param scaleLines defines a number used to scale line length (1 by default)
  45459. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45460. * @param xAxis defines the node hierarchy used to render the x-axis
  45461. * @param yAxis defines the node hierarchy used to render the y-axis
  45462. * @param zAxis defines the node hierarchy used to render the z-axis
  45463. */
  45464. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45465. /**
  45466. * Force the viewer to update
  45467. * @param position defines the position of the viewer
  45468. * @param xaxis defines the x axis of the viewer
  45469. * @param yaxis defines the y axis of the viewer
  45470. * @param zaxis defines the z axis of the viewer
  45471. */
  45472. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45473. /**
  45474. * Creates an instance of this axes viewer.
  45475. * @returns a new axes viewer with instanced meshes
  45476. */
  45477. createInstance(): AxesViewer;
  45478. /** Releases resources */
  45479. dispose(): void;
  45480. private static _SetRenderingGroupId;
  45481. }
  45482. }
  45483. declare module "babylonjs/Debug/boneAxesViewer" {
  45484. import { Nullable } from "babylonjs/types";
  45485. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45486. import { Vector3 } from "babylonjs/Maths/math.vector";
  45487. import { Mesh } from "babylonjs/Meshes/mesh";
  45488. import { Bone } from "babylonjs/Bones/bone";
  45489. import { Scene } from "babylonjs/scene";
  45490. /**
  45491. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45492. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45493. */
  45494. export class BoneAxesViewer extends AxesViewer {
  45495. /**
  45496. * Gets or sets the target mesh where to display the axes viewer
  45497. */
  45498. mesh: Nullable<Mesh>;
  45499. /**
  45500. * Gets or sets the target bone where to display the axes viewer
  45501. */
  45502. bone: Nullable<Bone>;
  45503. /** Gets current position */
  45504. pos: Vector3;
  45505. /** Gets direction of X axis */
  45506. xaxis: Vector3;
  45507. /** Gets direction of Y axis */
  45508. yaxis: Vector3;
  45509. /** Gets direction of Z axis */
  45510. zaxis: Vector3;
  45511. /**
  45512. * Creates a new BoneAxesViewer
  45513. * @param scene defines the hosting scene
  45514. * @param bone defines the target bone
  45515. * @param mesh defines the target mesh
  45516. * @param scaleLines defines a scaling factor for line length (1 by default)
  45517. */
  45518. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45519. /**
  45520. * Force the viewer to update
  45521. */
  45522. update(): void;
  45523. /** Releases resources */
  45524. dispose(): void;
  45525. }
  45526. }
  45527. declare module "babylonjs/Debug/debugLayer" {
  45528. import { Scene } from "babylonjs/scene";
  45529. /**
  45530. * Interface used to define scene explorer extensibility option
  45531. */
  45532. export interface IExplorerExtensibilityOption {
  45533. /**
  45534. * Define the option label
  45535. */
  45536. label: string;
  45537. /**
  45538. * Defines the action to execute on click
  45539. */
  45540. action: (entity: any) => void;
  45541. }
  45542. /**
  45543. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45544. */
  45545. export interface IExplorerExtensibilityGroup {
  45546. /**
  45547. * Defines a predicate to test if a given type mut be extended
  45548. */
  45549. predicate: (entity: any) => boolean;
  45550. /**
  45551. * Gets the list of options added to a type
  45552. */
  45553. entries: IExplorerExtensibilityOption[];
  45554. }
  45555. /**
  45556. * Interface used to define the options to use to create the Inspector
  45557. */
  45558. export interface IInspectorOptions {
  45559. /**
  45560. * Display in overlay mode (default: false)
  45561. */
  45562. overlay?: boolean;
  45563. /**
  45564. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45565. */
  45566. globalRoot?: HTMLElement;
  45567. /**
  45568. * Display the Scene explorer
  45569. */
  45570. showExplorer?: boolean;
  45571. /**
  45572. * Display the property inspector
  45573. */
  45574. showInspector?: boolean;
  45575. /**
  45576. * Display in embed mode (both panes on the right)
  45577. */
  45578. embedMode?: boolean;
  45579. /**
  45580. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45581. */
  45582. handleResize?: boolean;
  45583. /**
  45584. * Allow the panes to popup (default: true)
  45585. */
  45586. enablePopup?: boolean;
  45587. /**
  45588. * Allow the panes to be closed by users (default: true)
  45589. */
  45590. enableClose?: boolean;
  45591. /**
  45592. * Optional list of extensibility entries
  45593. */
  45594. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45595. /**
  45596. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45597. */
  45598. inspectorURL?: string;
  45599. }
  45600. module "babylonjs/scene" {
  45601. interface Scene {
  45602. /**
  45603. * @hidden
  45604. * Backing field
  45605. */
  45606. _debugLayer: DebugLayer;
  45607. /**
  45608. * Gets the debug layer (aka Inspector) associated with the scene
  45609. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45610. */
  45611. debugLayer: DebugLayer;
  45612. }
  45613. }
  45614. /**
  45615. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45616. * what is happening in your scene
  45617. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45618. */
  45619. export class DebugLayer {
  45620. /**
  45621. * Define the url to get the inspector script from.
  45622. * By default it uses the babylonjs CDN.
  45623. * @ignoreNaming
  45624. */
  45625. static InspectorURL: string;
  45626. private _scene;
  45627. private BJSINSPECTOR;
  45628. private _onPropertyChangedObservable?;
  45629. /**
  45630. * Observable triggered when a property is changed through the inspector.
  45631. */
  45632. readonly onPropertyChangedObservable: any;
  45633. /**
  45634. * Instantiates a new debug layer.
  45635. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45636. * what is happening in your scene
  45637. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45638. * @param scene Defines the scene to inspect
  45639. */
  45640. constructor(scene: Scene);
  45641. /** Creates the inspector window. */
  45642. private _createInspector;
  45643. /**
  45644. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45645. * @param entity defines the entity to select
  45646. * @param lineContainerTitle defines the specific block to highlight
  45647. */
  45648. select(entity: any, lineContainerTitle?: string): void;
  45649. /** Get the inspector from bundle or global */
  45650. private _getGlobalInspector;
  45651. /**
  45652. * Get if the inspector is visible or not.
  45653. * @returns true if visible otherwise, false
  45654. */
  45655. isVisible(): boolean;
  45656. /**
  45657. * Hide the inspector and close its window.
  45658. */
  45659. hide(): void;
  45660. /**
  45661. * Launch the debugLayer.
  45662. * @param config Define the configuration of the inspector
  45663. * @return a promise fulfilled when the debug layer is visible
  45664. */
  45665. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45666. }
  45667. }
  45668. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45669. import { Nullable } from "babylonjs/types";
  45670. import { Scene } from "babylonjs/scene";
  45671. import { Vector4 } from "babylonjs/Maths/math.vector";
  45672. import { Color4 } from "babylonjs/Maths/math.color";
  45673. import { Mesh } from "babylonjs/Meshes/mesh";
  45674. /**
  45675. * Class containing static functions to help procedurally build meshes
  45676. */
  45677. export class BoxBuilder {
  45678. /**
  45679. * Creates a box mesh
  45680. * * The parameter `size` sets the size (float) of each box side (default 1)
  45681. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45682. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  45683. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45685. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45687. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45688. * @param name defines the name of the mesh
  45689. * @param options defines the options used to create the mesh
  45690. * @param scene defines the hosting scene
  45691. * @returns the box mesh
  45692. */
  45693. static CreateBox(name: string, options: {
  45694. size?: number;
  45695. width?: number;
  45696. height?: number;
  45697. depth?: number;
  45698. faceUV?: Vector4[];
  45699. faceColors?: Color4[];
  45700. sideOrientation?: number;
  45701. frontUVs?: Vector4;
  45702. backUVs?: Vector4;
  45703. wrap?: boolean;
  45704. topBaseAt?: number;
  45705. bottomBaseAt?: number;
  45706. updatable?: boolean;
  45707. }, scene?: Nullable<Scene>): Mesh;
  45708. }
  45709. }
  45710. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45711. import { Vector4 } from "babylonjs/Maths/math.vector";
  45712. import { Mesh } from "babylonjs/Meshes/mesh";
  45713. import { Scene } from "babylonjs/scene";
  45714. import { Nullable } from "babylonjs/types";
  45715. /**
  45716. * Class containing static functions to help procedurally build meshes
  45717. */
  45718. export class SphereBuilder {
  45719. /**
  45720. * Creates a sphere mesh
  45721. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45722. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  45723. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45724. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  45725. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  45726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45727. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45729. * @param name defines the name of the mesh
  45730. * @param options defines the options used to create the mesh
  45731. * @param scene defines the hosting scene
  45732. * @returns the sphere mesh
  45733. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45734. */
  45735. static CreateSphere(name: string, options: {
  45736. segments?: number;
  45737. diameter?: number;
  45738. diameterX?: number;
  45739. diameterY?: number;
  45740. diameterZ?: number;
  45741. arc?: number;
  45742. slice?: number;
  45743. sideOrientation?: number;
  45744. frontUVs?: Vector4;
  45745. backUVs?: Vector4;
  45746. updatable?: boolean;
  45747. }, scene?: Nullable<Scene>): Mesh;
  45748. }
  45749. }
  45750. declare module "babylonjs/Debug/physicsViewer" {
  45751. import { Nullable } from "babylonjs/types";
  45752. import { Scene } from "babylonjs/scene";
  45753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45754. import { Mesh } from "babylonjs/Meshes/mesh";
  45755. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45756. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45757. /**
  45758. * Used to show the physics impostor around the specific mesh
  45759. */
  45760. export class PhysicsViewer {
  45761. /** @hidden */
  45762. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45763. /** @hidden */
  45764. protected _meshes: Array<Nullable<AbstractMesh>>;
  45765. /** @hidden */
  45766. protected _scene: Nullable<Scene>;
  45767. /** @hidden */
  45768. protected _numMeshes: number;
  45769. /** @hidden */
  45770. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45771. private _renderFunction;
  45772. private _utilityLayer;
  45773. private _debugBoxMesh;
  45774. private _debugSphereMesh;
  45775. private _debugCylinderMesh;
  45776. private _debugMaterial;
  45777. private _debugMeshMeshes;
  45778. /**
  45779. * Creates a new PhysicsViewer
  45780. * @param scene defines the hosting scene
  45781. */
  45782. constructor(scene: Scene);
  45783. /** @hidden */
  45784. protected _updateDebugMeshes(): void;
  45785. /**
  45786. * Renders a specified physic impostor
  45787. * @param impostor defines the impostor to render
  45788. * @param targetMesh defines the mesh represented by the impostor
  45789. * @returns the new debug mesh used to render the impostor
  45790. */
  45791. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45792. /**
  45793. * Hides a specified physic impostor
  45794. * @param impostor defines the impostor to hide
  45795. */
  45796. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45797. private _getDebugMaterial;
  45798. private _getDebugBoxMesh;
  45799. private _getDebugSphereMesh;
  45800. private _getDebugCylinderMesh;
  45801. private _getDebugMeshMesh;
  45802. private _getDebugMesh;
  45803. /** Releases all resources */
  45804. dispose(): void;
  45805. }
  45806. }
  45807. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45808. import { Vector3 } from "babylonjs/Maths/math.vector";
  45809. import { Color4 } from "babylonjs/Maths/math.color";
  45810. import { Nullable } from "babylonjs/types";
  45811. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45812. import { Scene } from "babylonjs/scene";
  45813. /**
  45814. * Class containing static functions to help procedurally build meshes
  45815. */
  45816. export class LinesBuilder {
  45817. /**
  45818. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45819. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  45820. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45821. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45822. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45823. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45824. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45825. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45826. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45828. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45829. * @param name defines the name of the new line system
  45830. * @param options defines the options used to create the line system
  45831. * @param scene defines the hosting scene
  45832. * @returns a new line system mesh
  45833. */
  45834. static CreateLineSystem(name: string, options: {
  45835. lines: Vector3[][];
  45836. updatable?: boolean;
  45837. instance?: Nullable<LinesMesh>;
  45838. colors?: Nullable<Color4[][]>;
  45839. useVertexAlpha?: boolean;
  45840. }, scene: Nullable<Scene>): LinesMesh;
  45841. /**
  45842. * Creates a line mesh
  45843. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45844. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45845. * * The parameter `points` is an array successive Vector3
  45846. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45847. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45848. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45849. * * When updating an instance, remember that only point positions can change, not the number of points
  45850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45851. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45852. * @param name defines the name of the new line system
  45853. * @param options defines the options used to create the line system
  45854. * @param scene defines the hosting scene
  45855. * @returns a new line mesh
  45856. */
  45857. static CreateLines(name: string, options: {
  45858. points: Vector3[];
  45859. updatable?: boolean;
  45860. instance?: Nullable<LinesMesh>;
  45861. colors?: Color4[];
  45862. useVertexAlpha?: boolean;
  45863. }, scene?: Nullable<Scene>): LinesMesh;
  45864. /**
  45865. * Creates a dashed line mesh
  45866. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45867. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45868. * * The parameter `points` is an array successive Vector3
  45869. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45870. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45871. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45872. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45873. * * When updating an instance, remember that only point positions can change, not the number of points
  45874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45875. * @param name defines the name of the mesh
  45876. * @param options defines the options used to create the mesh
  45877. * @param scene defines the hosting scene
  45878. * @returns the dashed line mesh
  45879. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45880. */
  45881. static CreateDashedLines(name: string, options: {
  45882. points: Vector3[];
  45883. dashSize?: number;
  45884. gapSize?: number;
  45885. dashNb?: number;
  45886. updatable?: boolean;
  45887. instance?: LinesMesh;
  45888. }, scene?: Nullable<Scene>): LinesMesh;
  45889. }
  45890. }
  45891. declare module "babylonjs/Debug/rayHelper" {
  45892. import { Nullable } from "babylonjs/types";
  45893. import { Ray } from "babylonjs/Culling/ray";
  45894. import { Vector3 } from "babylonjs/Maths/math.vector";
  45895. import { Color3 } from "babylonjs/Maths/math.color";
  45896. import { Scene } from "babylonjs/scene";
  45897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45898. import "babylonjs/Meshes/Builders/linesBuilder";
  45899. /**
  45900. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45901. * in order to better appreciate the issue one might have.
  45902. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45903. */
  45904. export class RayHelper {
  45905. /**
  45906. * Defines the ray we are currently tryin to visualize.
  45907. */
  45908. ray: Nullable<Ray>;
  45909. private _renderPoints;
  45910. private _renderLine;
  45911. private _renderFunction;
  45912. private _scene;
  45913. private _updateToMeshFunction;
  45914. private _attachedToMesh;
  45915. private _meshSpaceDirection;
  45916. private _meshSpaceOrigin;
  45917. /**
  45918. * Helper function to create a colored helper in a scene in one line.
  45919. * @param ray Defines the ray we are currently tryin to visualize
  45920. * @param scene Defines the scene the ray is used in
  45921. * @param color Defines the color we want to see the ray in
  45922. * @returns The newly created ray helper.
  45923. */
  45924. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45925. /**
  45926. * Instantiate a new ray helper.
  45927. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45928. * in order to better appreciate the issue one might have.
  45929. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45930. * @param ray Defines the ray we are currently tryin to visualize
  45931. */
  45932. constructor(ray: Ray);
  45933. /**
  45934. * Shows the ray we are willing to debug.
  45935. * @param scene Defines the scene the ray needs to be rendered in
  45936. * @param color Defines the color the ray needs to be rendered in
  45937. */
  45938. show(scene: Scene, color?: Color3): void;
  45939. /**
  45940. * Hides the ray we are debugging.
  45941. */
  45942. hide(): void;
  45943. private _render;
  45944. /**
  45945. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45946. * @param mesh Defines the mesh we want the helper attached to
  45947. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45948. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45949. * @param length Defines the length of the ray
  45950. */
  45951. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45952. /**
  45953. * Detach the ray helper from the mesh it has previously been attached to.
  45954. */
  45955. detachFromMesh(): void;
  45956. private _updateToMesh;
  45957. /**
  45958. * Dispose the helper and release its associated resources.
  45959. */
  45960. dispose(): void;
  45961. }
  45962. }
  45963. declare module "babylonjs/Debug/skeletonViewer" {
  45964. import { Color3 } from "babylonjs/Maths/math.color";
  45965. import { Scene } from "babylonjs/scene";
  45966. import { Nullable } from "babylonjs/types";
  45967. import { Skeleton } from "babylonjs/Bones/skeleton";
  45968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45969. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45970. /**
  45971. * Class used to render a debug view of a given skeleton
  45972. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45973. */
  45974. export class SkeletonViewer {
  45975. /** defines the skeleton to render */
  45976. skeleton: Skeleton;
  45977. /** defines the mesh attached to the skeleton */
  45978. mesh: AbstractMesh;
  45979. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45980. autoUpdateBonesMatrices: boolean;
  45981. /** defines the rendering group id to use with the viewer */
  45982. renderingGroupId: number;
  45983. /** Gets or sets the color used to render the skeleton */
  45984. color: Color3;
  45985. private _scene;
  45986. private _debugLines;
  45987. private _debugMesh;
  45988. private _isEnabled;
  45989. private _renderFunction;
  45990. private _utilityLayer;
  45991. /**
  45992. * Returns the mesh used to render the bones
  45993. */
  45994. readonly debugMesh: Nullable<LinesMesh>;
  45995. /**
  45996. * Creates a new SkeletonViewer
  45997. * @param skeleton defines the skeleton to render
  45998. * @param mesh defines the mesh attached to the skeleton
  45999. * @param scene defines the hosting scene
  46000. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  46001. * @param renderingGroupId defines the rendering group id to use with the viewer
  46002. */
  46003. constructor(
  46004. /** defines the skeleton to render */
  46005. skeleton: Skeleton,
  46006. /** defines the mesh attached to the skeleton */
  46007. mesh: AbstractMesh, scene: Scene,
  46008. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46009. autoUpdateBonesMatrices?: boolean,
  46010. /** defines the rendering group id to use with the viewer */
  46011. renderingGroupId?: number);
  46012. /** Gets or sets a boolean indicating if the viewer is enabled */
  46013. isEnabled: boolean;
  46014. private _getBonePosition;
  46015. private _getLinesForBonesWithLength;
  46016. private _getLinesForBonesNoLength;
  46017. /** Update the viewer to sync with current skeleton state */
  46018. update(): void;
  46019. /** Release associated resources */
  46020. dispose(): void;
  46021. }
  46022. }
  46023. declare module "babylonjs/Debug/index" {
  46024. export * from "babylonjs/Debug/axesViewer";
  46025. export * from "babylonjs/Debug/boneAxesViewer";
  46026. export * from "babylonjs/Debug/debugLayer";
  46027. export * from "babylonjs/Debug/physicsViewer";
  46028. export * from "babylonjs/Debug/rayHelper";
  46029. export * from "babylonjs/Debug/skeletonViewer";
  46030. }
  46031. declare module "babylonjs/Engines/nullEngine" {
  46032. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  46033. import { Scene } from "babylonjs/scene";
  46034. import { Engine } from "babylonjs/Engines/engine";
  46035. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46036. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46037. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46038. import { Effect } from "babylonjs/Materials/effect";
  46039. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46040. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46041. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  46042. /**
  46043. * Options to create the null engine
  46044. */
  46045. export class NullEngineOptions {
  46046. /**
  46047. * Render width (Default: 512)
  46048. */
  46049. renderWidth: number;
  46050. /**
  46051. * Render height (Default: 256)
  46052. */
  46053. renderHeight: number;
  46054. /**
  46055. * Texture size (Default: 512)
  46056. */
  46057. textureSize: number;
  46058. /**
  46059. * If delta time between frames should be constant
  46060. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46061. */
  46062. deterministicLockstep: boolean;
  46063. /**
  46064. * Maximum about of steps between frames (Default: 4)
  46065. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46066. */
  46067. lockstepMaxSteps: number;
  46068. }
  46069. /**
  46070. * The null engine class provides support for headless version of babylon.js.
  46071. * This can be used in server side scenario or for testing purposes
  46072. */
  46073. export class NullEngine extends Engine {
  46074. private _options;
  46075. /**
  46076. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46077. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46078. * @returns true if engine is in deterministic lock step mode
  46079. */
  46080. isDeterministicLockStep(): boolean;
  46081. /**
  46082. * Gets the max steps when engine is running in deterministic lock step
  46083. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46084. * @returns the max steps
  46085. */
  46086. getLockstepMaxSteps(): number;
  46087. /**
  46088. * Gets the current hardware scaling level.
  46089. * By default the hardware scaling level is computed from the window device ratio.
  46090. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  46091. * @returns a number indicating the current hardware scaling level
  46092. */
  46093. getHardwareScalingLevel(): number;
  46094. constructor(options?: NullEngineOptions);
  46095. /**
  46096. * Creates a vertex buffer
  46097. * @param vertices the data for the vertex buffer
  46098. * @returns the new WebGL static buffer
  46099. */
  46100. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46101. /**
  46102. * Creates a new index buffer
  46103. * @param indices defines the content of the index buffer
  46104. * @param updatable defines if the index buffer must be updatable
  46105. * @returns a new webGL buffer
  46106. */
  46107. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46108. /**
  46109. * Clear the current render buffer or the current render target (if any is set up)
  46110. * @param color defines the color to use
  46111. * @param backBuffer defines if the back buffer must be cleared
  46112. * @param depth defines if the depth buffer must be cleared
  46113. * @param stencil defines if the stencil buffer must be cleared
  46114. */
  46115. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46116. /**
  46117. * Gets the current render width
  46118. * @param useScreen defines if screen size must be used (or the current render target if any)
  46119. * @returns a number defining the current render width
  46120. */
  46121. getRenderWidth(useScreen?: boolean): number;
  46122. /**
  46123. * Gets the current render height
  46124. * @param useScreen defines if screen size must be used (or the current render target if any)
  46125. * @returns a number defining the current render height
  46126. */
  46127. getRenderHeight(useScreen?: boolean): number;
  46128. /**
  46129. * Set the WebGL's viewport
  46130. * @param viewport defines the viewport element to be used
  46131. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46132. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46133. */
  46134. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46135. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46136. /**
  46137. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46138. * @param pipelineContext defines the pipeline context to use
  46139. * @param uniformsNames defines the list of uniform names
  46140. * @returns an array of webGL uniform locations
  46141. */
  46142. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46143. /**
  46144. * Gets the lsit of active attributes for a given webGL program
  46145. * @param pipelineContext defines the pipeline context to use
  46146. * @param attributesNames defines the list of attribute names to get
  46147. * @returns an array of indices indicating the offset of each attribute
  46148. */
  46149. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46150. /**
  46151. * Binds an effect to the webGL context
  46152. * @param effect defines the effect to bind
  46153. */
  46154. bindSamplers(effect: Effect): void;
  46155. /**
  46156. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46157. * @param effect defines the effect to activate
  46158. */
  46159. enableEffect(effect: Effect): void;
  46160. /**
  46161. * Set various states to the webGL context
  46162. * @param culling defines backface culling state
  46163. * @param zOffset defines the value to apply to zOffset (0 by default)
  46164. * @param force defines if states must be applied even if cache is up to date
  46165. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46166. */
  46167. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46168. /**
  46169. * Set the value of an uniform to an array of int32
  46170. * @param uniform defines the webGL uniform location where to store the value
  46171. * @param array defines the array of int32 to store
  46172. */
  46173. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46174. /**
  46175. * Set the value of an uniform to an array of int32 (stored as vec2)
  46176. * @param uniform defines the webGL uniform location where to store the value
  46177. * @param array defines the array of int32 to store
  46178. */
  46179. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46180. /**
  46181. * Set the value of an uniform to an array of int32 (stored as vec3)
  46182. * @param uniform defines the webGL uniform location where to store the value
  46183. * @param array defines the array of int32 to store
  46184. */
  46185. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46186. /**
  46187. * Set the value of an uniform to an array of int32 (stored as vec4)
  46188. * @param uniform defines the webGL uniform location where to store the value
  46189. * @param array defines the array of int32 to store
  46190. */
  46191. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46192. /**
  46193. * Set the value of an uniform to an array of float32
  46194. * @param uniform defines the webGL uniform location where to store the value
  46195. * @param array defines the array of float32 to store
  46196. */
  46197. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46198. /**
  46199. * Set the value of an uniform to an array of float32 (stored as vec2)
  46200. * @param uniform defines the webGL uniform location where to store the value
  46201. * @param array defines the array of float32 to store
  46202. */
  46203. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46204. /**
  46205. * Set the value of an uniform to an array of float32 (stored as vec3)
  46206. * @param uniform defines the webGL uniform location where to store the value
  46207. * @param array defines the array of float32 to store
  46208. */
  46209. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46210. /**
  46211. * Set the value of an uniform to an array of float32 (stored as vec4)
  46212. * @param uniform defines the webGL uniform location where to store the value
  46213. * @param array defines the array of float32 to store
  46214. */
  46215. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46216. /**
  46217. * Set the value of an uniform to an array of number
  46218. * @param uniform defines the webGL uniform location where to store the value
  46219. * @param array defines the array of number to store
  46220. */
  46221. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46222. /**
  46223. * Set the value of an uniform to an array of number (stored as vec2)
  46224. * @param uniform defines the webGL uniform location where to store the value
  46225. * @param array defines the array of number to store
  46226. */
  46227. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46228. /**
  46229. * Set the value of an uniform to an array of number (stored as vec3)
  46230. * @param uniform defines the webGL uniform location where to store the value
  46231. * @param array defines the array of number to store
  46232. */
  46233. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46234. /**
  46235. * Set the value of an uniform to an array of number (stored as vec4)
  46236. * @param uniform defines the webGL uniform location where to store the value
  46237. * @param array defines the array of number to store
  46238. */
  46239. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46240. /**
  46241. * Set the value of an uniform to an array of float32 (stored as matrices)
  46242. * @param uniform defines the webGL uniform location where to store the value
  46243. * @param matrices defines the array of float32 to store
  46244. */
  46245. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46246. /**
  46247. * Set the value of an uniform to a matrix (3x3)
  46248. * @param uniform defines the webGL uniform location where to store the value
  46249. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46250. */
  46251. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46252. /**
  46253. * Set the value of an uniform to a matrix (2x2)
  46254. * @param uniform defines the webGL uniform location where to store the value
  46255. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46256. */
  46257. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46258. /**
  46259. * Set the value of an uniform to a number (float)
  46260. * @param uniform defines the webGL uniform location where to store the value
  46261. * @param value defines the float number to store
  46262. */
  46263. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46264. /**
  46265. * Set the value of an uniform to a vec2
  46266. * @param uniform defines the webGL uniform location where to store the value
  46267. * @param x defines the 1st component of the value
  46268. * @param y defines the 2nd component of the value
  46269. */
  46270. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46271. /**
  46272. * Set the value of an uniform to a vec3
  46273. * @param uniform defines the webGL uniform location where to store the value
  46274. * @param x defines the 1st component of the value
  46275. * @param y defines the 2nd component of the value
  46276. * @param z defines the 3rd component of the value
  46277. */
  46278. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46279. /**
  46280. * Set the value of an uniform to a boolean
  46281. * @param uniform defines the webGL uniform location where to store the value
  46282. * @param bool defines the boolean to store
  46283. */
  46284. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46285. /**
  46286. * Set the value of an uniform to a vec4
  46287. * @param uniform defines the webGL uniform location where to store the value
  46288. * @param x defines the 1st component of the value
  46289. * @param y defines the 2nd component of the value
  46290. * @param z defines the 3rd component of the value
  46291. * @param w defines the 4th component of the value
  46292. */
  46293. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46294. /**
  46295. * Sets the current alpha mode
  46296. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46297. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46298. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46299. */
  46300. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46301. /**
  46302. * Bind webGl buffers directly to the webGL context
  46303. * @param vertexBuffers defines the vertex buffer to bind
  46304. * @param indexBuffer defines the index buffer to bind
  46305. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46306. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46307. * @param effect defines the effect associated with the vertex buffer
  46308. */
  46309. bindBuffers(vertexBuffers: {
  46310. [key: string]: VertexBuffer;
  46311. }, indexBuffer: DataBuffer, effect: Effect): void;
  46312. /**
  46313. * Force the entire cache to be cleared
  46314. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46315. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46316. */
  46317. wipeCaches(bruteForce?: boolean): void;
  46318. /**
  46319. * Send a draw order
  46320. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46321. * @param indexStart defines the starting index
  46322. * @param indexCount defines the number of index to draw
  46323. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46324. */
  46325. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46326. /**
  46327. * Draw a list of indexed primitives
  46328. * @param fillMode defines the primitive to use
  46329. * @param indexStart defines the starting index
  46330. * @param indexCount defines the number of index to draw
  46331. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46332. */
  46333. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46334. /**
  46335. * Draw a list of unindexed primitives
  46336. * @param fillMode defines the primitive to use
  46337. * @param verticesStart defines the index of first vertex to draw
  46338. * @param verticesCount defines the count of vertices to draw
  46339. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46340. */
  46341. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46342. /** @hidden */
  46343. _createTexture(): WebGLTexture;
  46344. /** @hidden */
  46345. _releaseTexture(texture: InternalTexture): void;
  46346. /**
  46347. * Usually called from Texture.ts.
  46348. * Passed information to create a WebGLTexture
  46349. * @param urlArg defines a value which contains one of the following:
  46350. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46351. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46352. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46353. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46354. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  46355. * @param scene needed for loading to the correct scene
  46356. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46357. * @param onLoad optional callback to be called upon successful completion
  46358. * @param onError optional callback to be called upon failure
  46359. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  46360. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46361. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46362. * @param forcedExtension defines the extension to use to pick the right loader
  46363. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46364. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46365. */
  46366. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  46367. /**
  46368. * Creates a new render target texture
  46369. * @param size defines the size of the texture
  46370. * @param options defines the options used to create the texture
  46371. * @returns a new render target texture stored in an InternalTexture
  46372. */
  46373. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46374. /**
  46375. * Update the sampling mode of a given texture
  46376. * @param samplingMode defines the required sampling mode
  46377. * @param texture defines the texture to update
  46378. */
  46379. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46380. /**
  46381. * Binds the frame buffer to the specified texture.
  46382. * @param texture The texture to render to or null for the default canvas
  46383. * @param faceIndex The face of the texture to render to in case of cube texture
  46384. * @param requiredWidth The width of the target to render to
  46385. * @param requiredHeight The height of the target to render to
  46386. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46387. * @param depthStencilTexture The depth stencil texture to use to render
  46388. * @param lodLevel defines le lod level to bind to the frame buffer
  46389. */
  46390. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46391. /**
  46392. * Unbind the current render target texture from the webGL context
  46393. * @param texture defines the render target texture to unbind
  46394. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46395. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46396. */
  46397. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46398. /**
  46399. * Creates a dynamic vertex buffer
  46400. * @param vertices the data for the dynamic vertex buffer
  46401. * @returns the new WebGL dynamic buffer
  46402. */
  46403. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46404. /**
  46405. * Update the content of a dynamic texture
  46406. * @param texture defines the texture to update
  46407. * @param canvas defines the canvas containing the source
  46408. * @param invertY defines if data must be stored with Y axis inverted
  46409. * @param premulAlpha defines if alpha is stored as premultiplied
  46410. * @param format defines the format of the data
  46411. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46412. */
  46413. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46414. /**
  46415. * Gets a boolean indicating if all created effects are ready
  46416. * @returns true if all effects are ready
  46417. */
  46418. areAllEffectsReady(): boolean;
  46419. /**
  46420. * @hidden
  46421. * Get the current error code of the webGL context
  46422. * @returns the error code
  46423. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46424. */
  46425. getError(): number;
  46426. /** @hidden */
  46427. _getUnpackAlignement(): number;
  46428. /** @hidden */
  46429. _unpackFlipY(value: boolean): void;
  46430. /**
  46431. * Update a dynamic index buffer
  46432. * @param indexBuffer defines the target index buffer
  46433. * @param indices defines the data to update
  46434. * @param offset defines the offset in the target index buffer where update should start
  46435. */
  46436. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46437. /**
  46438. * Updates a dynamic vertex buffer.
  46439. * @param vertexBuffer the vertex buffer to update
  46440. * @param vertices the data used to update the vertex buffer
  46441. * @param byteOffset the byte offset of the data (optional)
  46442. * @param byteLength the byte length of the data (optional)
  46443. */
  46444. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46445. /** @hidden */
  46446. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46447. /** @hidden */
  46448. _bindTexture(channel: number, texture: InternalTexture): void;
  46449. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46450. /**
  46451. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  46452. */
  46453. releaseEffects(): void;
  46454. displayLoadingUI(): void;
  46455. hideLoadingUI(): void;
  46456. /** @hidden */
  46457. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46458. /** @hidden */
  46459. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46460. /** @hidden */
  46461. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46462. /** @hidden */
  46463. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46464. }
  46465. }
  46466. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46467. import { Nullable, int } from "babylonjs/types";
  46468. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46469. /** @hidden */
  46470. export class _OcclusionDataStorage {
  46471. /** @hidden */
  46472. occlusionInternalRetryCounter: number;
  46473. /** @hidden */
  46474. isOcclusionQueryInProgress: boolean;
  46475. /** @hidden */
  46476. isOccluded: boolean;
  46477. /** @hidden */
  46478. occlusionRetryCount: number;
  46479. /** @hidden */
  46480. occlusionType: number;
  46481. /** @hidden */
  46482. occlusionQueryAlgorithmType: number;
  46483. }
  46484. module "babylonjs/Engines/engine" {
  46485. interface Engine {
  46486. /**
  46487. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46488. * @return the new query
  46489. */
  46490. createQuery(): WebGLQuery;
  46491. /**
  46492. * Delete and release a webGL query
  46493. * @param query defines the query to delete
  46494. * @return the current engine
  46495. */
  46496. deleteQuery(query: WebGLQuery): Engine;
  46497. /**
  46498. * Check if a given query has resolved and got its value
  46499. * @param query defines the query to check
  46500. * @returns true if the query got its value
  46501. */
  46502. isQueryResultAvailable(query: WebGLQuery): boolean;
  46503. /**
  46504. * Gets the value of a given query
  46505. * @param query defines the query to check
  46506. * @returns the value of the query
  46507. */
  46508. getQueryResult(query: WebGLQuery): number;
  46509. /**
  46510. * Initiates an occlusion query
  46511. * @param algorithmType defines the algorithm to use
  46512. * @param query defines the query to use
  46513. * @returns the current engine
  46514. * @see http://doc.babylonjs.com/features/occlusionquery
  46515. */
  46516. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46517. /**
  46518. * Ends an occlusion query
  46519. * @see http://doc.babylonjs.com/features/occlusionquery
  46520. * @param algorithmType defines the algorithm to use
  46521. * @returns the current engine
  46522. */
  46523. endOcclusionQuery(algorithmType: number): Engine;
  46524. /**
  46525. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46526. * Please note that only one query can be issued at a time
  46527. * @returns a time token used to track the time span
  46528. */
  46529. startTimeQuery(): Nullable<_TimeToken>;
  46530. /**
  46531. * Ends a time query
  46532. * @param token defines the token used to measure the time span
  46533. * @returns the time spent (in ns)
  46534. */
  46535. endTimeQuery(token: _TimeToken): int;
  46536. /** @hidden */
  46537. _currentNonTimestampToken: Nullable<_TimeToken>;
  46538. /** @hidden */
  46539. _createTimeQuery(): WebGLQuery;
  46540. /** @hidden */
  46541. _deleteTimeQuery(query: WebGLQuery): void;
  46542. /** @hidden */
  46543. _getGlAlgorithmType(algorithmType: number): number;
  46544. /** @hidden */
  46545. _getTimeQueryResult(query: WebGLQuery): any;
  46546. /** @hidden */
  46547. _getTimeQueryAvailability(query: WebGLQuery): any;
  46548. }
  46549. }
  46550. module "babylonjs/Meshes/abstractMesh" {
  46551. interface AbstractMesh {
  46552. /**
  46553. * Backing filed
  46554. * @hidden
  46555. */
  46556. __occlusionDataStorage: _OcclusionDataStorage;
  46557. /**
  46558. * Access property
  46559. * @hidden
  46560. */
  46561. _occlusionDataStorage: _OcclusionDataStorage;
  46562. /**
  46563. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  46564. * The default value is -1 which means don't break the query and wait till the result
  46565. * @see http://doc.babylonjs.com/features/occlusionquery
  46566. */
  46567. occlusionRetryCount: number;
  46568. /**
  46569. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  46570. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46571. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46572. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  46573. * @see http://doc.babylonjs.com/features/occlusionquery
  46574. */
  46575. occlusionType: number;
  46576. /**
  46577. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46578. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46579. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  46580. * @see http://doc.babylonjs.com/features/occlusionquery
  46581. */
  46582. occlusionQueryAlgorithmType: number;
  46583. /**
  46584. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  46585. * @see http://doc.babylonjs.com/features/occlusionquery
  46586. */
  46587. isOccluded: boolean;
  46588. /**
  46589. * Flag to check the progress status of the query
  46590. * @see http://doc.babylonjs.com/features/occlusionquery
  46591. */
  46592. isOcclusionQueryInProgress: boolean;
  46593. }
  46594. }
  46595. }
  46596. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46597. import { Nullable } from "babylonjs/types";
  46598. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46599. /** @hidden */
  46600. export var _forceTransformFeedbackToBundle: boolean;
  46601. module "babylonjs/Engines/engine" {
  46602. interface Engine {
  46603. /**
  46604. * Creates a webGL transform feedback object
  46605. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46606. * @returns the webGL transform feedback object
  46607. */
  46608. createTransformFeedback(): WebGLTransformFeedback;
  46609. /**
  46610. * Delete a webGL transform feedback object
  46611. * @param value defines the webGL transform feedback object to delete
  46612. */
  46613. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46614. /**
  46615. * Bind a webGL transform feedback object to the webgl context
  46616. * @param value defines the webGL transform feedback object to bind
  46617. */
  46618. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46619. /**
  46620. * Begins a transform feedback operation
  46621. * @param usePoints defines if points or triangles must be used
  46622. */
  46623. beginTransformFeedback(usePoints: boolean): void;
  46624. /**
  46625. * Ends a transform feedback operation
  46626. */
  46627. endTransformFeedback(): void;
  46628. /**
  46629. * Specify the varyings to use with transform feedback
  46630. * @param program defines the associated webGL program
  46631. * @param value defines the list of strings representing the varying names
  46632. */
  46633. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46634. /**
  46635. * Bind a webGL buffer for a transform feedback operation
  46636. * @param value defines the webGL buffer to bind
  46637. */
  46638. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46639. }
  46640. }
  46641. }
  46642. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46643. import { Scene } from "babylonjs/scene";
  46644. import { Engine } from "babylonjs/Engines/engine";
  46645. import { Texture } from "babylonjs/Materials/Textures/texture";
  46646. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46647. import "babylonjs/Engines/Extensions/engine.multiRender";
  46648. /**
  46649. * Creation options of the multi render target texture.
  46650. */
  46651. export interface IMultiRenderTargetOptions {
  46652. /**
  46653. * Define if the texture needs to create mip maps after render.
  46654. */
  46655. generateMipMaps?: boolean;
  46656. /**
  46657. * Define the types of all the draw buffers we want to create
  46658. */
  46659. types?: number[];
  46660. /**
  46661. * Define the sampling modes of all the draw buffers we want to create
  46662. */
  46663. samplingModes?: number[];
  46664. /**
  46665. * Define if a depth buffer is required
  46666. */
  46667. generateDepthBuffer?: boolean;
  46668. /**
  46669. * Define if a stencil buffer is required
  46670. */
  46671. generateStencilBuffer?: boolean;
  46672. /**
  46673. * Define if a depth texture is required instead of a depth buffer
  46674. */
  46675. generateDepthTexture?: boolean;
  46676. /**
  46677. * Define the number of desired draw buffers
  46678. */
  46679. textureCount?: number;
  46680. /**
  46681. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46682. */
  46683. doNotChangeAspectRatio?: boolean;
  46684. /**
  46685. * Define the default type of the buffers we are creating
  46686. */
  46687. defaultType?: number;
  46688. }
  46689. /**
  46690. * A multi render target, like a render target provides the ability to render to a texture.
  46691. * Unlike the render target, it can render to several draw buffers in one draw.
  46692. * This is specially interesting in deferred rendering or for any effects requiring more than
  46693. * just one color from a single pass.
  46694. */
  46695. export class MultiRenderTarget extends RenderTargetTexture {
  46696. private _internalTextures;
  46697. private _textures;
  46698. private _multiRenderTargetOptions;
  46699. /**
  46700. * Get if draw buffers are currently supported by the used hardware and browser.
  46701. */
  46702. readonly isSupported: boolean;
  46703. /**
  46704. * Get the list of textures generated by the multi render target.
  46705. */
  46706. readonly textures: Texture[];
  46707. /**
  46708. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46709. */
  46710. readonly depthTexture: Texture;
  46711. /**
  46712. * Set the wrapping mode on U of all the textures we are rendering to.
  46713. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46714. */
  46715. wrapU: number;
  46716. /**
  46717. * Set the wrapping mode on V of all the textures we are rendering to.
  46718. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46719. */
  46720. wrapV: number;
  46721. /**
  46722. * Instantiate a new multi render target texture.
  46723. * A multi render target, like a render target provides the ability to render to a texture.
  46724. * Unlike the render target, it can render to several draw buffers in one draw.
  46725. * This is specially interesting in deferred rendering or for any effects requiring more than
  46726. * just one color from a single pass.
  46727. * @param name Define the name of the texture
  46728. * @param size Define the size of the buffers to render to
  46729. * @param count Define the number of target we are rendering into
  46730. * @param scene Define the scene the texture belongs to
  46731. * @param options Define the options used to create the multi render target
  46732. */
  46733. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46734. /** @hidden */
  46735. _rebuild(): void;
  46736. private _createInternalTextures;
  46737. private _createTextures;
  46738. /**
  46739. * Define the number of samples used if MSAA is enabled.
  46740. */
  46741. samples: number;
  46742. /**
  46743. * Resize all the textures in the multi render target.
  46744. * Be carrefull as it will recreate all the data in the new texture.
  46745. * @param size Define the new size
  46746. */
  46747. resize(size: any): void;
  46748. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46749. /**
  46750. * Dispose the render targets and their associated resources
  46751. */
  46752. dispose(): void;
  46753. /**
  46754. * Release all the underlying texture used as draw buffers.
  46755. */
  46756. releaseInternalTextures(): void;
  46757. }
  46758. }
  46759. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46760. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46761. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46762. import { Nullable } from "babylonjs/types";
  46763. module "babylonjs/Engines/thinEngine" {
  46764. interface ThinEngine {
  46765. /**
  46766. * Unbind a list of render target textures from the webGL context
  46767. * This is used only when drawBuffer extension or webGL2 are active
  46768. * @param textures defines the render target textures to unbind
  46769. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46770. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46771. */
  46772. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46773. /**
  46774. * Create a multi render target texture
  46775. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46776. * @param size defines the size of the texture
  46777. * @param options defines the creation options
  46778. * @returns the cube texture as an InternalTexture
  46779. */
  46780. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46781. /**
  46782. * Update the sample count for a given multiple render target texture
  46783. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46784. * @param textures defines the textures to update
  46785. * @param samples defines the sample count to set
  46786. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46787. */
  46788. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46789. }
  46790. }
  46791. }
  46792. declare module "babylonjs/Engines/Extensions/engine.views" {
  46793. import { Camera } from "babylonjs/Cameras/camera";
  46794. import { Nullable } from "babylonjs/types";
  46795. /**
  46796. * Class used to define an additional view for the engine
  46797. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46798. */
  46799. export class EngineView {
  46800. /** Defines the canvas where to render the view */
  46801. target: HTMLCanvasElement;
  46802. /** Defines an optional camera used to render the view (will use active camera else) */
  46803. camera?: Camera;
  46804. }
  46805. module "babylonjs/Engines/engine" {
  46806. interface Engine {
  46807. /**
  46808. * Gets or sets the HTML element to use for attaching events
  46809. */
  46810. inputElement: Nullable<HTMLElement>;
  46811. /**
  46812. * Gets the current engine view
  46813. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46814. */
  46815. activeView: Nullable<EngineView>;
  46816. /** Gets or sets the list of views */
  46817. views: EngineView[];
  46818. /**
  46819. * Register a new child canvas
  46820. * @param canvas defines the canvas to register
  46821. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46822. * @returns the associated view
  46823. */
  46824. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46825. /**
  46826. * Remove a registered child canvas
  46827. * @param canvas defines the canvas to remove
  46828. * @returns the current engine
  46829. */
  46830. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46831. }
  46832. }
  46833. }
  46834. declare module "babylonjs/Engines/Extensions/index" {
  46835. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46836. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46837. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46838. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46839. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46840. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46841. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46842. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46843. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46844. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46845. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46846. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46847. export * from "babylonjs/Engines/Extensions/engine.views";
  46848. }
  46849. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46850. import { Nullable } from "babylonjs/types";
  46851. /**
  46852. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46853. */
  46854. export interface CubeMapInfo {
  46855. /**
  46856. * The pixel array for the front face.
  46857. * This is stored in format, left to right, up to down format.
  46858. */
  46859. front: Nullable<ArrayBufferView>;
  46860. /**
  46861. * The pixel array for the back face.
  46862. * This is stored in format, left to right, up to down format.
  46863. */
  46864. back: Nullable<ArrayBufferView>;
  46865. /**
  46866. * The pixel array for the left face.
  46867. * This is stored in format, left to right, up to down format.
  46868. */
  46869. left: Nullable<ArrayBufferView>;
  46870. /**
  46871. * The pixel array for the right face.
  46872. * This is stored in format, left to right, up to down format.
  46873. */
  46874. right: Nullable<ArrayBufferView>;
  46875. /**
  46876. * The pixel array for the up face.
  46877. * This is stored in format, left to right, up to down format.
  46878. */
  46879. up: Nullable<ArrayBufferView>;
  46880. /**
  46881. * The pixel array for the down face.
  46882. * This is stored in format, left to right, up to down format.
  46883. */
  46884. down: Nullable<ArrayBufferView>;
  46885. /**
  46886. * The size of the cubemap stored.
  46887. *
  46888. * Each faces will be size * size pixels.
  46889. */
  46890. size: number;
  46891. /**
  46892. * The format of the texture.
  46893. *
  46894. * RGBA, RGB.
  46895. */
  46896. format: number;
  46897. /**
  46898. * The type of the texture data.
  46899. *
  46900. * UNSIGNED_INT, FLOAT.
  46901. */
  46902. type: number;
  46903. /**
  46904. * Specifies whether the texture is in gamma space.
  46905. */
  46906. gammaSpace: boolean;
  46907. }
  46908. /**
  46909. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46910. */
  46911. export class PanoramaToCubeMapTools {
  46912. private static FACE_FRONT;
  46913. private static FACE_BACK;
  46914. private static FACE_RIGHT;
  46915. private static FACE_LEFT;
  46916. private static FACE_DOWN;
  46917. private static FACE_UP;
  46918. /**
  46919. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46920. *
  46921. * @param float32Array The source data.
  46922. * @param inputWidth The width of the input panorama.
  46923. * @param inputHeight The height of the input panorama.
  46924. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46925. * @return The cubemap data
  46926. */
  46927. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46928. private static CreateCubemapTexture;
  46929. private static CalcProjectionSpherical;
  46930. }
  46931. }
  46932. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46933. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46934. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46935. import { Nullable } from "babylonjs/types";
  46936. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46937. /**
  46938. * Helper class dealing with the extraction of spherical polynomial dataArray
  46939. * from a cube map.
  46940. */
  46941. export class CubeMapToSphericalPolynomialTools {
  46942. private static FileFaces;
  46943. /**
  46944. * Converts a texture to the according Spherical Polynomial data.
  46945. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46946. *
  46947. * @param texture The texture to extract the information from.
  46948. * @return The Spherical Polynomial data.
  46949. */
  46950. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46951. /**
  46952. * Converts a cubemap to the according Spherical Polynomial data.
  46953. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46954. *
  46955. * @param cubeInfo The Cube map to extract the information from.
  46956. * @return The Spherical Polynomial data.
  46957. */
  46958. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46959. }
  46960. }
  46961. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46962. import { Nullable } from "babylonjs/types";
  46963. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46964. module "babylonjs/Materials/Textures/baseTexture" {
  46965. interface BaseTexture {
  46966. /**
  46967. * Get the polynomial representation of the texture data.
  46968. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46969. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46970. */
  46971. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46972. }
  46973. }
  46974. }
  46975. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46976. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46977. /** @hidden */
  46978. export var rgbdEncodePixelShader: {
  46979. name: string;
  46980. shader: string;
  46981. };
  46982. }
  46983. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46984. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46985. /** @hidden */
  46986. export var rgbdDecodePixelShader: {
  46987. name: string;
  46988. shader: string;
  46989. };
  46990. }
  46991. declare module "babylonjs/Misc/environmentTextureTools" {
  46992. import { Nullable } from "babylonjs/types";
  46993. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46994. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46995. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46996. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46997. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46998. import "babylonjs/Shaders/rgbdEncode.fragment";
  46999. import "babylonjs/Shaders/rgbdDecode.fragment";
  47000. /**
  47001. * Raw texture data and descriptor sufficient for WebGL texture upload
  47002. */
  47003. export interface EnvironmentTextureInfo {
  47004. /**
  47005. * Version of the environment map
  47006. */
  47007. version: number;
  47008. /**
  47009. * Width of image
  47010. */
  47011. width: number;
  47012. /**
  47013. * Irradiance information stored in the file.
  47014. */
  47015. irradiance: any;
  47016. /**
  47017. * Specular information stored in the file.
  47018. */
  47019. specular: any;
  47020. }
  47021. /**
  47022. * Defines One Image in the file. It requires only the position in the file
  47023. * as well as the length.
  47024. */
  47025. interface BufferImageData {
  47026. /**
  47027. * Length of the image data.
  47028. */
  47029. length: number;
  47030. /**
  47031. * Position of the data from the null terminator delimiting the end of the JSON.
  47032. */
  47033. position: number;
  47034. }
  47035. /**
  47036. * Defines the specular data enclosed in the file.
  47037. * This corresponds to the version 1 of the data.
  47038. */
  47039. export interface EnvironmentTextureSpecularInfoV1 {
  47040. /**
  47041. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  47042. */
  47043. specularDataPosition?: number;
  47044. /**
  47045. * This contains all the images data needed to reconstruct the cubemap.
  47046. */
  47047. mipmaps: Array<BufferImageData>;
  47048. /**
  47049. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  47050. */
  47051. lodGenerationScale: number;
  47052. }
  47053. /**
  47054. * Sets of helpers addressing the serialization and deserialization of environment texture
  47055. * stored in a BabylonJS env file.
  47056. * Those files are usually stored as .env files.
  47057. */
  47058. export class EnvironmentTextureTools {
  47059. /**
  47060. * Magic number identifying the env file.
  47061. */
  47062. private static _MagicBytes;
  47063. /**
  47064. * Gets the environment info from an env file.
  47065. * @param data The array buffer containing the .env bytes.
  47066. * @returns the environment file info (the json header) if successfully parsed.
  47067. */
  47068. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  47069. /**
  47070. * Creates an environment texture from a loaded cube texture.
  47071. * @param texture defines the cube texture to convert in env file
  47072. * @return a promise containing the environment data if succesfull.
  47073. */
  47074. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47075. /**
  47076. * Creates a JSON representation of the spherical data.
  47077. * @param texture defines the texture containing the polynomials
  47078. * @return the JSON representation of the spherical info
  47079. */
  47080. private static _CreateEnvTextureIrradiance;
  47081. /**
  47082. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47083. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47084. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47085. * @return the views described by info providing access to the underlying buffer
  47086. */
  47087. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47088. /**
  47089. * Uploads the texture info contained in the env file to the GPU.
  47090. * @param texture defines the internal texture to upload to
  47091. * @param arrayBuffer defines the buffer cotaining the data to load
  47092. * @param info defines the texture info retrieved through the GetEnvInfo method
  47093. * @returns a promise
  47094. */
  47095. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47096. private static _OnImageReadyAsync;
  47097. /**
  47098. * Uploads the levels of image data to the GPU.
  47099. * @param texture defines the internal texture to upload to
  47100. * @param imageData defines the array buffer views of image data [mipmap][face]
  47101. * @returns a promise
  47102. */
  47103. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47104. /**
  47105. * Uploads spherical polynomials information to the texture.
  47106. * @param texture defines the texture we are trying to upload the information to
  47107. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47108. */
  47109. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47110. /** @hidden */
  47111. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47112. }
  47113. }
  47114. declare module "babylonjs/Maths/math.vertexFormat" {
  47115. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47116. /**
  47117. * Contains position and normal vectors for a vertex
  47118. */
  47119. export class PositionNormalVertex {
  47120. /** the position of the vertex (defaut: 0,0,0) */
  47121. position: Vector3;
  47122. /** the normal of the vertex (defaut: 0,1,0) */
  47123. normal: Vector3;
  47124. /**
  47125. * Creates a PositionNormalVertex
  47126. * @param position the position of the vertex (defaut: 0,0,0)
  47127. * @param normal the normal of the vertex (defaut: 0,1,0)
  47128. */
  47129. constructor(
  47130. /** the position of the vertex (defaut: 0,0,0) */
  47131. position?: Vector3,
  47132. /** the normal of the vertex (defaut: 0,1,0) */
  47133. normal?: Vector3);
  47134. /**
  47135. * Clones the PositionNormalVertex
  47136. * @returns the cloned PositionNormalVertex
  47137. */
  47138. clone(): PositionNormalVertex;
  47139. }
  47140. /**
  47141. * Contains position, normal and uv vectors for a vertex
  47142. */
  47143. export class PositionNormalTextureVertex {
  47144. /** the position of the vertex (defaut: 0,0,0) */
  47145. position: Vector3;
  47146. /** the normal of the vertex (defaut: 0,1,0) */
  47147. normal: Vector3;
  47148. /** the uv of the vertex (default: 0,0) */
  47149. uv: Vector2;
  47150. /**
  47151. * Creates a PositionNormalTextureVertex
  47152. * @param position the position of the vertex (defaut: 0,0,0)
  47153. * @param normal the normal of the vertex (defaut: 0,1,0)
  47154. * @param uv the uv of the vertex (default: 0,0)
  47155. */
  47156. constructor(
  47157. /** the position of the vertex (defaut: 0,0,0) */
  47158. position?: Vector3,
  47159. /** the normal of the vertex (defaut: 0,1,0) */
  47160. normal?: Vector3,
  47161. /** the uv of the vertex (default: 0,0) */
  47162. uv?: Vector2);
  47163. /**
  47164. * Clones the PositionNormalTextureVertex
  47165. * @returns the cloned PositionNormalTextureVertex
  47166. */
  47167. clone(): PositionNormalTextureVertex;
  47168. }
  47169. }
  47170. declare module "babylonjs/Maths/math" {
  47171. export * from "babylonjs/Maths/math.axis";
  47172. export * from "babylonjs/Maths/math.color";
  47173. export * from "babylonjs/Maths/math.constants";
  47174. export * from "babylonjs/Maths/math.frustum";
  47175. export * from "babylonjs/Maths/math.path";
  47176. export * from "babylonjs/Maths/math.plane";
  47177. export * from "babylonjs/Maths/math.size";
  47178. export * from "babylonjs/Maths/math.vector";
  47179. export * from "babylonjs/Maths/math.vertexFormat";
  47180. export * from "babylonjs/Maths/math.viewport";
  47181. }
  47182. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47183. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47184. /** @hidden */
  47185. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47186. private _genericAttributeLocation;
  47187. private _varyingLocationCount;
  47188. private _varyingLocationMap;
  47189. private _replacements;
  47190. private _textureCount;
  47191. private _uniforms;
  47192. lineProcessor(line: string): string;
  47193. attributeProcessor(attribute: string): string;
  47194. varyingProcessor(varying: string, isFragment: boolean): string;
  47195. uniformProcessor(uniform: string): string;
  47196. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47197. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47198. }
  47199. }
  47200. declare module "babylonjs/Engines/nativeEngine" {
  47201. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47202. import { Engine } from "babylonjs/Engines/engine";
  47203. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47204. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47206. import { Effect } from "babylonjs/Materials/effect";
  47207. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47208. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47209. import { IColor4Like } from "babylonjs/Maths/math.like";
  47210. import { Scene } from "babylonjs/scene";
  47211. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47212. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47213. /**
  47214. * Container for accessors for natively-stored mesh data buffers.
  47215. */
  47216. class NativeDataBuffer extends DataBuffer {
  47217. /**
  47218. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47219. */
  47220. nativeIndexBuffer?: any;
  47221. /**
  47222. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47223. */
  47224. nativeVertexBuffer?: any;
  47225. }
  47226. /** @hidden */
  47227. class NativeTexture extends InternalTexture {
  47228. getInternalTexture(): InternalTexture;
  47229. getViewCount(): number;
  47230. }
  47231. /** @hidden */
  47232. export class NativeEngine extends Engine {
  47233. private readonly _native;
  47234. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47235. private readonly INVALID_HANDLE;
  47236. getHardwareScalingLevel(): number;
  47237. constructor();
  47238. /**
  47239. * Can be used to override the current requestAnimationFrame requester.
  47240. * @hidden
  47241. */
  47242. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47243. /**
  47244. * Override default engine behavior.
  47245. * @param color
  47246. * @param backBuffer
  47247. * @param depth
  47248. * @param stencil
  47249. */
  47250. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47251. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47252. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47253. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47254. recordVertexArrayObject(vertexBuffers: {
  47255. [key: string]: VertexBuffer;
  47256. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47257. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47258. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47259. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47260. /**
  47261. * Draw a list of indexed primitives
  47262. * @param fillMode defines the primitive to use
  47263. * @param indexStart defines the starting index
  47264. * @param indexCount defines the number of index to draw
  47265. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47266. */
  47267. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47268. /**
  47269. * Draw a list of unindexed primitives
  47270. * @param fillMode defines the primitive to use
  47271. * @param verticesStart defines the index of first vertex to draw
  47272. * @param verticesCount defines the count of vertices to draw
  47273. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47274. */
  47275. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47276. createPipelineContext(): IPipelineContext;
  47277. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47278. /** @hidden */
  47279. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47280. /** @hidden */
  47281. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47282. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47283. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47284. protected _setProgram(program: WebGLProgram): void;
  47285. _releaseEffect(effect: Effect): void;
  47286. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47287. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47288. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47289. bindSamplers(effect: Effect): void;
  47290. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47291. getRenderWidth(useScreen?: boolean): number;
  47292. getRenderHeight(useScreen?: boolean): number;
  47293. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47294. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47295. /**
  47296. * Set the z offset to apply to current rendering
  47297. * @param value defines the offset to apply
  47298. */
  47299. setZOffset(value: number): void;
  47300. /**
  47301. * Gets the current value of the zOffset
  47302. * @returns the current zOffset state
  47303. */
  47304. getZOffset(): number;
  47305. /**
  47306. * Enable or disable depth buffering
  47307. * @param enable defines the state to set
  47308. */
  47309. setDepthBuffer(enable: boolean): void;
  47310. /**
  47311. * Gets a boolean indicating if depth writing is enabled
  47312. * @returns the current depth writing state
  47313. */
  47314. getDepthWrite(): boolean;
  47315. /**
  47316. * Enable or disable depth writing
  47317. * @param enable defines the state to set
  47318. */
  47319. setDepthWrite(enable: boolean): void;
  47320. /**
  47321. * Enable or disable color writing
  47322. * @param enable defines the state to set
  47323. */
  47324. setColorWrite(enable: boolean): void;
  47325. /**
  47326. * Gets a boolean indicating if color writing is enabled
  47327. * @returns the current color writing state
  47328. */
  47329. getColorWrite(): boolean;
  47330. /**
  47331. * Sets alpha constants used by some alpha blending modes
  47332. * @param r defines the red component
  47333. * @param g defines the green component
  47334. * @param b defines the blue component
  47335. * @param a defines the alpha component
  47336. */
  47337. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47338. /**
  47339. * Sets the current alpha mode
  47340. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47341. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47342. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47343. */
  47344. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47345. /**
  47346. * Gets the current alpha mode
  47347. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47348. * @returns the current alpha mode
  47349. */
  47350. getAlphaMode(): number;
  47351. setInt(uniform: WebGLUniformLocation, int: number): void;
  47352. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47353. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47354. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47355. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47356. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47357. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47358. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47359. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47360. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47361. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47362. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47363. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47364. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47365. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47366. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47367. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47368. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47369. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47370. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47371. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47372. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47373. wipeCaches(bruteForce?: boolean): void;
  47374. _createTexture(): WebGLTexture;
  47375. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47376. /**
  47377. * Usually called from BABYLON.Texture.ts.
  47378. * Passed information to create a WebGLTexture
  47379. * @param urlArg defines a value which contains one of the following:
  47380. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47381. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47382. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47383. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47384. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47385. * @param scene needed for loading to the correct scene
  47386. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47387. * @param onLoad optional callback to be called upon successful completion
  47388. * @param onError optional callback to be called upon failure
  47389. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47390. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47391. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47392. * @param forcedExtension defines the extension to use to pick the right loader
  47393. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47394. */
  47395. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  47396. /**
  47397. * Creates a cube texture
  47398. * @param rootUrl defines the url where the files to load is located
  47399. * @param scene defines the current scene
  47400. * @param files defines the list of files to load (1 per face)
  47401. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47402. * @param onLoad defines an optional callback raised when the texture is loaded
  47403. * @param onError defines an optional callback raised if there is an issue to load the texture
  47404. * @param format defines the format of the data
  47405. * @param forcedExtension defines the extension to use to pick the right loader
  47406. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47407. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47408. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47409. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47410. * @returns the cube texture as an InternalTexture
  47411. */
  47412. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  47413. private _getSamplingFilter;
  47414. private static _GetNativeTextureFormat;
  47415. createRenderTargetTexture(size: number | {
  47416. width: number;
  47417. height: number;
  47418. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47419. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47420. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47421. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47422. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47423. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47424. /**
  47425. * Updates a dynamic vertex buffer.
  47426. * @param vertexBuffer the vertex buffer to update
  47427. * @param data the data used to update the vertex buffer
  47428. * @param byteOffset the byte offset of the data (optional)
  47429. * @param byteLength the byte length of the data (optional)
  47430. */
  47431. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47432. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47433. private _updateAnisotropicLevel;
  47434. private _getAddressMode;
  47435. /** @hidden */
  47436. _bindTexture(channel: number, texture: InternalTexture): void;
  47437. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47438. releaseEffects(): void;
  47439. /** @hidden */
  47440. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47441. /** @hidden */
  47442. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47443. /** @hidden */
  47444. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47445. /** @hidden */
  47446. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47447. }
  47448. }
  47449. declare module "babylonjs/Engines/index" {
  47450. export * from "babylonjs/Engines/constants";
  47451. export * from "babylonjs/Engines/engineCapabilities";
  47452. export * from "babylonjs/Engines/instancingAttributeInfo";
  47453. export * from "babylonjs/Engines/thinEngine";
  47454. export * from "babylonjs/Engines/engine";
  47455. export * from "babylonjs/Engines/engineStore";
  47456. export * from "babylonjs/Engines/nullEngine";
  47457. export * from "babylonjs/Engines/Extensions/index";
  47458. export * from "babylonjs/Engines/IPipelineContext";
  47459. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47460. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47461. export * from "babylonjs/Engines/nativeEngine";
  47462. }
  47463. declare module "babylonjs/Events/clipboardEvents" {
  47464. /**
  47465. * Gather the list of clipboard event types as constants.
  47466. */
  47467. export class ClipboardEventTypes {
  47468. /**
  47469. * The clipboard event is fired when a copy command is active (pressed).
  47470. */
  47471. static readonly COPY: number;
  47472. /**
  47473. * The clipboard event is fired when a cut command is active (pressed).
  47474. */
  47475. static readonly CUT: number;
  47476. /**
  47477. * The clipboard event is fired when a paste command is active (pressed).
  47478. */
  47479. static readonly PASTE: number;
  47480. }
  47481. /**
  47482. * This class is used to store clipboard related info for the onClipboardObservable event.
  47483. */
  47484. export class ClipboardInfo {
  47485. /**
  47486. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47487. */
  47488. type: number;
  47489. /**
  47490. * Defines the related dom event
  47491. */
  47492. event: ClipboardEvent;
  47493. /**
  47494. *Creates an instance of ClipboardInfo.
  47495. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47496. * @param event Defines the related dom event
  47497. */
  47498. constructor(
  47499. /**
  47500. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47501. */
  47502. type: number,
  47503. /**
  47504. * Defines the related dom event
  47505. */
  47506. event: ClipboardEvent);
  47507. /**
  47508. * Get the clipboard event's type from the keycode.
  47509. * @param keyCode Defines the keyCode for the current keyboard event.
  47510. * @return {number}
  47511. */
  47512. static GetTypeFromCharacter(keyCode: number): number;
  47513. }
  47514. }
  47515. declare module "babylonjs/Events/index" {
  47516. export * from "babylonjs/Events/keyboardEvents";
  47517. export * from "babylonjs/Events/pointerEvents";
  47518. export * from "babylonjs/Events/clipboardEvents";
  47519. }
  47520. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47521. import { Scene } from "babylonjs/scene";
  47522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47523. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47524. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47525. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47526. /**
  47527. * Google Daydream controller
  47528. */
  47529. export class DaydreamController extends WebVRController {
  47530. /**
  47531. * Base Url for the controller model.
  47532. */
  47533. static MODEL_BASE_URL: string;
  47534. /**
  47535. * File name for the controller model.
  47536. */
  47537. static MODEL_FILENAME: string;
  47538. /**
  47539. * Gamepad Id prefix used to identify Daydream Controller.
  47540. */
  47541. static readonly GAMEPAD_ID_PREFIX: string;
  47542. /**
  47543. * Creates a new DaydreamController from a gamepad
  47544. * @param vrGamepad the gamepad that the controller should be created from
  47545. */
  47546. constructor(vrGamepad: any);
  47547. /**
  47548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47549. * @param scene scene in which to add meshes
  47550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47551. */
  47552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47553. /**
  47554. * Called once for each button that changed state since the last frame
  47555. * @param buttonIdx Which button index changed
  47556. * @param state New state of the button
  47557. * @param changes Which properties on the state changed since last frame
  47558. */
  47559. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47560. }
  47561. }
  47562. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47563. import { Scene } from "babylonjs/scene";
  47564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47565. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47566. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47567. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47568. /**
  47569. * Gear VR Controller
  47570. */
  47571. export class GearVRController extends WebVRController {
  47572. /**
  47573. * Base Url for the controller model.
  47574. */
  47575. static MODEL_BASE_URL: string;
  47576. /**
  47577. * File name for the controller model.
  47578. */
  47579. static MODEL_FILENAME: string;
  47580. /**
  47581. * Gamepad Id prefix used to identify this controller.
  47582. */
  47583. static readonly GAMEPAD_ID_PREFIX: string;
  47584. private readonly _buttonIndexToObservableNameMap;
  47585. /**
  47586. * Creates a new GearVRController from a gamepad
  47587. * @param vrGamepad the gamepad that the controller should be created from
  47588. */
  47589. constructor(vrGamepad: any);
  47590. /**
  47591. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47592. * @param scene scene in which to add meshes
  47593. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47594. */
  47595. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47596. /**
  47597. * Called once for each button that changed state since the last frame
  47598. * @param buttonIdx Which button index changed
  47599. * @param state New state of the button
  47600. * @param changes Which properties on the state changed since last frame
  47601. */
  47602. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47603. }
  47604. }
  47605. declare module "babylonjs/Gamepads/Controllers/index" {
  47606. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47607. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47608. export * from "babylonjs/Gamepads/Controllers/genericController";
  47609. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47610. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47611. export * from "babylonjs/Gamepads/Controllers/viveController";
  47612. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47613. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47614. }
  47615. declare module "babylonjs/Gamepads/index" {
  47616. export * from "babylonjs/Gamepads/Controllers/index";
  47617. export * from "babylonjs/Gamepads/gamepad";
  47618. export * from "babylonjs/Gamepads/gamepadManager";
  47619. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47620. export * from "babylonjs/Gamepads/xboxGamepad";
  47621. export * from "babylonjs/Gamepads/dualShockGamepad";
  47622. }
  47623. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47624. import { Scene } from "babylonjs/scene";
  47625. import { Vector4 } from "babylonjs/Maths/math.vector";
  47626. import { Color4 } from "babylonjs/Maths/math.color";
  47627. import { Mesh } from "babylonjs/Meshes/mesh";
  47628. import { Nullable } from "babylonjs/types";
  47629. /**
  47630. * Class containing static functions to help procedurally build meshes
  47631. */
  47632. export class PolyhedronBuilder {
  47633. /**
  47634. * Creates a polyhedron mesh
  47635. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  47636. * * The parameter `size` (positive float, default 1) sets the polygon size
  47637. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47638. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  47639. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  47640. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  47641. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  47642. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  47643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47644. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  47645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47646. * @param name defines the name of the mesh
  47647. * @param options defines the options used to create the mesh
  47648. * @param scene defines the hosting scene
  47649. * @returns the polyhedron mesh
  47650. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47651. */
  47652. static CreatePolyhedron(name: string, options: {
  47653. type?: number;
  47654. size?: number;
  47655. sizeX?: number;
  47656. sizeY?: number;
  47657. sizeZ?: number;
  47658. custom?: any;
  47659. faceUV?: Vector4[];
  47660. faceColors?: Color4[];
  47661. flat?: boolean;
  47662. updatable?: boolean;
  47663. sideOrientation?: number;
  47664. frontUVs?: Vector4;
  47665. backUVs?: Vector4;
  47666. }, scene?: Nullable<Scene>): Mesh;
  47667. }
  47668. }
  47669. declare module "babylonjs/Gizmos/scaleGizmo" {
  47670. import { Observable } from "babylonjs/Misc/observable";
  47671. import { Nullable } from "babylonjs/types";
  47672. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47673. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47674. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47675. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47676. /**
  47677. * Gizmo that enables scaling a mesh along 3 axis
  47678. */
  47679. export class ScaleGizmo extends Gizmo {
  47680. /**
  47681. * Internal gizmo used for interactions on the x axis
  47682. */
  47683. xGizmo: AxisScaleGizmo;
  47684. /**
  47685. * Internal gizmo used for interactions on the y axis
  47686. */
  47687. yGizmo: AxisScaleGizmo;
  47688. /**
  47689. * Internal gizmo used for interactions on the z axis
  47690. */
  47691. zGizmo: AxisScaleGizmo;
  47692. /**
  47693. * Internal gizmo used to scale all axis equally
  47694. */
  47695. uniformScaleGizmo: AxisScaleGizmo;
  47696. private _meshAttached;
  47697. private _updateGizmoRotationToMatchAttachedMesh;
  47698. private _snapDistance;
  47699. private _scaleRatio;
  47700. private _uniformScalingMesh;
  47701. private _octahedron;
  47702. private _sensitivity;
  47703. /** Fires an event when any of it's sub gizmos are dragged */
  47704. onDragStartObservable: Observable<unknown>;
  47705. /** Fires an event when any of it's sub gizmos are released from dragging */
  47706. onDragEndObservable: Observable<unknown>;
  47707. attachedMesh: Nullable<AbstractMesh>;
  47708. /**
  47709. * Creates a ScaleGizmo
  47710. * @param gizmoLayer The utility layer the gizmo will be added to
  47711. */
  47712. constructor(gizmoLayer?: UtilityLayerRenderer);
  47713. updateGizmoRotationToMatchAttachedMesh: boolean;
  47714. /**
  47715. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47716. */
  47717. snapDistance: number;
  47718. /**
  47719. * Ratio for the scale of the gizmo (Default: 1)
  47720. */
  47721. scaleRatio: number;
  47722. /**
  47723. * Sensitivity factor for dragging (Default: 1)
  47724. */
  47725. sensitivity: number;
  47726. /**
  47727. * Disposes of the gizmo
  47728. */
  47729. dispose(): void;
  47730. }
  47731. }
  47732. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47733. import { Observable } from "babylonjs/Misc/observable";
  47734. import { Nullable } from "babylonjs/types";
  47735. import { Vector3 } from "babylonjs/Maths/math.vector";
  47736. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47737. import { Mesh } from "babylonjs/Meshes/mesh";
  47738. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47739. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47740. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47741. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47742. import { Color3 } from "babylonjs/Maths/math.color";
  47743. /**
  47744. * Single axis scale gizmo
  47745. */
  47746. export class AxisScaleGizmo extends Gizmo {
  47747. /**
  47748. * Drag behavior responsible for the gizmos dragging interactions
  47749. */
  47750. dragBehavior: PointerDragBehavior;
  47751. private _pointerObserver;
  47752. /**
  47753. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47754. */
  47755. snapDistance: number;
  47756. /**
  47757. * Event that fires each time the gizmo snaps to a new location.
  47758. * * snapDistance is the the change in distance
  47759. */
  47760. onSnapObservable: Observable<{
  47761. snapDistance: number;
  47762. }>;
  47763. /**
  47764. * If the scaling operation should be done on all axis (default: false)
  47765. */
  47766. uniformScaling: boolean;
  47767. /**
  47768. * Custom sensitivity value for the drag strength
  47769. */
  47770. sensitivity: number;
  47771. private _isEnabled;
  47772. private _parent;
  47773. private _arrow;
  47774. private _coloredMaterial;
  47775. private _hoverMaterial;
  47776. /**
  47777. * Creates an AxisScaleGizmo
  47778. * @param gizmoLayer The utility layer the gizmo will be added to
  47779. * @param dragAxis The axis which the gizmo will be able to scale on
  47780. * @param color The color of the gizmo
  47781. */
  47782. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47783. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47784. /**
  47785. * If the gizmo is enabled
  47786. */
  47787. isEnabled: boolean;
  47788. /**
  47789. * Disposes of the gizmo
  47790. */
  47791. dispose(): void;
  47792. /**
  47793. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47794. * @param mesh The mesh to replace the default mesh of the gizmo
  47795. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47796. */
  47797. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47798. }
  47799. }
  47800. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47801. import { Observable } from "babylonjs/Misc/observable";
  47802. import { Nullable } from "babylonjs/types";
  47803. import { Vector3 } from "babylonjs/Maths/math.vector";
  47804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47805. import { Mesh } from "babylonjs/Meshes/mesh";
  47806. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47807. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47808. import { Color3 } from "babylonjs/Maths/math.color";
  47809. import "babylonjs/Meshes/Builders/boxBuilder";
  47810. /**
  47811. * Bounding box gizmo
  47812. */
  47813. export class BoundingBoxGizmo extends Gizmo {
  47814. private _lineBoundingBox;
  47815. private _rotateSpheresParent;
  47816. private _scaleBoxesParent;
  47817. private _boundingDimensions;
  47818. private _renderObserver;
  47819. private _pointerObserver;
  47820. private _scaleDragSpeed;
  47821. private _tmpQuaternion;
  47822. private _tmpVector;
  47823. private _tmpRotationMatrix;
  47824. /**
  47825. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  47826. */
  47827. ignoreChildren: boolean;
  47828. /**
  47829. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  47830. */
  47831. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47832. /**
  47833. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47834. */
  47835. rotationSphereSize: number;
  47836. /**
  47837. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47838. */
  47839. scaleBoxSize: number;
  47840. /**
  47841. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  47842. */
  47843. fixedDragMeshScreenSize: boolean;
  47844. /**
  47845. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47846. */
  47847. fixedDragMeshScreenSizeDistanceFactor: number;
  47848. /**
  47849. * Fired when a rotation sphere or scale box is dragged
  47850. */
  47851. onDragStartObservable: Observable<{}>;
  47852. /**
  47853. * Fired when a scale box is dragged
  47854. */
  47855. onScaleBoxDragObservable: Observable<{}>;
  47856. /**
  47857. * Fired when a scale box drag is ended
  47858. */
  47859. onScaleBoxDragEndObservable: Observable<{}>;
  47860. /**
  47861. * Fired when a rotation sphere is dragged
  47862. */
  47863. onRotationSphereDragObservable: Observable<{}>;
  47864. /**
  47865. * Fired when a rotation sphere drag is ended
  47866. */
  47867. onRotationSphereDragEndObservable: Observable<{}>;
  47868. /**
  47869. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  47870. */
  47871. scalePivot: Nullable<Vector3>;
  47872. /**
  47873. * Mesh used as a pivot to rotate the attached mesh
  47874. */
  47875. private _anchorMesh;
  47876. private _existingMeshScale;
  47877. private _dragMesh;
  47878. private pointerDragBehavior;
  47879. private coloredMaterial;
  47880. private hoverColoredMaterial;
  47881. /**
  47882. * Sets the color of the bounding box gizmo
  47883. * @param color the color to set
  47884. */
  47885. setColor(color: Color3): void;
  47886. /**
  47887. * Creates an BoundingBoxGizmo
  47888. * @param gizmoLayer The utility layer the gizmo will be added to
  47889. * @param color The color of the gizmo
  47890. */
  47891. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47892. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47893. private _selectNode;
  47894. /**
  47895. * Updates the bounding box information for the Gizmo
  47896. */
  47897. updateBoundingBox(): void;
  47898. private _updateRotationSpheres;
  47899. private _updateScaleBoxes;
  47900. /**
  47901. * Enables rotation on the specified axis and disables rotation on the others
  47902. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47903. */
  47904. setEnabledRotationAxis(axis: string): void;
  47905. /**
  47906. * Enables/disables scaling
  47907. * @param enable if scaling should be enabled
  47908. */
  47909. setEnabledScaling(enable: boolean): void;
  47910. private _updateDummy;
  47911. /**
  47912. * Enables a pointer drag behavior on the bounding box of the gizmo
  47913. */
  47914. enableDragBehavior(): void;
  47915. /**
  47916. * Disposes of the gizmo
  47917. */
  47918. dispose(): void;
  47919. /**
  47920. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  47921. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47922. * @returns the bounding box mesh with the passed in mesh as a child
  47923. */
  47924. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47925. /**
  47926. * CustomMeshes are not supported by this gizmo
  47927. * @param mesh The mesh to replace the default mesh of the gizmo
  47928. */
  47929. setCustomMesh(mesh: Mesh): void;
  47930. }
  47931. }
  47932. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47933. import { Observable } from "babylonjs/Misc/observable";
  47934. import { Nullable } from "babylonjs/types";
  47935. import { Vector3 } from "babylonjs/Maths/math.vector";
  47936. import { Color3 } from "babylonjs/Maths/math.color";
  47937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47938. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47939. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47940. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47941. import "babylonjs/Meshes/Builders/linesBuilder";
  47942. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47943. /**
  47944. * Single plane rotation gizmo
  47945. */
  47946. export class PlaneRotationGizmo extends Gizmo {
  47947. /**
  47948. * Drag behavior responsible for the gizmos dragging interactions
  47949. */
  47950. dragBehavior: PointerDragBehavior;
  47951. private _pointerObserver;
  47952. /**
  47953. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47954. */
  47955. snapDistance: number;
  47956. /**
  47957. * Event that fires each time the gizmo snaps to a new location.
  47958. * * snapDistance is the the change in distance
  47959. */
  47960. onSnapObservable: Observable<{
  47961. snapDistance: number;
  47962. }>;
  47963. private _isEnabled;
  47964. private _parent;
  47965. /**
  47966. * Creates a PlaneRotationGizmo
  47967. * @param gizmoLayer The utility layer the gizmo will be added to
  47968. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47969. * @param color The color of the gizmo
  47970. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47971. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47972. */
  47973. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47974. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47975. /**
  47976. * If the gizmo is enabled
  47977. */
  47978. isEnabled: boolean;
  47979. /**
  47980. * Disposes of the gizmo
  47981. */
  47982. dispose(): void;
  47983. }
  47984. }
  47985. declare module "babylonjs/Gizmos/rotationGizmo" {
  47986. import { Observable } from "babylonjs/Misc/observable";
  47987. import { Nullable } from "babylonjs/types";
  47988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47989. import { Mesh } from "babylonjs/Meshes/mesh";
  47990. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47991. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47992. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47993. /**
  47994. * Gizmo that enables rotating a mesh along 3 axis
  47995. */
  47996. export class RotationGizmo extends Gizmo {
  47997. /**
  47998. * Internal gizmo used for interactions on the x axis
  47999. */
  48000. xGizmo: PlaneRotationGizmo;
  48001. /**
  48002. * Internal gizmo used for interactions on the y axis
  48003. */
  48004. yGizmo: PlaneRotationGizmo;
  48005. /**
  48006. * Internal gizmo used for interactions on the z axis
  48007. */
  48008. zGizmo: PlaneRotationGizmo;
  48009. /** Fires an event when any of it's sub gizmos are dragged */
  48010. onDragStartObservable: Observable<unknown>;
  48011. /** Fires an event when any of it's sub gizmos are released from dragging */
  48012. onDragEndObservable: Observable<unknown>;
  48013. private _meshAttached;
  48014. attachedMesh: Nullable<AbstractMesh>;
  48015. /**
  48016. * Creates a RotationGizmo
  48017. * @param gizmoLayer The utility layer the gizmo will be added to
  48018. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48019. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48020. */
  48021. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  48022. updateGizmoRotationToMatchAttachedMesh: boolean;
  48023. /**
  48024. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  48025. */
  48026. snapDistance: number;
  48027. /**
  48028. * Ratio for the scale of the gizmo (Default: 1)
  48029. */
  48030. scaleRatio: number;
  48031. /**
  48032. * Disposes of the gizmo
  48033. */
  48034. dispose(): void;
  48035. /**
  48036. * CustomMeshes are not supported by this gizmo
  48037. * @param mesh The mesh to replace the default mesh of the gizmo
  48038. */
  48039. setCustomMesh(mesh: Mesh): void;
  48040. }
  48041. }
  48042. declare module "babylonjs/Gizmos/gizmoManager" {
  48043. import { Observable } from "babylonjs/Misc/observable";
  48044. import { Nullable } from "babylonjs/types";
  48045. import { Scene, IDisposable } from "babylonjs/scene";
  48046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48047. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48048. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  48049. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  48050. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  48051. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  48052. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  48053. /**
  48054. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  48055. */
  48056. export class GizmoManager implements IDisposable {
  48057. private scene;
  48058. /**
  48059. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  48060. */
  48061. gizmos: {
  48062. positionGizmo: Nullable<PositionGizmo>;
  48063. rotationGizmo: Nullable<RotationGizmo>;
  48064. scaleGizmo: Nullable<ScaleGizmo>;
  48065. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  48066. };
  48067. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  48068. clearGizmoOnEmptyPointerEvent: boolean;
  48069. /** Fires an event when the manager is attached to a mesh */
  48070. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  48071. private _gizmosEnabled;
  48072. private _pointerObserver;
  48073. private _attachedMesh;
  48074. private _boundingBoxColor;
  48075. private _defaultUtilityLayer;
  48076. private _defaultKeepDepthUtilityLayer;
  48077. /**
  48078. * When bounding box gizmo is enabled, this can be used to track drag/end events
  48079. */
  48080. boundingBoxDragBehavior: SixDofDragBehavior;
  48081. /**
  48082. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48083. */
  48084. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48085. /**
  48086. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48087. */
  48088. usePointerToAttachGizmos: boolean;
  48089. /**
  48090. * Utility layer that the bounding box gizmo belongs to
  48091. */
  48092. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48093. /**
  48094. * Utility layer that all gizmos besides bounding box belong to
  48095. */
  48096. readonly utilityLayer: UtilityLayerRenderer;
  48097. /**
  48098. * Instatiates a gizmo manager
  48099. * @param scene the scene to overlay the gizmos on top of
  48100. */
  48101. constructor(scene: Scene);
  48102. /**
  48103. * Attaches a set of gizmos to the specified mesh
  48104. * @param mesh The mesh the gizmo's should be attached to
  48105. */
  48106. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48107. /**
  48108. * If the position gizmo is enabled
  48109. */
  48110. positionGizmoEnabled: boolean;
  48111. /**
  48112. * If the rotation gizmo is enabled
  48113. */
  48114. rotationGizmoEnabled: boolean;
  48115. /**
  48116. * If the scale gizmo is enabled
  48117. */
  48118. scaleGizmoEnabled: boolean;
  48119. /**
  48120. * If the boundingBox gizmo is enabled
  48121. */
  48122. boundingBoxGizmoEnabled: boolean;
  48123. /**
  48124. * Disposes of the gizmo manager
  48125. */
  48126. dispose(): void;
  48127. }
  48128. }
  48129. declare module "babylonjs/Lights/directionalLight" {
  48130. import { Camera } from "babylonjs/Cameras/camera";
  48131. import { Scene } from "babylonjs/scene";
  48132. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48134. import { Light } from "babylonjs/Lights/light";
  48135. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48136. import { Effect } from "babylonjs/Materials/effect";
  48137. /**
  48138. * A directional light is defined by a direction (what a surprise!).
  48139. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48140. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  48141. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48142. */
  48143. export class DirectionalLight extends ShadowLight {
  48144. private _shadowFrustumSize;
  48145. /**
  48146. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48147. */
  48148. /**
  48149. * Specifies a fix frustum size for the shadow generation.
  48150. */
  48151. shadowFrustumSize: number;
  48152. private _shadowOrthoScale;
  48153. /**
  48154. * Gets the shadow projection scale against the optimal computed one.
  48155. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48156. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48157. */
  48158. /**
  48159. * Sets the shadow projection scale against the optimal computed one.
  48160. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48161. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48162. */
  48163. shadowOrthoScale: number;
  48164. /**
  48165. * Automatically compute the projection matrix to best fit (including all the casters)
  48166. * on each frame.
  48167. */
  48168. autoUpdateExtends: boolean;
  48169. private _orthoLeft;
  48170. private _orthoRight;
  48171. private _orthoTop;
  48172. private _orthoBottom;
  48173. /**
  48174. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48175. * The directional light is emitted from everywhere in the given direction.
  48176. * It can cast shadows.
  48177. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48178. * @param name The friendly name of the light
  48179. * @param direction The direction of the light
  48180. * @param scene The scene the light belongs to
  48181. */
  48182. constructor(name: string, direction: Vector3, scene: Scene);
  48183. /**
  48184. * Returns the string "DirectionalLight".
  48185. * @return The class name
  48186. */
  48187. getClassName(): string;
  48188. /**
  48189. * Returns the integer 1.
  48190. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48191. */
  48192. getTypeID(): number;
  48193. /**
  48194. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48195. * Returns the DirectionalLight Shadow projection matrix.
  48196. */
  48197. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48198. /**
  48199. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48200. * Returns the DirectionalLight Shadow projection matrix.
  48201. */
  48202. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48203. /**
  48204. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48205. * Returns the DirectionalLight Shadow projection matrix.
  48206. */
  48207. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48208. protected _buildUniformLayout(): void;
  48209. /**
  48210. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48211. * @param effect The effect to update
  48212. * @param lightIndex The index of the light in the effect to update
  48213. * @returns The directional light
  48214. */
  48215. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48216. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48217. /**
  48218. * Gets the minZ used for shadow according to both the scene and the light.
  48219. *
  48220. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48221. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48222. * @param activeCamera The camera we are returning the min for
  48223. * @returns the depth min z
  48224. */
  48225. getDepthMinZ(activeCamera: Camera): number;
  48226. /**
  48227. * Gets the maxZ used for shadow according to both the scene and the light.
  48228. *
  48229. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48230. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48231. * @param activeCamera The camera we are returning the max for
  48232. * @returns the depth max z
  48233. */
  48234. getDepthMaxZ(activeCamera: Camera): number;
  48235. /**
  48236. * Prepares the list of defines specific to the light type.
  48237. * @param defines the list of defines
  48238. * @param lightIndex defines the index of the light for the effect
  48239. */
  48240. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48241. }
  48242. }
  48243. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48244. import { Mesh } from "babylonjs/Meshes/mesh";
  48245. /**
  48246. * Class containing static functions to help procedurally build meshes
  48247. */
  48248. export class HemisphereBuilder {
  48249. /**
  48250. * Creates a hemisphere mesh
  48251. * @param name defines the name of the mesh
  48252. * @param options defines the options used to create the mesh
  48253. * @param scene defines the hosting scene
  48254. * @returns the hemisphere mesh
  48255. */
  48256. static CreateHemisphere(name: string, options: {
  48257. segments?: number;
  48258. diameter?: number;
  48259. sideOrientation?: number;
  48260. }, scene: any): Mesh;
  48261. }
  48262. }
  48263. declare module "babylonjs/Lights/spotLight" {
  48264. import { Nullable } from "babylonjs/types";
  48265. import { Scene } from "babylonjs/scene";
  48266. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48268. import { Effect } from "babylonjs/Materials/effect";
  48269. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48270. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48271. /**
  48272. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48273. * These values define a cone of light starting from the position, emitting toward the direction.
  48274. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48275. * and the exponent defines the speed of the decay of the light with distance (reach).
  48276. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48277. */
  48278. export class SpotLight extends ShadowLight {
  48279. private _angle;
  48280. private _innerAngle;
  48281. private _cosHalfAngle;
  48282. private _lightAngleScale;
  48283. private _lightAngleOffset;
  48284. /**
  48285. * Gets the cone angle of the spot light in Radians.
  48286. */
  48287. /**
  48288. * Sets the cone angle of the spot light in Radians.
  48289. */
  48290. angle: number;
  48291. /**
  48292. * Only used in gltf falloff mode, this defines the angle where
  48293. * the directional falloff will start before cutting at angle which could be seen
  48294. * as outer angle.
  48295. */
  48296. /**
  48297. * Only used in gltf falloff mode, this defines the angle where
  48298. * the directional falloff will start before cutting at angle which could be seen
  48299. * as outer angle.
  48300. */
  48301. innerAngle: number;
  48302. private _shadowAngleScale;
  48303. /**
  48304. * Allows scaling the angle of the light for shadow generation only.
  48305. */
  48306. /**
  48307. * Allows scaling the angle of the light for shadow generation only.
  48308. */
  48309. shadowAngleScale: number;
  48310. /**
  48311. * The light decay speed with the distance from the emission spot.
  48312. */
  48313. exponent: number;
  48314. private _projectionTextureMatrix;
  48315. /**
  48316. * Allows reading the projecton texture
  48317. */
  48318. readonly projectionTextureMatrix: Matrix;
  48319. protected _projectionTextureLightNear: number;
  48320. /**
  48321. * Gets the near clip of the Spotlight for texture projection.
  48322. */
  48323. /**
  48324. * Sets the near clip of the Spotlight for texture projection.
  48325. */
  48326. projectionTextureLightNear: number;
  48327. protected _projectionTextureLightFar: number;
  48328. /**
  48329. * Gets the far clip of the Spotlight for texture projection.
  48330. */
  48331. /**
  48332. * Sets the far clip of the Spotlight for texture projection.
  48333. */
  48334. projectionTextureLightFar: number;
  48335. protected _projectionTextureUpDirection: Vector3;
  48336. /**
  48337. * Gets the Up vector of the Spotlight for texture projection.
  48338. */
  48339. /**
  48340. * Sets the Up vector of the Spotlight for texture projection.
  48341. */
  48342. projectionTextureUpDirection: Vector3;
  48343. private _projectionTexture;
  48344. /**
  48345. * Gets the projection texture of the light.
  48346. */
  48347. /**
  48348. * Sets the projection texture of the light.
  48349. */
  48350. projectionTexture: Nullable<BaseTexture>;
  48351. private _projectionTextureViewLightDirty;
  48352. private _projectionTextureProjectionLightDirty;
  48353. private _projectionTextureDirty;
  48354. private _projectionTextureViewTargetVector;
  48355. private _projectionTextureViewLightMatrix;
  48356. private _projectionTextureProjectionLightMatrix;
  48357. private _projectionTextureScalingMatrix;
  48358. /**
  48359. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48360. * It can cast shadows.
  48361. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48362. * @param name The light friendly name
  48363. * @param position The position of the spot light in the scene
  48364. * @param direction The direction of the light in the scene
  48365. * @param angle The cone angle of the light in Radians
  48366. * @param exponent The light decay speed with the distance from the emission spot
  48367. * @param scene The scene the lights belongs to
  48368. */
  48369. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48370. /**
  48371. * Returns the string "SpotLight".
  48372. * @returns the class name
  48373. */
  48374. getClassName(): string;
  48375. /**
  48376. * Returns the integer 2.
  48377. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48378. */
  48379. getTypeID(): number;
  48380. /**
  48381. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48382. */
  48383. protected _setDirection(value: Vector3): void;
  48384. /**
  48385. * Overrides the position setter to recompute the projection texture view light Matrix.
  48386. */
  48387. protected _setPosition(value: Vector3): void;
  48388. /**
  48389. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  48390. * Returns the SpotLight.
  48391. */
  48392. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48393. protected _computeProjectionTextureViewLightMatrix(): void;
  48394. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48395. /**
  48396. * Main function for light texture projection matrix computing.
  48397. */
  48398. protected _computeProjectionTextureMatrix(): void;
  48399. protected _buildUniformLayout(): void;
  48400. private _computeAngleValues;
  48401. /**
  48402. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48403. * @param effect The effect to update
  48404. * @param lightIndex The index of the light in the effect to update
  48405. * @returns The spot light
  48406. */
  48407. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48408. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48409. /**
  48410. * Disposes the light and the associated resources.
  48411. */
  48412. dispose(): void;
  48413. /**
  48414. * Prepares the list of defines specific to the light type.
  48415. * @param defines the list of defines
  48416. * @param lightIndex defines the index of the light for the effect
  48417. */
  48418. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48419. }
  48420. }
  48421. declare module "babylonjs/Gizmos/lightGizmo" {
  48422. import { Nullable } from "babylonjs/types";
  48423. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48424. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48425. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48426. import { Light } from "babylonjs/Lights/light";
  48427. /**
  48428. * Gizmo that enables viewing a light
  48429. */
  48430. export class LightGizmo extends Gizmo {
  48431. private _lightMesh;
  48432. private _material;
  48433. private _cachedPosition;
  48434. private _cachedForward;
  48435. private _attachedMeshParent;
  48436. /**
  48437. * Creates a LightGizmo
  48438. * @param gizmoLayer The utility layer the gizmo will be added to
  48439. */
  48440. constructor(gizmoLayer?: UtilityLayerRenderer);
  48441. private _light;
  48442. /**
  48443. * The light that the gizmo is attached to
  48444. */
  48445. light: Nullable<Light>;
  48446. /**
  48447. * Gets the material used to render the light gizmo
  48448. */
  48449. readonly material: StandardMaterial;
  48450. /**
  48451. * @hidden
  48452. * Updates the gizmo to match the attached mesh's position/rotation
  48453. */
  48454. protected _update(): void;
  48455. private static _Scale;
  48456. /**
  48457. * Creates the lines for a light mesh
  48458. */
  48459. private static _CreateLightLines;
  48460. /**
  48461. * Disposes of the light gizmo
  48462. */
  48463. dispose(): void;
  48464. private static _CreateHemisphericLightMesh;
  48465. private static _CreatePointLightMesh;
  48466. private static _CreateSpotLightMesh;
  48467. private static _CreateDirectionalLightMesh;
  48468. }
  48469. }
  48470. declare module "babylonjs/Gizmos/index" {
  48471. export * from "babylonjs/Gizmos/axisDragGizmo";
  48472. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48473. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48474. export * from "babylonjs/Gizmos/gizmo";
  48475. export * from "babylonjs/Gizmos/gizmoManager";
  48476. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48477. export * from "babylonjs/Gizmos/positionGizmo";
  48478. export * from "babylonjs/Gizmos/rotationGizmo";
  48479. export * from "babylonjs/Gizmos/scaleGizmo";
  48480. export * from "babylonjs/Gizmos/lightGizmo";
  48481. export * from "babylonjs/Gizmos/planeDragGizmo";
  48482. }
  48483. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48484. /** @hidden */
  48485. export var backgroundFragmentDeclaration: {
  48486. name: string;
  48487. shader: string;
  48488. };
  48489. }
  48490. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48491. /** @hidden */
  48492. export var backgroundUboDeclaration: {
  48493. name: string;
  48494. shader: string;
  48495. };
  48496. }
  48497. declare module "babylonjs/Shaders/background.fragment" {
  48498. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48499. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48500. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48501. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48502. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48503. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48504. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48505. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48506. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48507. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48508. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48509. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48510. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48511. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48512. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48513. /** @hidden */
  48514. export var backgroundPixelShader: {
  48515. name: string;
  48516. shader: string;
  48517. };
  48518. }
  48519. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48520. /** @hidden */
  48521. export var backgroundVertexDeclaration: {
  48522. name: string;
  48523. shader: string;
  48524. };
  48525. }
  48526. declare module "babylonjs/Shaders/background.vertex" {
  48527. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48528. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48529. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48530. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48531. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48532. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48533. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48534. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48535. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48536. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48537. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48538. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48539. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48540. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48541. /** @hidden */
  48542. export var backgroundVertexShader: {
  48543. name: string;
  48544. shader: string;
  48545. };
  48546. }
  48547. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48548. import { Nullable, int, float } from "babylonjs/types";
  48549. import { Scene } from "babylonjs/scene";
  48550. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48551. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48552. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48553. import { Mesh } from "babylonjs/Meshes/mesh";
  48554. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48555. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48556. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48557. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48558. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48559. import { Color3 } from "babylonjs/Maths/math.color";
  48560. import "babylonjs/Shaders/background.fragment";
  48561. import "babylonjs/Shaders/background.vertex";
  48562. /**
  48563. * Background material used to create an efficient environement around your scene.
  48564. */
  48565. export class BackgroundMaterial extends PushMaterial {
  48566. /**
  48567. * Standard reflectance value at parallel view angle.
  48568. */
  48569. static StandardReflectance0: number;
  48570. /**
  48571. * Standard reflectance value at grazing angle.
  48572. */
  48573. static StandardReflectance90: number;
  48574. protected _primaryColor: Color3;
  48575. /**
  48576. * Key light Color (multiply against the environement texture)
  48577. */
  48578. primaryColor: Color3;
  48579. protected __perceptualColor: Nullable<Color3>;
  48580. /**
  48581. * Experimental Internal Use Only.
  48582. *
  48583. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48584. * This acts as a helper to set the primary color to a more "human friendly" value.
  48585. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48586. * output color as close as possible from the chosen value.
  48587. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48588. * part of lighting setup.)
  48589. */
  48590. _perceptualColor: Nullable<Color3>;
  48591. protected _primaryColorShadowLevel: float;
  48592. /**
  48593. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48594. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48595. */
  48596. primaryColorShadowLevel: float;
  48597. protected _primaryColorHighlightLevel: float;
  48598. /**
  48599. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48600. * The primary color is used at the level chosen to define what the white area would look.
  48601. */
  48602. primaryColorHighlightLevel: float;
  48603. protected _reflectionTexture: Nullable<BaseTexture>;
  48604. /**
  48605. * Reflection Texture used in the material.
  48606. * Should be author in a specific way for the best result (refer to the documentation).
  48607. */
  48608. reflectionTexture: Nullable<BaseTexture>;
  48609. protected _reflectionBlur: float;
  48610. /**
  48611. * Reflection Texture level of blur.
  48612. *
  48613. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48614. * texture twice.
  48615. */
  48616. reflectionBlur: float;
  48617. protected _diffuseTexture: Nullable<BaseTexture>;
  48618. /**
  48619. * Diffuse Texture used in the material.
  48620. * Should be author in a specific way for the best result (refer to the documentation).
  48621. */
  48622. diffuseTexture: Nullable<BaseTexture>;
  48623. protected _shadowLights: Nullable<IShadowLight[]>;
  48624. /**
  48625. * Specify the list of lights casting shadow on the material.
  48626. * All scene shadow lights will be included if null.
  48627. */
  48628. shadowLights: Nullable<IShadowLight[]>;
  48629. protected _shadowLevel: float;
  48630. /**
  48631. * Helps adjusting the shadow to a softer level if required.
  48632. * 0 means black shadows and 1 means no shadows.
  48633. */
  48634. shadowLevel: float;
  48635. protected _sceneCenter: Vector3;
  48636. /**
  48637. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48638. * It is usually zero but might be interesting to modify according to your setup.
  48639. */
  48640. sceneCenter: Vector3;
  48641. protected _opacityFresnel: boolean;
  48642. /**
  48643. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48644. * This helps ensuring a nice transition when the camera goes under the ground.
  48645. */
  48646. opacityFresnel: boolean;
  48647. protected _reflectionFresnel: boolean;
  48648. /**
  48649. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48650. * This helps adding a mirror texture on the ground.
  48651. */
  48652. reflectionFresnel: boolean;
  48653. protected _reflectionFalloffDistance: number;
  48654. /**
  48655. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48656. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48657. */
  48658. reflectionFalloffDistance: number;
  48659. protected _reflectionAmount: number;
  48660. /**
  48661. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48662. */
  48663. reflectionAmount: number;
  48664. protected _reflectionReflectance0: number;
  48665. /**
  48666. * This specifies the weight of the reflection at grazing angle.
  48667. */
  48668. reflectionReflectance0: number;
  48669. protected _reflectionReflectance90: number;
  48670. /**
  48671. * This specifies the weight of the reflection at a perpendicular point of view.
  48672. */
  48673. reflectionReflectance90: number;
  48674. /**
  48675. * Sets the reflection reflectance fresnel values according to the default standard
  48676. * empirically know to work well :-)
  48677. */
  48678. reflectionStandardFresnelWeight: number;
  48679. protected _useRGBColor: boolean;
  48680. /**
  48681. * Helps to directly use the maps channels instead of their level.
  48682. */
  48683. useRGBColor: boolean;
  48684. protected _enableNoise: boolean;
  48685. /**
  48686. * This helps reducing the banding effect that could occur on the background.
  48687. */
  48688. enableNoise: boolean;
  48689. /**
  48690. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48691. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48692. * Recommended to be keep at 1.0 except for special cases.
  48693. */
  48694. fovMultiplier: number;
  48695. private _fovMultiplier;
  48696. /**
  48697. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48698. */
  48699. useEquirectangularFOV: boolean;
  48700. private _maxSimultaneousLights;
  48701. /**
  48702. * Number of Simultaneous lights allowed on the material.
  48703. */
  48704. maxSimultaneousLights: int;
  48705. /**
  48706. * Default configuration related to image processing available in the Background Material.
  48707. */
  48708. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48709. /**
  48710. * Keep track of the image processing observer to allow dispose and replace.
  48711. */
  48712. private _imageProcessingObserver;
  48713. /**
  48714. * Attaches a new image processing configuration to the PBR Material.
  48715. * @param configuration (if null the scene configuration will be use)
  48716. */
  48717. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48718. /**
  48719. * Gets the image processing configuration used either in this material.
  48720. */
  48721. /**
  48722. * Sets the Default image processing configuration used either in the this material.
  48723. *
  48724. * If sets to null, the scene one is in use.
  48725. */
  48726. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48727. /**
  48728. * Gets wether the color curves effect is enabled.
  48729. */
  48730. /**
  48731. * Sets wether the color curves effect is enabled.
  48732. */
  48733. cameraColorCurvesEnabled: boolean;
  48734. /**
  48735. * Gets wether the color grading effect is enabled.
  48736. */
  48737. /**
  48738. * Gets wether the color grading effect is enabled.
  48739. */
  48740. cameraColorGradingEnabled: boolean;
  48741. /**
  48742. * Gets wether tonemapping is enabled or not.
  48743. */
  48744. /**
  48745. * Sets wether tonemapping is enabled or not
  48746. */
  48747. cameraToneMappingEnabled: boolean;
  48748. /**
  48749. * The camera exposure used on this material.
  48750. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48751. * This corresponds to a photographic exposure.
  48752. */
  48753. /**
  48754. * The camera exposure used on this material.
  48755. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48756. * This corresponds to a photographic exposure.
  48757. */
  48758. cameraExposure: float;
  48759. /**
  48760. * Gets The camera contrast used on this material.
  48761. */
  48762. /**
  48763. * Sets The camera contrast used on this material.
  48764. */
  48765. cameraContrast: float;
  48766. /**
  48767. * Gets the Color Grading 2D Lookup Texture.
  48768. */
  48769. /**
  48770. * Sets the Color Grading 2D Lookup Texture.
  48771. */
  48772. cameraColorGradingTexture: Nullable<BaseTexture>;
  48773. /**
  48774. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48775. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48776. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48777. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48778. */
  48779. /**
  48780. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48781. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48782. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48783. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48784. */
  48785. cameraColorCurves: Nullable<ColorCurves>;
  48786. /**
  48787. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48788. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48789. */
  48790. switchToBGR: boolean;
  48791. private _renderTargets;
  48792. private _reflectionControls;
  48793. private _white;
  48794. private _primaryShadowColor;
  48795. private _primaryHighlightColor;
  48796. /**
  48797. * Instantiates a Background Material in the given scene
  48798. * @param name The friendly name of the material
  48799. * @param scene The scene to add the material to
  48800. */
  48801. constructor(name: string, scene: Scene);
  48802. /**
  48803. * Gets a boolean indicating that current material needs to register RTT
  48804. */
  48805. readonly hasRenderTargetTextures: boolean;
  48806. /**
  48807. * The entire material has been created in order to prevent overdraw.
  48808. * @returns false
  48809. */
  48810. needAlphaTesting(): boolean;
  48811. /**
  48812. * The entire material has been created in order to prevent overdraw.
  48813. * @returns true if blending is enable
  48814. */
  48815. needAlphaBlending(): boolean;
  48816. /**
  48817. * Checks wether the material is ready to be rendered for a given mesh.
  48818. * @param mesh The mesh to render
  48819. * @param subMesh The submesh to check against
  48820. * @param useInstances Specify wether or not the material is used with instances
  48821. * @returns true if all the dependencies are ready (Textures, Effects...)
  48822. */
  48823. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48824. /**
  48825. * Compute the primary color according to the chosen perceptual color.
  48826. */
  48827. private _computePrimaryColorFromPerceptualColor;
  48828. /**
  48829. * Compute the highlights and shadow colors according to their chosen levels.
  48830. */
  48831. private _computePrimaryColors;
  48832. /**
  48833. * Build the uniform buffer used in the material.
  48834. */
  48835. buildUniformLayout(): void;
  48836. /**
  48837. * Unbind the material.
  48838. */
  48839. unbind(): void;
  48840. /**
  48841. * Bind only the world matrix to the material.
  48842. * @param world The world matrix to bind.
  48843. */
  48844. bindOnlyWorldMatrix(world: Matrix): void;
  48845. /**
  48846. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48847. * @param world The world matrix to bind.
  48848. * @param subMesh The submesh to bind for.
  48849. */
  48850. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48851. /**
  48852. * Checks to see if a texture is used in the material.
  48853. * @param texture - Base texture to use.
  48854. * @returns - Boolean specifying if a texture is used in the material.
  48855. */
  48856. hasTexture(texture: BaseTexture): boolean;
  48857. /**
  48858. * Dispose the material.
  48859. * @param forceDisposeEffect Force disposal of the associated effect.
  48860. * @param forceDisposeTextures Force disposal of the associated textures.
  48861. */
  48862. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48863. /**
  48864. * Clones the material.
  48865. * @param name The cloned name.
  48866. * @returns The cloned material.
  48867. */
  48868. clone(name: string): BackgroundMaterial;
  48869. /**
  48870. * Serializes the current material to its JSON representation.
  48871. * @returns The JSON representation.
  48872. */
  48873. serialize(): any;
  48874. /**
  48875. * Gets the class name of the material
  48876. * @returns "BackgroundMaterial"
  48877. */
  48878. getClassName(): string;
  48879. /**
  48880. * Parse a JSON input to create back a background material.
  48881. * @param source The JSON data to parse
  48882. * @param scene The scene to create the parsed material in
  48883. * @param rootUrl The root url of the assets the material depends upon
  48884. * @returns the instantiated BackgroundMaterial.
  48885. */
  48886. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48887. }
  48888. }
  48889. declare module "babylonjs/Helpers/environmentHelper" {
  48890. import { Observable } from "babylonjs/Misc/observable";
  48891. import { Nullable } from "babylonjs/types";
  48892. import { Scene } from "babylonjs/scene";
  48893. import { Vector3 } from "babylonjs/Maths/math.vector";
  48894. import { Color3 } from "babylonjs/Maths/math.color";
  48895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48896. import { Mesh } from "babylonjs/Meshes/mesh";
  48897. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48898. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48899. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48900. import "babylonjs/Meshes/Builders/planeBuilder";
  48901. import "babylonjs/Meshes/Builders/boxBuilder";
  48902. /**
  48903. * Represents the different options available during the creation of
  48904. * a Environment helper.
  48905. *
  48906. * This can control the default ground, skybox and image processing setup of your scene.
  48907. */
  48908. export interface IEnvironmentHelperOptions {
  48909. /**
  48910. * Specifies wether or not to create a ground.
  48911. * True by default.
  48912. */
  48913. createGround: boolean;
  48914. /**
  48915. * Specifies the ground size.
  48916. * 15 by default.
  48917. */
  48918. groundSize: number;
  48919. /**
  48920. * The texture used on the ground for the main color.
  48921. * Comes from the BabylonJS CDN by default.
  48922. *
  48923. * Remarks: Can be either a texture or a url.
  48924. */
  48925. groundTexture: string | BaseTexture;
  48926. /**
  48927. * The color mixed in the ground texture by default.
  48928. * BabylonJS clearColor by default.
  48929. */
  48930. groundColor: Color3;
  48931. /**
  48932. * Specifies the ground opacity.
  48933. * 1 by default.
  48934. */
  48935. groundOpacity: number;
  48936. /**
  48937. * Enables the ground to receive shadows.
  48938. * True by default.
  48939. */
  48940. enableGroundShadow: boolean;
  48941. /**
  48942. * Helps preventing the shadow to be fully black on the ground.
  48943. * 0.5 by default.
  48944. */
  48945. groundShadowLevel: number;
  48946. /**
  48947. * Creates a mirror texture attach to the ground.
  48948. * false by default.
  48949. */
  48950. enableGroundMirror: boolean;
  48951. /**
  48952. * Specifies the ground mirror size ratio.
  48953. * 0.3 by default as the default kernel is 64.
  48954. */
  48955. groundMirrorSizeRatio: number;
  48956. /**
  48957. * Specifies the ground mirror blur kernel size.
  48958. * 64 by default.
  48959. */
  48960. groundMirrorBlurKernel: number;
  48961. /**
  48962. * Specifies the ground mirror visibility amount.
  48963. * 1 by default
  48964. */
  48965. groundMirrorAmount: number;
  48966. /**
  48967. * Specifies the ground mirror reflectance weight.
  48968. * This uses the standard weight of the background material to setup the fresnel effect
  48969. * of the mirror.
  48970. * 1 by default.
  48971. */
  48972. groundMirrorFresnelWeight: number;
  48973. /**
  48974. * Specifies the ground mirror Falloff distance.
  48975. * This can helps reducing the size of the reflection.
  48976. * 0 by Default.
  48977. */
  48978. groundMirrorFallOffDistance: number;
  48979. /**
  48980. * Specifies the ground mirror texture type.
  48981. * Unsigned Int by Default.
  48982. */
  48983. groundMirrorTextureType: number;
  48984. /**
  48985. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48986. * the shown objects.
  48987. */
  48988. groundYBias: number;
  48989. /**
  48990. * Specifies wether or not to create a skybox.
  48991. * True by default.
  48992. */
  48993. createSkybox: boolean;
  48994. /**
  48995. * Specifies the skybox size.
  48996. * 20 by default.
  48997. */
  48998. skyboxSize: number;
  48999. /**
  49000. * The texture used on the skybox for the main color.
  49001. * Comes from the BabylonJS CDN by default.
  49002. *
  49003. * Remarks: Can be either a texture or a url.
  49004. */
  49005. skyboxTexture: string | BaseTexture;
  49006. /**
  49007. * The color mixed in the skybox texture by default.
  49008. * BabylonJS clearColor by default.
  49009. */
  49010. skyboxColor: Color3;
  49011. /**
  49012. * The background rotation around the Y axis of the scene.
  49013. * This helps aligning the key lights of your scene with the background.
  49014. * 0 by default.
  49015. */
  49016. backgroundYRotation: number;
  49017. /**
  49018. * Compute automatically the size of the elements to best fit with the scene.
  49019. */
  49020. sizeAuto: boolean;
  49021. /**
  49022. * Default position of the rootMesh if autoSize is not true.
  49023. */
  49024. rootPosition: Vector3;
  49025. /**
  49026. * Sets up the image processing in the scene.
  49027. * true by default.
  49028. */
  49029. setupImageProcessing: boolean;
  49030. /**
  49031. * The texture used as your environment texture in the scene.
  49032. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  49033. *
  49034. * Remarks: Can be either a texture or a url.
  49035. */
  49036. environmentTexture: string | BaseTexture;
  49037. /**
  49038. * The value of the exposure to apply to the scene.
  49039. * 0.6 by default if setupImageProcessing is true.
  49040. */
  49041. cameraExposure: number;
  49042. /**
  49043. * The value of the contrast to apply to the scene.
  49044. * 1.6 by default if setupImageProcessing is true.
  49045. */
  49046. cameraContrast: number;
  49047. /**
  49048. * Specifies wether or not tonemapping should be enabled in the scene.
  49049. * true by default if setupImageProcessing is true.
  49050. */
  49051. toneMappingEnabled: boolean;
  49052. }
  49053. /**
  49054. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  49055. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  49056. * It also helps with the default setup of your imageProcessing configuration.
  49057. */
  49058. export class EnvironmentHelper {
  49059. /**
  49060. * Default ground texture URL.
  49061. */
  49062. private static _groundTextureCDNUrl;
  49063. /**
  49064. * Default skybox texture URL.
  49065. */
  49066. private static _skyboxTextureCDNUrl;
  49067. /**
  49068. * Default environment texture URL.
  49069. */
  49070. private static _environmentTextureCDNUrl;
  49071. /**
  49072. * Creates the default options for the helper.
  49073. */
  49074. private static _getDefaultOptions;
  49075. private _rootMesh;
  49076. /**
  49077. * Gets the root mesh created by the helper.
  49078. */
  49079. readonly rootMesh: Mesh;
  49080. private _skybox;
  49081. /**
  49082. * Gets the skybox created by the helper.
  49083. */
  49084. readonly skybox: Nullable<Mesh>;
  49085. private _skyboxTexture;
  49086. /**
  49087. * Gets the skybox texture created by the helper.
  49088. */
  49089. readonly skyboxTexture: Nullable<BaseTexture>;
  49090. private _skyboxMaterial;
  49091. /**
  49092. * Gets the skybox material created by the helper.
  49093. */
  49094. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49095. private _ground;
  49096. /**
  49097. * Gets the ground mesh created by the helper.
  49098. */
  49099. readonly ground: Nullable<Mesh>;
  49100. private _groundTexture;
  49101. /**
  49102. * Gets the ground texture created by the helper.
  49103. */
  49104. readonly groundTexture: Nullable<BaseTexture>;
  49105. private _groundMirror;
  49106. /**
  49107. * Gets the ground mirror created by the helper.
  49108. */
  49109. readonly groundMirror: Nullable<MirrorTexture>;
  49110. /**
  49111. * Gets the ground mirror render list to helps pushing the meshes
  49112. * you wish in the ground reflection.
  49113. */
  49114. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49115. private _groundMaterial;
  49116. /**
  49117. * Gets the ground material created by the helper.
  49118. */
  49119. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49120. /**
  49121. * Stores the creation options.
  49122. */
  49123. private readonly _scene;
  49124. private _options;
  49125. /**
  49126. * This observable will be notified with any error during the creation of the environment,
  49127. * mainly texture creation errors.
  49128. */
  49129. onErrorObservable: Observable<{
  49130. message?: string;
  49131. exception?: any;
  49132. }>;
  49133. /**
  49134. * constructor
  49135. * @param options Defines the options we want to customize the helper
  49136. * @param scene The scene to add the material to
  49137. */
  49138. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49139. /**
  49140. * Updates the background according to the new options
  49141. * @param options
  49142. */
  49143. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49144. /**
  49145. * Sets the primary color of all the available elements.
  49146. * @param color the main color to affect to the ground and the background
  49147. */
  49148. setMainColor(color: Color3): void;
  49149. /**
  49150. * Setup the image processing according to the specified options.
  49151. */
  49152. private _setupImageProcessing;
  49153. /**
  49154. * Setup the environment texture according to the specified options.
  49155. */
  49156. private _setupEnvironmentTexture;
  49157. /**
  49158. * Setup the background according to the specified options.
  49159. */
  49160. private _setupBackground;
  49161. /**
  49162. * Get the scene sizes according to the setup.
  49163. */
  49164. private _getSceneSize;
  49165. /**
  49166. * Setup the ground according to the specified options.
  49167. */
  49168. private _setupGround;
  49169. /**
  49170. * Setup the ground material according to the specified options.
  49171. */
  49172. private _setupGroundMaterial;
  49173. /**
  49174. * Setup the ground diffuse texture according to the specified options.
  49175. */
  49176. private _setupGroundDiffuseTexture;
  49177. /**
  49178. * Setup the ground mirror texture according to the specified options.
  49179. */
  49180. private _setupGroundMirrorTexture;
  49181. /**
  49182. * Setup the ground to receive the mirror texture.
  49183. */
  49184. private _setupMirrorInGroundMaterial;
  49185. /**
  49186. * Setup the skybox according to the specified options.
  49187. */
  49188. private _setupSkybox;
  49189. /**
  49190. * Setup the skybox material according to the specified options.
  49191. */
  49192. private _setupSkyboxMaterial;
  49193. /**
  49194. * Setup the skybox reflection texture according to the specified options.
  49195. */
  49196. private _setupSkyboxReflectionTexture;
  49197. private _errorHandler;
  49198. /**
  49199. * Dispose all the elements created by the Helper.
  49200. */
  49201. dispose(): void;
  49202. }
  49203. }
  49204. declare module "babylonjs/Helpers/photoDome" {
  49205. import { Observable } from "babylonjs/Misc/observable";
  49206. import { Nullable } from "babylonjs/types";
  49207. import { Scene } from "babylonjs/scene";
  49208. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49209. import { Mesh } from "babylonjs/Meshes/mesh";
  49210. import { Texture } from "babylonjs/Materials/Textures/texture";
  49211. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49212. import "babylonjs/Meshes/Builders/sphereBuilder";
  49213. /**
  49214. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49215. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49216. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49217. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49218. */
  49219. export class PhotoDome extends TransformNode {
  49220. /**
  49221. * Define the image as a Monoscopic panoramic 360 image.
  49222. */
  49223. static readonly MODE_MONOSCOPIC: number;
  49224. /**
  49225. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49226. */
  49227. static readonly MODE_TOPBOTTOM: number;
  49228. /**
  49229. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49230. */
  49231. static readonly MODE_SIDEBYSIDE: number;
  49232. private _useDirectMapping;
  49233. /**
  49234. * The texture being displayed on the sphere
  49235. */
  49236. protected _photoTexture: Texture;
  49237. /**
  49238. * Gets or sets the texture being displayed on the sphere
  49239. */
  49240. photoTexture: Texture;
  49241. /**
  49242. * Observable raised when an error occured while loading the 360 image
  49243. */
  49244. onLoadErrorObservable: Observable<string>;
  49245. /**
  49246. * The skybox material
  49247. */
  49248. protected _material: BackgroundMaterial;
  49249. /**
  49250. * The surface used for the skybox
  49251. */
  49252. protected _mesh: Mesh;
  49253. /**
  49254. * Gets the mesh used for the skybox.
  49255. */
  49256. readonly mesh: Mesh;
  49257. /**
  49258. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49259. * Also see the options.resolution property.
  49260. */
  49261. fovMultiplier: number;
  49262. private _imageMode;
  49263. /**
  49264. * Gets or set the current video mode for the video. It can be:
  49265. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49266. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49267. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49268. */
  49269. imageMode: number;
  49270. /**
  49271. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49272. * @param name Element's name, child elements will append suffixes for their own names.
  49273. * @param urlsOfPhoto defines the url of the photo to display
  49274. * @param options defines an object containing optional or exposed sub element properties
  49275. * @param onError defines a callback called when an error occured while loading the texture
  49276. */
  49277. constructor(name: string, urlOfPhoto: string, options: {
  49278. resolution?: number;
  49279. size?: number;
  49280. useDirectMapping?: boolean;
  49281. faceForward?: boolean;
  49282. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49283. private _onBeforeCameraRenderObserver;
  49284. private _changeImageMode;
  49285. /**
  49286. * Releases resources associated with this node.
  49287. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49288. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49289. */
  49290. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49291. }
  49292. }
  49293. declare module "babylonjs/Misc/rgbdTextureTools" {
  49294. import "babylonjs/Shaders/rgbdDecode.fragment";
  49295. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49296. import { Texture } from "babylonjs/Materials/Textures/texture";
  49297. /**
  49298. * Class used to host RGBD texture specific utilities
  49299. */
  49300. export class RGBDTextureTools {
  49301. /**
  49302. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49303. * @param texture the texture to expand.
  49304. */
  49305. static ExpandRGBDTexture(texture: Texture): void;
  49306. }
  49307. }
  49308. declare module "babylonjs/Misc/brdfTextureTools" {
  49309. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49310. import { Scene } from "babylonjs/scene";
  49311. /**
  49312. * Class used to host texture specific utilities
  49313. */
  49314. export class BRDFTextureTools {
  49315. /**
  49316. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49317. * @param scene defines the hosting scene
  49318. * @returns the environment BRDF texture
  49319. */
  49320. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49321. private static _environmentBRDFBase64Texture;
  49322. }
  49323. }
  49324. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49325. import { Nullable } from "babylonjs/types";
  49326. import { Color3 } from "babylonjs/Maths/math.color";
  49327. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49328. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49329. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49330. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49331. import { Engine } from "babylonjs/Engines/engine";
  49332. import { Scene } from "babylonjs/scene";
  49333. /**
  49334. * @hidden
  49335. */
  49336. export interface IMaterialClearCoatDefines {
  49337. CLEARCOAT: boolean;
  49338. CLEARCOAT_DEFAULTIOR: boolean;
  49339. CLEARCOAT_TEXTURE: boolean;
  49340. CLEARCOAT_TEXTUREDIRECTUV: number;
  49341. CLEARCOAT_BUMP: boolean;
  49342. CLEARCOAT_BUMPDIRECTUV: number;
  49343. CLEARCOAT_TINT: boolean;
  49344. CLEARCOAT_TINT_TEXTURE: boolean;
  49345. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49346. /** @hidden */
  49347. _areTexturesDirty: boolean;
  49348. }
  49349. /**
  49350. * Define the code related to the clear coat parameters of the pbr material.
  49351. */
  49352. export class PBRClearCoatConfiguration {
  49353. /**
  49354. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49355. * The default fits with a polyurethane material.
  49356. */
  49357. private static readonly _DefaultIndexOfRefraction;
  49358. private _isEnabled;
  49359. /**
  49360. * Defines if the clear coat is enabled in the material.
  49361. */
  49362. isEnabled: boolean;
  49363. /**
  49364. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49365. */
  49366. intensity: number;
  49367. /**
  49368. * Defines the clear coat layer roughness.
  49369. */
  49370. roughness: number;
  49371. private _indexOfRefraction;
  49372. /**
  49373. * Defines the index of refraction of the clear coat.
  49374. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49375. * The default fits with a polyurethane material.
  49376. * Changing the default value is more performance intensive.
  49377. */
  49378. indexOfRefraction: number;
  49379. private _texture;
  49380. /**
  49381. * Stores the clear coat values in a texture.
  49382. */
  49383. texture: Nullable<BaseTexture>;
  49384. private _bumpTexture;
  49385. /**
  49386. * Define the clear coat specific bump texture.
  49387. */
  49388. bumpTexture: Nullable<BaseTexture>;
  49389. private _isTintEnabled;
  49390. /**
  49391. * Defines if the clear coat tint is enabled in the material.
  49392. */
  49393. isTintEnabled: boolean;
  49394. /**
  49395. * Defines the clear coat tint of the material.
  49396. * This is only use if tint is enabled
  49397. */
  49398. tintColor: Color3;
  49399. /**
  49400. * Defines the distance at which the tint color should be found in the
  49401. * clear coat media.
  49402. * This is only use if tint is enabled
  49403. */
  49404. tintColorAtDistance: number;
  49405. /**
  49406. * Defines the clear coat layer thickness.
  49407. * This is only use if tint is enabled
  49408. */
  49409. tintThickness: number;
  49410. private _tintTexture;
  49411. /**
  49412. * Stores the clear tint values in a texture.
  49413. * rgb is tint
  49414. * a is a thickness factor
  49415. */
  49416. tintTexture: Nullable<BaseTexture>;
  49417. /** @hidden */
  49418. private _internalMarkAllSubMeshesAsTexturesDirty;
  49419. /** @hidden */
  49420. _markAllSubMeshesAsTexturesDirty(): void;
  49421. /**
  49422. * Instantiate a new istance of clear coat configuration.
  49423. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49424. */
  49425. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49426. /**
  49427. * Gets wehter the submesh is ready to be used or not.
  49428. * @param defines the list of "defines" to update.
  49429. * @param scene defines the scene the material belongs to.
  49430. * @param engine defines the engine the material belongs to.
  49431. * @param disableBumpMap defines wether the material disables bump or not.
  49432. * @returns - boolean indicating that the submesh is ready or not.
  49433. */
  49434. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49435. /**
  49436. * Checks to see if a texture is used in the material.
  49437. * @param defines the list of "defines" to update.
  49438. * @param scene defines the scene to the material belongs to.
  49439. */
  49440. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49441. /**
  49442. * Binds the material data.
  49443. * @param uniformBuffer defines the Uniform buffer to fill in.
  49444. * @param scene defines the scene the material belongs to.
  49445. * @param engine defines the engine the material belongs to.
  49446. * @param disableBumpMap defines wether the material disables bump or not.
  49447. * @param isFrozen defines wether the material is frozen or not.
  49448. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49449. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49450. */
  49451. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49452. /**
  49453. * Checks to see if a texture is used in the material.
  49454. * @param texture - Base texture to use.
  49455. * @returns - Boolean specifying if a texture is used in the material.
  49456. */
  49457. hasTexture(texture: BaseTexture): boolean;
  49458. /**
  49459. * Returns an array of the actively used textures.
  49460. * @param activeTextures Array of BaseTextures
  49461. */
  49462. getActiveTextures(activeTextures: BaseTexture[]): void;
  49463. /**
  49464. * Returns the animatable textures.
  49465. * @param animatables Array of animatable textures.
  49466. */
  49467. getAnimatables(animatables: IAnimatable[]): void;
  49468. /**
  49469. * Disposes the resources of the material.
  49470. * @param forceDisposeTextures - Forces the disposal of all textures.
  49471. */
  49472. dispose(forceDisposeTextures?: boolean): void;
  49473. /**
  49474. * Get the current class name of the texture useful for serialization or dynamic coding.
  49475. * @returns "PBRClearCoatConfiguration"
  49476. */
  49477. getClassName(): string;
  49478. /**
  49479. * Add fallbacks to the effect fallbacks list.
  49480. * @param defines defines the Base texture to use.
  49481. * @param fallbacks defines the current fallback list.
  49482. * @param currentRank defines the current fallback rank.
  49483. * @returns the new fallback rank.
  49484. */
  49485. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49486. /**
  49487. * Add the required uniforms to the current list.
  49488. * @param uniforms defines the current uniform list.
  49489. */
  49490. static AddUniforms(uniforms: string[]): void;
  49491. /**
  49492. * Add the required samplers to the current list.
  49493. * @param samplers defines the current sampler list.
  49494. */
  49495. static AddSamplers(samplers: string[]): void;
  49496. /**
  49497. * Add the required uniforms to the current buffer.
  49498. * @param uniformBuffer defines the current uniform buffer.
  49499. */
  49500. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49501. /**
  49502. * Makes a duplicate of the current configuration into another one.
  49503. * @param clearCoatConfiguration define the config where to copy the info
  49504. */
  49505. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49506. /**
  49507. * Serializes this clear coat configuration.
  49508. * @returns - An object with the serialized config.
  49509. */
  49510. serialize(): any;
  49511. /**
  49512. * Parses a anisotropy Configuration from a serialized object.
  49513. * @param source - Serialized object.
  49514. * @param scene Defines the scene we are parsing for
  49515. * @param rootUrl Defines the rootUrl to load from
  49516. */
  49517. parse(source: any, scene: Scene, rootUrl: string): void;
  49518. }
  49519. }
  49520. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49521. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49523. import { Vector2 } from "babylonjs/Maths/math.vector";
  49524. import { Scene } from "babylonjs/scene";
  49525. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49526. import { Nullable } from "babylonjs/types";
  49527. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49528. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49529. /**
  49530. * @hidden
  49531. */
  49532. export interface IMaterialAnisotropicDefines {
  49533. ANISOTROPIC: boolean;
  49534. ANISOTROPIC_TEXTURE: boolean;
  49535. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49536. MAINUV1: boolean;
  49537. _areTexturesDirty: boolean;
  49538. _needUVs: boolean;
  49539. }
  49540. /**
  49541. * Define the code related to the anisotropic parameters of the pbr material.
  49542. */
  49543. export class PBRAnisotropicConfiguration {
  49544. private _isEnabled;
  49545. /**
  49546. * Defines if the anisotropy is enabled in the material.
  49547. */
  49548. isEnabled: boolean;
  49549. /**
  49550. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49551. */
  49552. intensity: number;
  49553. /**
  49554. * Defines if the effect is along the tangents, bitangents or in between.
  49555. * By default, the effect is "strectching" the highlights along the tangents.
  49556. */
  49557. direction: Vector2;
  49558. private _texture;
  49559. /**
  49560. * Stores the anisotropy values in a texture.
  49561. * rg is direction (like normal from -1 to 1)
  49562. * b is a intensity
  49563. */
  49564. texture: Nullable<BaseTexture>;
  49565. /** @hidden */
  49566. private _internalMarkAllSubMeshesAsTexturesDirty;
  49567. /** @hidden */
  49568. _markAllSubMeshesAsTexturesDirty(): void;
  49569. /**
  49570. * Instantiate a new istance of anisotropy configuration.
  49571. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49572. */
  49573. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49574. /**
  49575. * Specifies that the submesh is ready to be used.
  49576. * @param defines the list of "defines" to update.
  49577. * @param scene defines the scene the material belongs to.
  49578. * @returns - boolean indicating that the submesh is ready or not.
  49579. */
  49580. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49581. /**
  49582. * Checks to see if a texture is used in the material.
  49583. * @param defines the list of "defines" to update.
  49584. * @param mesh the mesh we are preparing the defines for.
  49585. * @param scene defines the scene the material belongs to.
  49586. */
  49587. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49588. /**
  49589. * Binds the material data.
  49590. * @param uniformBuffer defines the Uniform buffer to fill in.
  49591. * @param scene defines the scene the material belongs to.
  49592. * @param isFrozen defines wether the material is frozen or not.
  49593. */
  49594. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49595. /**
  49596. * Checks to see if a texture is used in the material.
  49597. * @param texture - Base texture to use.
  49598. * @returns - Boolean specifying if a texture is used in the material.
  49599. */
  49600. hasTexture(texture: BaseTexture): boolean;
  49601. /**
  49602. * Returns an array of the actively used textures.
  49603. * @param activeTextures Array of BaseTextures
  49604. */
  49605. getActiveTextures(activeTextures: BaseTexture[]): void;
  49606. /**
  49607. * Returns the animatable textures.
  49608. * @param animatables Array of animatable textures.
  49609. */
  49610. getAnimatables(animatables: IAnimatable[]): void;
  49611. /**
  49612. * Disposes the resources of the material.
  49613. * @param forceDisposeTextures - Forces the disposal of all textures.
  49614. */
  49615. dispose(forceDisposeTextures?: boolean): void;
  49616. /**
  49617. * Get the current class name of the texture useful for serialization or dynamic coding.
  49618. * @returns "PBRAnisotropicConfiguration"
  49619. */
  49620. getClassName(): string;
  49621. /**
  49622. * Add fallbacks to the effect fallbacks list.
  49623. * @param defines defines the Base texture to use.
  49624. * @param fallbacks defines the current fallback list.
  49625. * @param currentRank defines the current fallback rank.
  49626. * @returns the new fallback rank.
  49627. */
  49628. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49629. /**
  49630. * Add the required uniforms to the current list.
  49631. * @param uniforms defines the current uniform list.
  49632. */
  49633. static AddUniforms(uniforms: string[]): void;
  49634. /**
  49635. * Add the required uniforms to the current buffer.
  49636. * @param uniformBuffer defines the current uniform buffer.
  49637. */
  49638. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49639. /**
  49640. * Add the required samplers to the current list.
  49641. * @param samplers defines the current sampler list.
  49642. */
  49643. static AddSamplers(samplers: string[]): void;
  49644. /**
  49645. * Makes a duplicate of the current configuration into another one.
  49646. * @param anisotropicConfiguration define the config where to copy the info
  49647. */
  49648. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49649. /**
  49650. * Serializes this anisotropy configuration.
  49651. * @returns - An object with the serialized config.
  49652. */
  49653. serialize(): any;
  49654. /**
  49655. * Parses a anisotropy Configuration from a serialized object.
  49656. * @param source - Serialized object.
  49657. * @param scene Defines the scene we are parsing for
  49658. * @param rootUrl Defines the rootUrl to load from
  49659. */
  49660. parse(source: any, scene: Scene, rootUrl: string): void;
  49661. }
  49662. }
  49663. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49664. import { Scene } from "babylonjs/scene";
  49665. /**
  49666. * @hidden
  49667. */
  49668. export interface IMaterialBRDFDefines {
  49669. BRDF_V_HEIGHT_CORRELATED: boolean;
  49670. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49671. SPHERICAL_HARMONICS: boolean;
  49672. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49673. /** @hidden */
  49674. _areMiscDirty: boolean;
  49675. }
  49676. /**
  49677. * Define the code related to the BRDF parameters of the pbr material.
  49678. */
  49679. export class PBRBRDFConfiguration {
  49680. /**
  49681. * Default value used for the energy conservation.
  49682. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49683. */
  49684. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49685. /**
  49686. * Default value used for the Smith Visibility Height Correlated mode.
  49687. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49688. */
  49689. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49690. /**
  49691. * Default value used for the IBL diffuse part.
  49692. * This can help switching back to the polynomials mode globally which is a tiny bit
  49693. * less GPU intensive at the drawback of a lower quality.
  49694. */
  49695. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49696. /**
  49697. * Default value used for activating energy conservation for the specular workflow.
  49698. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49699. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49700. */
  49701. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49702. private _useEnergyConservation;
  49703. /**
  49704. * Defines if the material uses energy conservation.
  49705. */
  49706. useEnergyConservation: boolean;
  49707. private _useSmithVisibilityHeightCorrelated;
  49708. /**
  49709. * LEGACY Mode set to false
  49710. * Defines if the material uses height smith correlated visibility term.
  49711. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49712. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49713. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49714. * Not relying on height correlated will also disable energy conservation.
  49715. */
  49716. useSmithVisibilityHeightCorrelated: boolean;
  49717. private _useSphericalHarmonics;
  49718. /**
  49719. * LEGACY Mode set to false
  49720. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49721. * diffuse part of the IBL.
  49722. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49723. * to the ground truth.
  49724. */
  49725. useSphericalHarmonics: boolean;
  49726. private _useSpecularGlossinessInputEnergyConservation;
  49727. /**
  49728. * Defines if the material uses energy conservation, when the specular workflow is active.
  49729. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49730. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49731. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49732. */
  49733. useSpecularGlossinessInputEnergyConservation: boolean;
  49734. /** @hidden */
  49735. private _internalMarkAllSubMeshesAsMiscDirty;
  49736. /** @hidden */
  49737. _markAllSubMeshesAsMiscDirty(): void;
  49738. /**
  49739. * Instantiate a new istance of clear coat configuration.
  49740. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49741. */
  49742. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49743. /**
  49744. * Checks to see if a texture is used in the material.
  49745. * @param defines the list of "defines" to update.
  49746. */
  49747. prepareDefines(defines: IMaterialBRDFDefines): void;
  49748. /**
  49749. * Get the current class name of the texture useful for serialization or dynamic coding.
  49750. * @returns "PBRClearCoatConfiguration"
  49751. */
  49752. getClassName(): string;
  49753. /**
  49754. * Makes a duplicate of the current configuration into another one.
  49755. * @param brdfConfiguration define the config where to copy the info
  49756. */
  49757. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49758. /**
  49759. * Serializes this BRDF configuration.
  49760. * @returns - An object with the serialized config.
  49761. */
  49762. serialize(): any;
  49763. /**
  49764. * Parses a anisotropy Configuration from a serialized object.
  49765. * @param source - Serialized object.
  49766. * @param scene Defines the scene we are parsing for
  49767. * @param rootUrl Defines the rootUrl to load from
  49768. */
  49769. parse(source: any, scene: Scene, rootUrl: string): void;
  49770. }
  49771. }
  49772. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49773. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49774. import { Color3 } from "babylonjs/Maths/math.color";
  49775. import { Scene } from "babylonjs/scene";
  49776. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49777. import { Nullable } from "babylonjs/types";
  49778. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49779. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49780. /**
  49781. * @hidden
  49782. */
  49783. export interface IMaterialSheenDefines {
  49784. SHEEN: boolean;
  49785. SHEEN_TEXTURE: boolean;
  49786. SHEEN_TEXTUREDIRECTUV: number;
  49787. SHEEN_LINKWITHALBEDO: boolean;
  49788. /** @hidden */
  49789. _areTexturesDirty: boolean;
  49790. }
  49791. /**
  49792. * Define the code related to the Sheen parameters of the pbr material.
  49793. */
  49794. export class PBRSheenConfiguration {
  49795. private _isEnabled;
  49796. /**
  49797. * Defines if the material uses sheen.
  49798. */
  49799. isEnabled: boolean;
  49800. private _linkSheenWithAlbedo;
  49801. /**
  49802. * Defines if the sheen is linked to the sheen color.
  49803. */
  49804. linkSheenWithAlbedo: boolean;
  49805. /**
  49806. * Defines the sheen intensity.
  49807. */
  49808. intensity: number;
  49809. /**
  49810. * Defines the sheen color.
  49811. */
  49812. color: Color3;
  49813. private _texture;
  49814. /**
  49815. * Stores the sheen tint values in a texture.
  49816. * rgb is tint
  49817. * a is a intensity
  49818. */
  49819. texture: Nullable<BaseTexture>;
  49820. /** @hidden */
  49821. private _internalMarkAllSubMeshesAsTexturesDirty;
  49822. /** @hidden */
  49823. _markAllSubMeshesAsTexturesDirty(): void;
  49824. /**
  49825. * Instantiate a new istance of clear coat configuration.
  49826. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49827. */
  49828. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49829. /**
  49830. * Specifies that the submesh is ready to be used.
  49831. * @param defines the list of "defines" to update.
  49832. * @param scene defines the scene the material belongs to.
  49833. * @returns - boolean indicating that the submesh is ready or not.
  49834. */
  49835. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49836. /**
  49837. * Checks to see if a texture is used in the material.
  49838. * @param defines the list of "defines" to update.
  49839. * @param scene defines the scene the material belongs to.
  49840. */
  49841. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49842. /**
  49843. * Binds the material data.
  49844. * @param uniformBuffer defines the Uniform buffer to fill in.
  49845. * @param scene defines the scene the material belongs to.
  49846. * @param isFrozen defines wether the material is frozen or not.
  49847. */
  49848. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49849. /**
  49850. * Checks to see if a texture is used in the material.
  49851. * @param texture - Base texture to use.
  49852. * @returns - Boolean specifying if a texture is used in the material.
  49853. */
  49854. hasTexture(texture: BaseTexture): boolean;
  49855. /**
  49856. * Returns an array of the actively used textures.
  49857. * @param activeTextures Array of BaseTextures
  49858. */
  49859. getActiveTextures(activeTextures: BaseTexture[]): void;
  49860. /**
  49861. * Returns the animatable textures.
  49862. * @param animatables Array of animatable textures.
  49863. */
  49864. getAnimatables(animatables: IAnimatable[]): void;
  49865. /**
  49866. * Disposes the resources of the material.
  49867. * @param forceDisposeTextures - Forces the disposal of all textures.
  49868. */
  49869. dispose(forceDisposeTextures?: boolean): void;
  49870. /**
  49871. * Get the current class name of the texture useful for serialization or dynamic coding.
  49872. * @returns "PBRSheenConfiguration"
  49873. */
  49874. getClassName(): string;
  49875. /**
  49876. * Add fallbacks to the effect fallbacks list.
  49877. * @param defines defines the Base texture to use.
  49878. * @param fallbacks defines the current fallback list.
  49879. * @param currentRank defines the current fallback rank.
  49880. * @returns the new fallback rank.
  49881. */
  49882. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49883. /**
  49884. * Add the required uniforms to the current list.
  49885. * @param uniforms defines the current uniform list.
  49886. */
  49887. static AddUniforms(uniforms: string[]): void;
  49888. /**
  49889. * Add the required uniforms to the current buffer.
  49890. * @param uniformBuffer defines the current uniform buffer.
  49891. */
  49892. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49893. /**
  49894. * Add the required samplers to the current list.
  49895. * @param samplers defines the current sampler list.
  49896. */
  49897. static AddSamplers(samplers: string[]): void;
  49898. /**
  49899. * Makes a duplicate of the current configuration into another one.
  49900. * @param sheenConfiguration define the config where to copy the info
  49901. */
  49902. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49903. /**
  49904. * Serializes this BRDF configuration.
  49905. * @returns - An object with the serialized config.
  49906. */
  49907. serialize(): any;
  49908. /**
  49909. * Parses a anisotropy Configuration from a serialized object.
  49910. * @param source - Serialized object.
  49911. * @param scene Defines the scene we are parsing for
  49912. * @param rootUrl Defines the rootUrl to load from
  49913. */
  49914. parse(source: any, scene: Scene, rootUrl: string): void;
  49915. }
  49916. }
  49917. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49918. import { Nullable } from "babylonjs/types";
  49919. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49920. import { Color3 } from "babylonjs/Maths/math.color";
  49921. import { SmartArray } from "babylonjs/Misc/smartArray";
  49922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49923. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49924. import { Effect } from "babylonjs/Materials/effect";
  49925. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49926. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49927. import { Engine } from "babylonjs/Engines/engine";
  49928. import { Scene } from "babylonjs/scene";
  49929. /**
  49930. * @hidden
  49931. */
  49932. export interface IMaterialSubSurfaceDefines {
  49933. SUBSURFACE: boolean;
  49934. SS_REFRACTION: boolean;
  49935. SS_TRANSLUCENCY: boolean;
  49936. SS_SCATERRING: boolean;
  49937. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49938. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49939. SS_REFRACTIONMAP_3D: boolean;
  49940. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49941. SS_LODINREFRACTIONALPHA: boolean;
  49942. SS_GAMMAREFRACTION: boolean;
  49943. SS_RGBDREFRACTION: boolean;
  49944. SS_LINEARSPECULARREFRACTION: boolean;
  49945. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49946. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49947. /** @hidden */
  49948. _areTexturesDirty: boolean;
  49949. }
  49950. /**
  49951. * Define the code related to the sub surface parameters of the pbr material.
  49952. */
  49953. export class PBRSubSurfaceConfiguration {
  49954. private _isRefractionEnabled;
  49955. /**
  49956. * Defines if the refraction is enabled in the material.
  49957. */
  49958. isRefractionEnabled: boolean;
  49959. private _isTranslucencyEnabled;
  49960. /**
  49961. * Defines if the translucency is enabled in the material.
  49962. */
  49963. isTranslucencyEnabled: boolean;
  49964. private _isScatteringEnabled;
  49965. /**
  49966. * Defines the refraction intensity of the material.
  49967. * The refraction when enabled replaces the Diffuse part of the material.
  49968. * The intensity helps transitionning between diffuse and refraction.
  49969. */
  49970. refractionIntensity: number;
  49971. /**
  49972. * Defines the translucency intensity of the material.
  49973. * When translucency has been enabled, this defines how much of the "translucency"
  49974. * is addded to the diffuse part of the material.
  49975. */
  49976. translucencyIntensity: number;
  49977. /**
  49978. * Defines the scattering intensity of the material.
  49979. * When scattering has been enabled, this defines how much of the "scattered light"
  49980. * is addded to the diffuse part of the material.
  49981. */
  49982. scatteringIntensity: number;
  49983. private _thicknessTexture;
  49984. /**
  49985. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49986. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49987. * 0 would mean minimumThickness
  49988. * 1 would mean maximumThickness
  49989. * The other channels might be use as a mask to vary the different effects intensity.
  49990. */
  49991. thicknessTexture: Nullable<BaseTexture>;
  49992. private _refractionTexture;
  49993. /**
  49994. * Defines the texture to use for refraction.
  49995. */
  49996. refractionTexture: Nullable<BaseTexture>;
  49997. private _indexOfRefraction;
  49998. /**
  49999. * Defines the index of refraction used in the material.
  50000. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  50001. */
  50002. indexOfRefraction: number;
  50003. private _invertRefractionY;
  50004. /**
  50005. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50006. */
  50007. invertRefractionY: boolean;
  50008. private _linkRefractionWithTransparency;
  50009. /**
  50010. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50011. * Materials half opaque for instance using refraction could benefit from this control.
  50012. */
  50013. linkRefractionWithTransparency: boolean;
  50014. /**
  50015. * Defines the minimum thickness stored in the thickness map.
  50016. * If no thickness map is defined, this value will be used to simulate thickness.
  50017. */
  50018. minimumThickness: number;
  50019. /**
  50020. * Defines the maximum thickness stored in the thickness map.
  50021. */
  50022. maximumThickness: number;
  50023. /**
  50024. * Defines the volume tint of the material.
  50025. * This is used for both translucency and scattering.
  50026. */
  50027. tintColor: Color3;
  50028. /**
  50029. * Defines the distance at which the tint color should be found in the media.
  50030. * This is used for refraction only.
  50031. */
  50032. tintColorAtDistance: number;
  50033. /**
  50034. * Defines how far each channel transmit through the media.
  50035. * It is defined as a color to simplify it selection.
  50036. */
  50037. diffusionDistance: Color3;
  50038. private _useMaskFromThicknessTexture;
  50039. /**
  50040. * Stores the intensity of the different subsurface effects in the thickness texture.
  50041. * * the green channel is the translucency intensity.
  50042. * * the blue channel is the scattering intensity.
  50043. * * the alpha channel is the refraction intensity.
  50044. */
  50045. useMaskFromThicknessTexture: boolean;
  50046. /** @hidden */
  50047. private _internalMarkAllSubMeshesAsTexturesDirty;
  50048. /** @hidden */
  50049. _markAllSubMeshesAsTexturesDirty(): void;
  50050. /**
  50051. * Instantiate a new istance of sub surface configuration.
  50052. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  50053. */
  50054. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  50055. /**
  50056. * Gets wehter the submesh is ready to be used or not.
  50057. * @param defines the list of "defines" to update.
  50058. * @param scene defines the scene the material belongs to.
  50059. * @returns - boolean indicating that the submesh is ready or not.
  50060. */
  50061. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  50062. /**
  50063. * Checks to see if a texture is used in the material.
  50064. * @param defines the list of "defines" to update.
  50065. * @param scene defines the scene to the material belongs to.
  50066. */
  50067. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  50068. /**
  50069. * Binds the material data.
  50070. * @param uniformBuffer defines the Uniform buffer to fill in.
  50071. * @param scene defines the scene the material belongs to.
  50072. * @param engine defines the engine the material belongs to.
  50073. * @param isFrozen defines wether the material is frozen or not.
  50074. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  50075. */
  50076. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  50077. /**
  50078. * Unbinds the material from the mesh.
  50079. * @param activeEffect defines the effect that should be unbound from.
  50080. * @returns true if unbound, otherwise false
  50081. */
  50082. unbind(activeEffect: Effect): boolean;
  50083. /**
  50084. * Returns the texture used for refraction or null if none is used.
  50085. * @param scene defines the scene the material belongs to.
  50086. * @returns - Refraction texture if present. If no refraction texture and refraction
  50087. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50088. */
  50089. private _getRefractionTexture;
  50090. /**
  50091. * Returns true if alpha blending should be disabled.
  50092. */
  50093. readonly disableAlphaBlending: boolean;
  50094. /**
  50095. * Fills the list of render target textures.
  50096. * @param renderTargets the list of render targets to update
  50097. */
  50098. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50099. /**
  50100. * Checks to see if a texture is used in the material.
  50101. * @param texture - Base texture to use.
  50102. * @returns - Boolean specifying if a texture is used in the material.
  50103. */
  50104. hasTexture(texture: BaseTexture): boolean;
  50105. /**
  50106. * Gets a boolean indicating that current material needs to register RTT
  50107. * @returns true if this uses a render target otherwise false.
  50108. */
  50109. hasRenderTargetTextures(): boolean;
  50110. /**
  50111. * Returns an array of the actively used textures.
  50112. * @param activeTextures Array of BaseTextures
  50113. */
  50114. getActiveTextures(activeTextures: BaseTexture[]): void;
  50115. /**
  50116. * Returns the animatable textures.
  50117. * @param animatables Array of animatable textures.
  50118. */
  50119. getAnimatables(animatables: IAnimatable[]): void;
  50120. /**
  50121. * Disposes the resources of the material.
  50122. * @param forceDisposeTextures - Forces the disposal of all textures.
  50123. */
  50124. dispose(forceDisposeTextures?: boolean): void;
  50125. /**
  50126. * Get the current class name of the texture useful for serialization or dynamic coding.
  50127. * @returns "PBRSubSurfaceConfiguration"
  50128. */
  50129. getClassName(): string;
  50130. /**
  50131. * Add fallbacks to the effect fallbacks list.
  50132. * @param defines defines the Base texture to use.
  50133. * @param fallbacks defines the current fallback list.
  50134. * @param currentRank defines the current fallback rank.
  50135. * @returns the new fallback rank.
  50136. */
  50137. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50138. /**
  50139. * Add the required uniforms to the current list.
  50140. * @param uniforms defines the current uniform list.
  50141. */
  50142. static AddUniforms(uniforms: string[]): void;
  50143. /**
  50144. * Add the required samplers to the current list.
  50145. * @param samplers defines the current sampler list.
  50146. */
  50147. static AddSamplers(samplers: string[]): void;
  50148. /**
  50149. * Add the required uniforms to the current buffer.
  50150. * @param uniformBuffer defines the current uniform buffer.
  50151. */
  50152. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50153. /**
  50154. * Makes a duplicate of the current configuration into another one.
  50155. * @param configuration define the config where to copy the info
  50156. */
  50157. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50158. /**
  50159. * Serializes this Sub Surface configuration.
  50160. * @returns - An object with the serialized config.
  50161. */
  50162. serialize(): any;
  50163. /**
  50164. * Parses a anisotropy Configuration from a serialized object.
  50165. * @param source - Serialized object.
  50166. * @param scene Defines the scene we are parsing for
  50167. * @param rootUrl Defines the rootUrl to load from
  50168. */
  50169. parse(source: any, scene: Scene, rootUrl: string): void;
  50170. }
  50171. }
  50172. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50173. /** @hidden */
  50174. export var pbrFragmentDeclaration: {
  50175. name: string;
  50176. shader: string;
  50177. };
  50178. }
  50179. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50180. /** @hidden */
  50181. export var pbrUboDeclaration: {
  50182. name: string;
  50183. shader: string;
  50184. };
  50185. }
  50186. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50187. /** @hidden */
  50188. export var pbrFragmentExtraDeclaration: {
  50189. name: string;
  50190. shader: string;
  50191. };
  50192. }
  50193. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50194. /** @hidden */
  50195. export var pbrFragmentSamplersDeclaration: {
  50196. name: string;
  50197. shader: string;
  50198. };
  50199. }
  50200. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50201. /** @hidden */
  50202. export var pbrHelperFunctions: {
  50203. name: string;
  50204. shader: string;
  50205. };
  50206. }
  50207. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50208. /** @hidden */
  50209. export var harmonicsFunctions: {
  50210. name: string;
  50211. shader: string;
  50212. };
  50213. }
  50214. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50215. /** @hidden */
  50216. export var pbrDirectLightingSetupFunctions: {
  50217. name: string;
  50218. shader: string;
  50219. };
  50220. }
  50221. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50222. /** @hidden */
  50223. export var pbrDirectLightingFalloffFunctions: {
  50224. name: string;
  50225. shader: string;
  50226. };
  50227. }
  50228. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50229. /** @hidden */
  50230. export var pbrBRDFFunctions: {
  50231. name: string;
  50232. shader: string;
  50233. };
  50234. }
  50235. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50236. /** @hidden */
  50237. export var pbrDirectLightingFunctions: {
  50238. name: string;
  50239. shader: string;
  50240. };
  50241. }
  50242. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50243. /** @hidden */
  50244. export var pbrIBLFunctions: {
  50245. name: string;
  50246. shader: string;
  50247. };
  50248. }
  50249. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50250. /** @hidden */
  50251. export var pbrDebug: {
  50252. name: string;
  50253. shader: string;
  50254. };
  50255. }
  50256. declare module "babylonjs/Shaders/pbr.fragment" {
  50257. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50258. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50259. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50260. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50261. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50262. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50263. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50264. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50265. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50266. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50267. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50268. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50269. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50270. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50271. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50272. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50273. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50274. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50275. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50276. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50277. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50278. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50279. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50280. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50281. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50282. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50283. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50284. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50285. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50286. /** @hidden */
  50287. export var pbrPixelShader: {
  50288. name: string;
  50289. shader: string;
  50290. };
  50291. }
  50292. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50293. /** @hidden */
  50294. export var pbrVertexDeclaration: {
  50295. name: string;
  50296. shader: string;
  50297. };
  50298. }
  50299. declare module "babylonjs/Shaders/pbr.vertex" {
  50300. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50301. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50302. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50303. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50304. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50305. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50306. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50307. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50308. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50309. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50310. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50312. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50313. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50314. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50315. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50316. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50317. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50318. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50319. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50320. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50321. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50322. /** @hidden */
  50323. export var pbrVertexShader: {
  50324. name: string;
  50325. shader: string;
  50326. };
  50327. }
  50328. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50329. import { Nullable } from "babylonjs/types";
  50330. import { Scene } from "babylonjs/scene";
  50331. import { Matrix } from "babylonjs/Maths/math.vector";
  50332. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50333. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50334. import { Mesh } from "babylonjs/Meshes/mesh";
  50335. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50336. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50337. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50338. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50339. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50340. import { Color3 } from "babylonjs/Maths/math.color";
  50341. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50342. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50343. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50344. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50345. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50346. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50347. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50348. import "babylonjs/Shaders/pbr.fragment";
  50349. import "babylonjs/Shaders/pbr.vertex";
  50350. /**
  50351. * Manages the defines for the PBR Material.
  50352. * @hidden
  50353. */
  50354. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50355. PBR: boolean;
  50356. MAINUV1: boolean;
  50357. MAINUV2: boolean;
  50358. UV1: boolean;
  50359. UV2: boolean;
  50360. ALBEDO: boolean;
  50361. ALBEDODIRECTUV: number;
  50362. VERTEXCOLOR: boolean;
  50363. AMBIENT: boolean;
  50364. AMBIENTDIRECTUV: number;
  50365. AMBIENTINGRAYSCALE: boolean;
  50366. OPACITY: boolean;
  50367. VERTEXALPHA: boolean;
  50368. OPACITYDIRECTUV: number;
  50369. OPACITYRGB: boolean;
  50370. ALPHATEST: boolean;
  50371. DEPTHPREPASS: boolean;
  50372. ALPHABLEND: boolean;
  50373. ALPHAFROMALBEDO: boolean;
  50374. ALPHATESTVALUE: string;
  50375. SPECULAROVERALPHA: boolean;
  50376. RADIANCEOVERALPHA: boolean;
  50377. ALPHAFRESNEL: boolean;
  50378. LINEARALPHAFRESNEL: boolean;
  50379. PREMULTIPLYALPHA: boolean;
  50380. EMISSIVE: boolean;
  50381. EMISSIVEDIRECTUV: number;
  50382. REFLECTIVITY: boolean;
  50383. REFLECTIVITYDIRECTUV: number;
  50384. SPECULARTERM: boolean;
  50385. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50386. MICROSURFACEAUTOMATIC: boolean;
  50387. LODBASEDMICROSFURACE: boolean;
  50388. MICROSURFACEMAP: boolean;
  50389. MICROSURFACEMAPDIRECTUV: number;
  50390. METALLICWORKFLOW: boolean;
  50391. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50392. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50393. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50394. AOSTOREINMETALMAPRED: boolean;
  50395. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50396. ENVIRONMENTBRDF: boolean;
  50397. ENVIRONMENTBRDF_RGBD: boolean;
  50398. NORMAL: boolean;
  50399. TANGENT: boolean;
  50400. BUMP: boolean;
  50401. BUMPDIRECTUV: number;
  50402. OBJECTSPACE_NORMALMAP: boolean;
  50403. PARALLAX: boolean;
  50404. PARALLAXOCCLUSION: boolean;
  50405. NORMALXYSCALE: boolean;
  50406. LIGHTMAP: boolean;
  50407. LIGHTMAPDIRECTUV: number;
  50408. USELIGHTMAPASSHADOWMAP: boolean;
  50409. GAMMALIGHTMAP: boolean;
  50410. RGBDLIGHTMAP: boolean;
  50411. REFLECTION: boolean;
  50412. REFLECTIONMAP_3D: boolean;
  50413. REFLECTIONMAP_SPHERICAL: boolean;
  50414. REFLECTIONMAP_PLANAR: boolean;
  50415. REFLECTIONMAP_CUBIC: boolean;
  50416. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50417. REFLECTIONMAP_PROJECTION: boolean;
  50418. REFLECTIONMAP_SKYBOX: boolean;
  50419. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50420. REFLECTIONMAP_EXPLICIT: boolean;
  50421. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50422. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50423. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50424. INVERTCUBICMAP: boolean;
  50425. USESPHERICALFROMREFLECTIONMAP: boolean;
  50426. USEIRRADIANCEMAP: boolean;
  50427. SPHERICAL_HARMONICS: boolean;
  50428. USESPHERICALINVERTEX: boolean;
  50429. REFLECTIONMAP_OPPOSITEZ: boolean;
  50430. LODINREFLECTIONALPHA: boolean;
  50431. GAMMAREFLECTION: boolean;
  50432. RGBDREFLECTION: boolean;
  50433. LINEARSPECULARREFLECTION: boolean;
  50434. RADIANCEOCCLUSION: boolean;
  50435. HORIZONOCCLUSION: boolean;
  50436. INSTANCES: boolean;
  50437. NUM_BONE_INFLUENCERS: number;
  50438. BonesPerMesh: number;
  50439. BONETEXTURE: boolean;
  50440. NONUNIFORMSCALING: boolean;
  50441. MORPHTARGETS: boolean;
  50442. MORPHTARGETS_NORMAL: boolean;
  50443. MORPHTARGETS_TANGENT: boolean;
  50444. MORPHTARGETS_UV: boolean;
  50445. NUM_MORPH_INFLUENCERS: number;
  50446. IMAGEPROCESSING: boolean;
  50447. VIGNETTE: boolean;
  50448. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50449. VIGNETTEBLENDMODEOPAQUE: boolean;
  50450. TONEMAPPING: boolean;
  50451. TONEMAPPING_ACES: boolean;
  50452. CONTRAST: boolean;
  50453. COLORCURVES: boolean;
  50454. COLORGRADING: boolean;
  50455. COLORGRADING3D: boolean;
  50456. SAMPLER3DGREENDEPTH: boolean;
  50457. SAMPLER3DBGRMAP: boolean;
  50458. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50459. EXPOSURE: boolean;
  50460. MULTIVIEW: boolean;
  50461. USEPHYSICALLIGHTFALLOFF: boolean;
  50462. USEGLTFLIGHTFALLOFF: boolean;
  50463. TWOSIDEDLIGHTING: boolean;
  50464. SHADOWFLOAT: boolean;
  50465. CLIPPLANE: boolean;
  50466. CLIPPLANE2: boolean;
  50467. CLIPPLANE3: boolean;
  50468. CLIPPLANE4: boolean;
  50469. POINTSIZE: boolean;
  50470. FOG: boolean;
  50471. LOGARITHMICDEPTH: boolean;
  50472. FORCENORMALFORWARD: boolean;
  50473. SPECULARAA: boolean;
  50474. CLEARCOAT: boolean;
  50475. CLEARCOAT_DEFAULTIOR: boolean;
  50476. CLEARCOAT_TEXTURE: boolean;
  50477. CLEARCOAT_TEXTUREDIRECTUV: number;
  50478. CLEARCOAT_BUMP: boolean;
  50479. CLEARCOAT_BUMPDIRECTUV: number;
  50480. CLEARCOAT_TINT: boolean;
  50481. CLEARCOAT_TINT_TEXTURE: boolean;
  50482. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50483. ANISOTROPIC: boolean;
  50484. ANISOTROPIC_TEXTURE: boolean;
  50485. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50486. BRDF_V_HEIGHT_CORRELATED: boolean;
  50487. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50488. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50489. SHEEN: boolean;
  50490. SHEEN_TEXTURE: boolean;
  50491. SHEEN_TEXTUREDIRECTUV: number;
  50492. SHEEN_LINKWITHALBEDO: boolean;
  50493. SUBSURFACE: boolean;
  50494. SS_REFRACTION: boolean;
  50495. SS_TRANSLUCENCY: boolean;
  50496. SS_SCATERRING: boolean;
  50497. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50498. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50499. SS_REFRACTIONMAP_3D: boolean;
  50500. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50501. SS_LODINREFRACTIONALPHA: boolean;
  50502. SS_GAMMAREFRACTION: boolean;
  50503. SS_RGBDREFRACTION: boolean;
  50504. SS_LINEARSPECULARREFRACTION: boolean;
  50505. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50506. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50507. UNLIT: boolean;
  50508. DEBUGMODE: number;
  50509. /**
  50510. * Initializes the PBR Material defines.
  50511. */
  50512. constructor();
  50513. /**
  50514. * Resets the PBR Material defines.
  50515. */
  50516. reset(): void;
  50517. }
  50518. /**
  50519. * The Physically based material base class of BJS.
  50520. *
  50521. * This offers the main features of a standard PBR material.
  50522. * For more information, please refer to the documentation :
  50523. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50524. */
  50525. export abstract class PBRBaseMaterial extends PushMaterial {
  50526. /**
  50527. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50528. */
  50529. static readonly PBRMATERIAL_OPAQUE: number;
  50530. /**
  50531. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50532. */
  50533. static readonly PBRMATERIAL_ALPHATEST: number;
  50534. /**
  50535. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50536. */
  50537. static readonly PBRMATERIAL_ALPHABLEND: number;
  50538. /**
  50539. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50540. * They are also discarded below the alpha cutoff threshold to improve performances.
  50541. */
  50542. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50543. /**
  50544. * Defines the default value of how much AO map is occluding the analytical lights
  50545. * (point spot...).
  50546. */
  50547. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50548. /**
  50549. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50550. */
  50551. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50552. /**
  50553. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50554. * to enhance interoperability with other engines.
  50555. */
  50556. static readonly LIGHTFALLOFF_GLTF: number;
  50557. /**
  50558. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50559. * to enhance interoperability with other materials.
  50560. */
  50561. static readonly LIGHTFALLOFF_STANDARD: number;
  50562. /**
  50563. * Intensity of the direct lights e.g. the four lights available in your scene.
  50564. * This impacts both the direct diffuse and specular highlights.
  50565. */
  50566. protected _directIntensity: number;
  50567. /**
  50568. * Intensity of the emissive part of the material.
  50569. * This helps controlling the emissive effect without modifying the emissive color.
  50570. */
  50571. protected _emissiveIntensity: number;
  50572. /**
  50573. * Intensity of the environment e.g. how much the environment will light the object
  50574. * either through harmonics for rough material or through the refelction for shiny ones.
  50575. */
  50576. protected _environmentIntensity: number;
  50577. /**
  50578. * This is a special control allowing the reduction of the specular highlights coming from the
  50579. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50580. */
  50581. protected _specularIntensity: number;
  50582. /**
  50583. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50584. */
  50585. private _lightingInfos;
  50586. /**
  50587. * Debug Control allowing disabling the bump map on this material.
  50588. */
  50589. protected _disableBumpMap: boolean;
  50590. /**
  50591. * AKA Diffuse Texture in standard nomenclature.
  50592. */
  50593. protected _albedoTexture: Nullable<BaseTexture>;
  50594. /**
  50595. * AKA Occlusion Texture in other nomenclature.
  50596. */
  50597. protected _ambientTexture: Nullable<BaseTexture>;
  50598. /**
  50599. * AKA Occlusion Texture Intensity in other nomenclature.
  50600. */
  50601. protected _ambientTextureStrength: number;
  50602. /**
  50603. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50604. * 1 means it completely occludes it
  50605. * 0 mean it has no impact
  50606. */
  50607. protected _ambientTextureImpactOnAnalyticalLights: number;
  50608. /**
  50609. * Stores the alpha values in a texture.
  50610. */
  50611. protected _opacityTexture: Nullable<BaseTexture>;
  50612. /**
  50613. * Stores the reflection values in a texture.
  50614. */
  50615. protected _reflectionTexture: Nullable<BaseTexture>;
  50616. /**
  50617. * Stores the emissive values in a texture.
  50618. */
  50619. protected _emissiveTexture: Nullable<BaseTexture>;
  50620. /**
  50621. * AKA Specular texture in other nomenclature.
  50622. */
  50623. protected _reflectivityTexture: Nullable<BaseTexture>;
  50624. /**
  50625. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50626. */
  50627. protected _metallicTexture: Nullable<BaseTexture>;
  50628. /**
  50629. * Specifies the metallic scalar of the metallic/roughness workflow.
  50630. * Can also be used to scale the metalness values of the metallic texture.
  50631. */
  50632. protected _metallic: Nullable<number>;
  50633. /**
  50634. * Specifies the roughness scalar of the metallic/roughness workflow.
  50635. * Can also be used to scale the roughness values of the metallic texture.
  50636. */
  50637. protected _roughness: Nullable<number>;
  50638. /**
  50639. * Specifies the an F0 factor to help configuring the material F0.
  50640. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50641. * to 0.5 the previously hard coded value stays the same.
  50642. * Can also be used to scale the F0 values of the metallic texture.
  50643. */
  50644. protected _metallicF0Factor: number;
  50645. /**
  50646. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50647. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50648. * your expectation as it multiplies with the texture data.
  50649. */
  50650. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50651. /**
  50652. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50653. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50654. */
  50655. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50656. /**
  50657. * Stores surface normal data used to displace a mesh in a texture.
  50658. */
  50659. protected _bumpTexture: Nullable<BaseTexture>;
  50660. /**
  50661. * Stores the pre-calculated light information of a mesh in a texture.
  50662. */
  50663. protected _lightmapTexture: Nullable<BaseTexture>;
  50664. /**
  50665. * The color of a material in ambient lighting.
  50666. */
  50667. protected _ambientColor: Color3;
  50668. /**
  50669. * AKA Diffuse Color in other nomenclature.
  50670. */
  50671. protected _albedoColor: Color3;
  50672. /**
  50673. * AKA Specular Color in other nomenclature.
  50674. */
  50675. protected _reflectivityColor: Color3;
  50676. /**
  50677. * The color applied when light is reflected from a material.
  50678. */
  50679. protected _reflectionColor: Color3;
  50680. /**
  50681. * The color applied when light is emitted from a material.
  50682. */
  50683. protected _emissiveColor: Color3;
  50684. /**
  50685. * AKA Glossiness in other nomenclature.
  50686. */
  50687. protected _microSurface: number;
  50688. /**
  50689. * Specifies that the material will use the light map as a show map.
  50690. */
  50691. protected _useLightmapAsShadowmap: boolean;
  50692. /**
  50693. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50694. * makes the reflect vector face the model (under horizon).
  50695. */
  50696. protected _useHorizonOcclusion: boolean;
  50697. /**
  50698. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50699. * too much the area relying on ambient texture to define their ambient occlusion.
  50700. */
  50701. protected _useRadianceOcclusion: boolean;
  50702. /**
  50703. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50704. */
  50705. protected _useAlphaFromAlbedoTexture: boolean;
  50706. /**
  50707. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50708. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50709. */
  50710. protected _useSpecularOverAlpha: boolean;
  50711. /**
  50712. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50713. */
  50714. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50715. /**
  50716. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50717. */
  50718. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50719. /**
  50720. * Specifies if the metallic texture contains the roughness information in its green channel.
  50721. */
  50722. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50723. /**
  50724. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50725. */
  50726. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50727. /**
  50728. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50729. */
  50730. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50731. /**
  50732. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50733. */
  50734. protected _useAmbientInGrayScale: boolean;
  50735. /**
  50736. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50737. * The material will try to infer what glossiness each pixel should be.
  50738. */
  50739. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50740. /**
  50741. * Defines the falloff type used in this material.
  50742. * It by default is Physical.
  50743. */
  50744. protected _lightFalloff: number;
  50745. /**
  50746. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50747. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50748. */
  50749. protected _useRadianceOverAlpha: boolean;
  50750. /**
  50751. * Allows using an object space normal map (instead of tangent space).
  50752. */
  50753. protected _useObjectSpaceNormalMap: boolean;
  50754. /**
  50755. * Allows using the bump map in parallax mode.
  50756. */
  50757. protected _useParallax: boolean;
  50758. /**
  50759. * Allows using the bump map in parallax occlusion mode.
  50760. */
  50761. protected _useParallaxOcclusion: boolean;
  50762. /**
  50763. * Controls the scale bias of the parallax mode.
  50764. */
  50765. protected _parallaxScaleBias: number;
  50766. /**
  50767. * If sets to true, disables all the lights affecting the material.
  50768. */
  50769. protected _disableLighting: boolean;
  50770. /**
  50771. * Number of Simultaneous lights allowed on the material.
  50772. */
  50773. protected _maxSimultaneousLights: number;
  50774. /**
  50775. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50776. */
  50777. protected _invertNormalMapX: boolean;
  50778. /**
  50779. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50780. */
  50781. protected _invertNormalMapY: boolean;
  50782. /**
  50783. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50784. */
  50785. protected _twoSidedLighting: boolean;
  50786. /**
  50787. * Defines the alpha limits in alpha test mode.
  50788. */
  50789. protected _alphaCutOff: number;
  50790. /**
  50791. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50792. */
  50793. protected _forceAlphaTest: boolean;
  50794. /**
  50795. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50796. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50797. */
  50798. protected _useAlphaFresnel: boolean;
  50799. /**
  50800. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50801. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50802. */
  50803. protected _useLinearAlphaFresnel: boolean;
  50804. /**
  50805. * The transparency mode of the material.
  50806. */
  50807. protected _transparencyMode: Nullable<number>;
  50808. /**
  50809. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50810. * from cos thetav and roughness:
  50811. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50812. */
  50813. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50814. /**
  50815. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50816. */
  50817. protected _forceIrradianceInFragment: boolean;
  50818. /**
  50819. * Force normal to face away from face.
  50820. */
  50821. protected _forceNormalForward: boolean;
  50822. /**
  50823. * Enables specular anti aliasing in the PBR shader.
  50824. * It will both interacts on the Geometry for analytical and IBL lighting.
  50825. * It also prefilter the roughness map based on the bump values.
  50826. */
  50827. protected _enableSpecularAntiAliasing: boolean;
  50828. /**
  50829. * Default configuration related to image processing available in the PBR Material.
  50830. */
  50831. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50832. /**
  50833. * Keep track of the image processing observer to allow dispose and replace.
  50834. */
  50835. private _imageProcessingObserver;
  50836. /**
  50837. * Attaches a new image processing configuration to the PBR Material.
  50838. * @param configuration
  50839. */
  50840. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50841. /**
  50842. * Stores the available render targets.
  50843. */
  50844. private _renderTargets;
  50845. /**
  50846. * Sets the global ambient color for the material used in lighting calculations.
  50847. */
  50848. private _globalAmbientColor;
  50849. /**
  50850. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50851. */
  50852. private _useLogarithmicDepth;
  50853. /**
  50854. * If set to true, no lighting calculations will be applied.
  50855. */
  50856. private _unlit;
  50857. private _debugMode;
  50858. /**
  50859. * @hidden
  50860. * This is reserved for the inspector.
  50861. * Defines the material debug mode.
  50862. * It helps seeing only some components of the material while troubleshooting.
  50863. */
  50864. debugMode: number;
  50865. /**
  50866. * @hidden
  50867. * This is reserved for the inspector.
  50868. * Specify from where on screen the debug mode should start.
  50869. * The value goes from -1 (full screen) to 1 (not visible)
  50870. * It helps with side by side comparison against the final render
  50871. * This defaults to -1
  50872. */
  50873. private debugLimit;
  50874. /**
  50875. * @hidden
  50876. * This is reserved for the inspector.
  50877. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50878. * You can use the factor to better multiply the final value.
  50879. */
  50880. private debugFactor;
  50881. /**
  50882. * Defines the clear coat layer parameters for the material.
  50883. */
  50884. readonly clearCoat: PBRClearCoatConfiguration;
  50885. /**
  50886. * Defines the anisotropic parameters for the material.
  50887. */
  50888. readonly anisotropy: PBRAnisotropicConfiguration;
  50889. /**
  50890. * Defines the BRDF parameters for the material.
  50891. */
  50892. readonly brdf: PBRBRDFConfiguration;
  50893. /**
  50894. * Defines the Sheen parameters for the material.
  50895. */
  50896. readonly sheen: PBRSheenConfiguration;
  50897. /**
  50898. * Defines the SubSurface parameters for the material.
  50899. */
  50900. readonly subSurface: PBRSubSurfaceConfiguration;
  50901. /**
  50902. * Custom callback helping to override the default shader used in the material.
  50903. */
  50904. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50905. protected _rebuildInParallel: boolean;
  50906. /**
  50907. * Instantiates a new PBRMaterial instance.
  50908. *
  50909. * @param name The material name
  50910. * @param scene The scene the material will be use in.
  50911. */
  50912. constructor(name: string, scene: Scene);
  50913. /**
  50914. * Gets a boolean indicating that current material needs to register RTT
  50915. */
  50916. readonly hasRenderTargetTextures: boolean;
  50917. /**
  50918. * Gets the name of the material class.
  50919. */
  50920. getClassName(): string;
  50921. /**
  50922. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50923. */
  50924. /**
  50925. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50926. */
  50927. useLogarithmicDepth: boolean;
  50928. /**
  50929. * Gets the current transparency mode.
  50930. */
  50931. /**
  50932. * Sets the transparency mode of the material.
  50933. *
  50934. * | Value | Type | Description |
  50935. * | ----- | ----------------------------------- | ----------- |
  50936. * | 0 | OPAQUE | |
  50937. * | 1 | ALPHATEST | |
  50938. * | 2 | ALPHABLEND | |
  50939. * | 3 | ALPHATESTANDBLEND | |
  50940. *
  50941. */
  50942. transparencyMode: Nullable<number>;
  50943. /**
  50944. * Returns true if alpha blending should be disabled.
  50945. */
  50946. private readonly _disableAlphaBlending;
  50947. /**
  50948. * Specifies whether or not this material should be rendered in alpha blend mode.
  50949. */
  50950. needAlphaBlending(): boolean;
  50951. /**
  50952. * Specifies if the mesh will require alpha blending.
  50953. * @param mesh - BJS mesh.
  50954. */
  50955. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50956. /**
  50957. * Specifies whether or not this material should be rendered in alpha test mode.
  50958. */
  50959. needAlphaTesting(): boolean;
  50960. /**
  50961. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50962. */
  50963. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50964. /**
  50965. * Gets the texture used for the alpha test.
  50966. */
  50967. getAlphaTestTexture(): Nullable<BaseTexture>;
  50968. /**
  50969. * Specifies that the submesh is ready to be used.
  50970. * @param mesh - BJS mesh.
  50971. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50972. * @param useInstances - Specifies that instances should be used.
  50973. * @returns - boolean indicating that the submesh is ready or not.
  50974. */
  50975. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50976. /**
  50977. * Specifies if the material uses metallic roughness workflow.
  50978. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50979. */
  50980. isMetallicWorkflow(): boolean;
  50981. private _prepareEffect;
  50982. private _prepareDefines;
  50983. /**
  50984. * Force shader compilation
  50985. */
  50986. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50987. /**
  50988. * Initializes the uniform buffer layout for the shader.
  50989. */
  50990. buildUniformLayout(): void;
  50991. /**
  50992. * Unbinds the material from the mesh
  50993. */
  50994. unbind(): void;
  50995. /**
  50996. * Binds the submesh data.
  50997. * @param world - The world matrix.
  50998. * @param mesh - The BJS mesh.
  50999. * @param subMesh - A submesh of the BJS mesh.
  51000. */
  51001. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51002. /**
  51003. * Returns the animatable textures.
  51004. * @returns - Array of animatable textures.
  51005. */
  51006. getAnimatables(): IAnimatable[];
  51007. /**
  51008. * Returns the texture used for reflections.
  51009. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  51010. */
  51011. private _getReflectionTexture;
  51012. /**
  51013. * Returns an array of the actively used textures.
  51014. * @returns - Array of BaseTextures
  51015. */
  51016. getActiveTextures(): BaseTexture[];
  51017. /**
  51018. * Checks to see if a texture is used in the material.
  51019. * @param texture - Base texture to use.
  51020. * @returns - Boolean specifying if a texture is used in the material.
  51021. */
  51022. hasTexture(texture: BaseTexture): boolean;
  51023. /**
  51024. * Disposes the resources of the material.
  51025. * @param forceDisposeEffect - Forces the disposal of effects.
  51026. * @param forceDisposeTextures - Forces the disposal of all textures.
  51027. */
  51028. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51029. }
  51030. }
  51031. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  51032. import { Nullable } from "babylonjs/types";
  51033. import { Scene } from "babylonjs/scene";
  51034. import { Color3 } from "babylonjs/Maths/math.color";
  51035. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51036. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51037. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51038. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  51039. /**
  51040. * The Physically based material of BJS.
  51041. *
  51042. * This offers the main features of a standard PBR material.
  51043. * For more information, please refer to the documentation :
  51044. * https://doc.babylonjs.com/how_to/physically_based_rendering
  51045. */
  51046. export class PBRMaterial extends PBRBaseMaterial {
  51047. /**
  51048. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  51049. */
  51050. static readonly PBRMATERIAL_OPAQUE: number;
  51051. /**
  51052. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  51053. */
  51054. static readonly PBRMATERIAL_ALPHATEST: number;
  51055. /**
  51056. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51057. */
  51058. static readonly PBRMATERIAL_ALPHABLEND: number;
  51059. /**
  51060. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51061. * They are also discarded below the alpha cutoff threshold to improve performances.
  51062. */
  51063. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  51064. /**
  51065. * Defines the default value of how much AO map is occluding the analytical lights
  51066. * (point spot...).
  51067. */
  51068. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  51069. /**
  51070. * Intensity of the direct lights e.g. the four lights available in your scene.
  51071. * This impacts both the direct diffuse and specular highlights.
  51072. */
  51073. directIntensity: number;
  51074. /**
  51075. * Intensity of the emissive part of the material.
  51076. * This helps controlling the emissive effect without modifying the emissive color.
  51077. */
  51078. emissiveIntensity: number;
  51079. /**
  51080. * Intensity of the environment e.g. how much the environment will light the object
  51081. * either through harmonics for rough material or through the refelction for shiny ones.
  51082. */
  51083. environmentIntensity: number;
  51084. /**
  51085. * This is a special control allowing the reduction of the specular highlights coming from the
  51086. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51087. */
  51088. specularIntensity: number;
  51089. /**
  51090. * Debug Control allowing disabling the bump map on this material.
  51091. */
  51092. disableBumpMap: boolean;
  51093. /**
  51094. * AKA Diffuse Texture in standard nomenclature.
  51095. */
  51096. albedoTexture: BaseTexture;
  51097. /**
  51098. * AKA Occlusion Texture in other nomenclature.
  51099. */
  51100. ambientTexture: BaseTexture;
  51101. /**
  51102. * AKA Occlusion Texture Intensity in other nomenclature.
  51103. */
  51104. ambientTextureStrength: number;
  51105. /**
  51106. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51107. * 1 means it completely occludes it
  51108. * 0 mean it has no impact
  51109. */
  51110. ambientTextureImpactOnAnalyticalLights: number;
  51111. /**
  51112. * Stores the alpha values in a texture.
  51113. */
  51114. opacityTexture: BaseTexture;
  51115. /**
  51116. * Stores the reflection values in a texture.
  51117. */
  51118. reflectionTexture: Nullable<BaseTexture>;
  51119. /**
  51120. * Stores the emissive values in a texture.
  51121. */
  51122. emissiveTexture: BaseTexture;
  51123. /**
  51124. * AKA Specular texture in other nomenclature.
  51125. */
  51126. reflectivityTexture: BaseTexture;
  51127. /**
  51128. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51129. */
  51130. metallicTexture: BaseTexture;
  51131. /**
  51132. * Specifies the metallic scalar of the metallic/roughness workflow.
  51133. * Can also be used to scale the metalness values of the metallic texture.
  51134. */
  51135. metallic: Nullable<number>;
  51136. /**
  51137. * Specifies the roughness scalar of the metallic/roughness workflow.
  51138. * Can also be used to scale the roughness values of the metallic texture.
  51139. */
  51140. roughness: Nullable<number>;
  51141. /**
  51142. * Specifies the an F0 factor to help configuring the material F0.
  51143. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51144. * to 0.5 the previously hard coded value stays the same.
  51145. * Can also be used to scale the F0 values of the metallic texture.
  51146. */
  51147. metallicF0Factor: number;
  51148. /**
  51149. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51150. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51151. * your expectation as it multiplies with the texture data.
  51152. */
  51153. useMetallicF0FactorFromMetallicTexture: boolean;
  51154. /**
  51155. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51156. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51157. */
  51158. microSurfaceTexture: BaseTexture;
  51159. /**
  51160. * Stores surface normal data used to displace a mesh in a texture.
  51161. */
  51162. bumpTexture: BaseTexture;
  51163. /**
  51164. * Stores the pre-calculated light information of a mesh in a texture.
  51165. */
  51166. lightmapTexture: BaseTexture;
  51167. /**
  51168. * Stores the refracted light information in a texture.
  51169. */
  51170. refractionTexture: Nullable<BaseTexture>;
  51171. /**
  51172. * The color of a material in ambient lighting.
  51173. */
  51174. ambientColor: Color3;
  51175. /**
  51176. * AKA Diffuse Color in other nomenclature.
  51177. */
  51178. albedoColor: Color3;
  51179. /**
  51180. * AKA Specular Color in other nomenclature.
  51181. */
  51182. reflectivityColor: Color3;
  51183. /**
  51184. * The color reflected from the material.
  51185. */
  51186. reflectionColor: Color3;
  51187. /**
  51188. * The color emitted from the material.
  51189. */
  51190. emissiveColor: Color3;
  51191. /**
  51192. * AKA Glossiness in other nomenclature.
  51193. */
  51194. microSurface: number;
  51195. /**
  51196. * source material index of refraction (IOR)' / 'destination material IOR.
  51197. */
  51198. indexOfRefraction: number;
  51199. /**
  51200. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51201. */
  51202. invertRefractionY: boolean;
  51203. /**
  51204. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51205. * Materials half opaque for instance using refraction could benefit from this control.
  51206. */
  51207. linkRefractionWithTransparency: boolean;
  51208. /**
  51209. * If true, the light map contains occlusion information instead of lighting info.
  51210. */
  51211. useLightmapAsShadowmap: boolean;
  51212. /**
  51213. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51214. */
  51215. useAlphaFromAlbedoTexture: boolean;
  51216. /**
  51217. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51218. */
  51219. forceAlphaTest: boolean;
  51220. /**
  51221. * Defines the alpha limits in alpha test mode.
  51222. */
  51223. alphaCutOff: number;
  51224. /**
  51225. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51226. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51227. */
  51228. useSpecularOverAlpha: boolean;
  51229. /**
  51230. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51231. */
  51232. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51233. /**
  51234. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51235. */
  51236. useRoughnessFromMetallicTextureAlpha: boolean;
  51237. /**
  51238. * Specifies if the metallic texture contains the roughness information in its green channel.
  51239. */
  51240. useRoughnessFromMetallicTextureGreen: boolean;
  51241. /**
  51242. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51243. */
  51244. useMetallnessFromMetallicTextureBlue: boolean;
  51245. /**
  51246. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51247. */
  51248. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51249. /**
  51250. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51251. */
  51252. useAmbientInGrayScale: boolean;
  51253. /**
  51254. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51255. * The material will try to infer what glossiness each pixel should be.
  51256. */
  51257. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51258. /**
  51259. * BJS is using an harcoded light falloff based on a manually sets up range.
  51260. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51261. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51262. */
  51263. /**
  51264. * BJS is using an harcoded light falloff based on a manually sets up range.
  51265. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51266. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51267. */
  51268. usePhysicalLightFalloff: boolean;
  51269. /**
  51270. * In order to support the falloff compatibility with gltf, a special mode has been added
  51271. * to reproduce the gltf light falloff.
  51272. */
  51273. /**
  51274. * In order to support the falloff compatibility with gltf, a special mode has been added
  51275. * to reproduce the gltf light falloff.
  51276. */
  51277. useGLTFLightFalloff: boolean;
  51278. /**
  51279. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51280. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51281. */
  51282. useRadianceOverAlpha: boolean;
  51283. /**
  51284. * Allows using an object space normal map (instead of tangent space).
  51285. */
  51286. useObjectSpaceNormalMap: boolean;
  51287. /**
  51288. * Allows using the bump map in parallax mode.
  51289. */
  51290. useParallax: boolean;
  51291. /**
  51292. * Allows using the bump map in parallax occlusion mode.
  51293. */
  51294. useParallaxOcclusion: boolean;
  51295. /**
  51296. * Controls the scale bias of the parallax mode.
  51297. */
  51298. parallaxScaleBias: number;
  51299. /**
  51300. * If sets to true, disables all the lights affecting the material.
  51301. */
  51302. disableLighting: boolean;
  51303. /**
  51304. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51305. */
  51306. forceIrradianceInFragment: boolean;
  51307. /**
  51308. * Number of Simultaneous lights allowed on the material.
  51309. */
  51310. maxSimultaneousLights: number;
  51311. /**
  51312. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51313. */
  51314. invertNormalMapX: boolean;
  51315. /**
  51316. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51317. */
  51318. invertNormalMapY: boolean;
  51319. /**
  51320. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51321. */
  51322. twoSidedLighting: boolean;
  51323. /**
  51324. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51325. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51326. */
  51327. useAlphaFresnel: boolean;
  51328. /**
  51329. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51330. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51331. */
  51332. useLinearAlphaFresnel: boolean;
  51333. /**
  51334. * Let user defines the brdf lookup texture used for IBL.
  51335. * A default 8bit version is embedded but you could point at :
  51336. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51337. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51338. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51339. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51340. */
  51341. environmentBRDFTexture: Nullable<BaseTexture>;
  51342. /**
  51343. * Force normal to face away from face.
  51344. */
  51345. forceNormalForward: boolean;
  51346. /**
  51347. * Enables specular anti aliasing in the PBR shader.
  51348. * It will both interacts on the Geometry for analytical and IBL lighting.
  51349. * It also prefilter the roughness map based on the bump values.
  51350. */
  51351. enableSpecularAntiAliasing: boolean;
  51352. /**
  51353. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51354. * makes the reflect vector face the model (under horizon).
  51355. */
  51356. useHorizonOcclusion: boolean;
  51357. /**
  51358. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51359. * too much the area relying on ambient texture to define their ambient occlusion.
  51360. */
  51361. useRadianceOcclusion: boolean;
  51362. /**
  51363. * If set to true, no lighting calculations will be applied.
  51364. */
  51365. unlit: boolean;
  51366. /**
  51367. * Gets the image processing configuration used either in this material.
  51368. */
  51369. /**
  51370. * Sets the Default image processing configuration used either in the this material.
  51371. *
  51372. * If sets to null, the scene one is in use.
  51373. */
  51374. imageProcessingConfiguration: ImageProcessingConfiguration;
  51375. /**
  51376. * Gets wether the color curves effect is enabled.
  51377. */
  51378. /**
  51379. * Sets wether the color curves effect is enabled.
  51380. */
  51381. cameraColorCurvesEnabled: boolean;
  51382. /**
  51383. * Gets wether the color grading effect is enabled.
  51384. */
  51385. /**
  51386. * Gets wether the color grading effect is enabled.
  51387. */
  51388. cameraColorGradingEnabled: boolean;
  51389. /**
  51390. * Gets wether tonemapping is enabled or not.
  51391. */
  51392. /**
  51393. * Sets wether tonemapping is enabled or not
  51394. */
  51395. cameraToneMappingEnabled: boolean;
  51396. /**
  51397. * The camera exposure used on this material.
  51398. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51399. * This corresponds to a photographic exposure.
  51400. */
  51401. /**
  51402. * The camera exposure used on this material.
  51403. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51404. * This corresponds to a photographic exposure.
  51405. */
  51406. cameraExposure: number;
  51407. /**
  51408. * Gets The camera contrast used on this material.
  51409. */
  51410. /**
  51411. * Sets The camera contrast used on this material.
  51412. */
  51413. cameraContrast: number;
  51414. /**
  51415. * Gets the Color Grading 2D Lookup Texture.
  51416. */
  51417. /**
  51418. * Sets the Color Grading 2D Lookup Texture.
  51419. */
  51420. cameraColorGradingTexture: Nullable<BaseTexture>;
  51421. /**
  51422. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51423. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51424. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51425. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51426. */
  51427. /**
  51428. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51429. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51430. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51431. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51432. */
  51433. cameraColorCurves: Nullable<ColorCurves>;
  51434. /**
  51435. * Instantiates a new PBRMaterial instance.
  51436. *
  51437. * @param name The material name
  51438. * @param scene The scene the material will be use in.
  51439. */
  51440. constructor(name: string, scene: Scene);
  51441. /**
  51442. * Returns the name of this material class.
  51443. */
  51444. getClassName(): string;
  51445. /**
  51446. * Makes a duplicate of the current material.
  51447. * @param name - name to use for the new material.
  51448. */
  51449. clone(name: string): PBRMaterial;
  51450. /**
  51451. * Serializes this PBR Material.
  51452. * @returns - An object with the serialized material.
  51453. */
  51454. serialize(): any;
  51455. /**
  51456. * Parses a PBR Material from a serialized object.
  51457. * @param source - Serialized object.
  51458. * @param scene - BJS scene instance.
  51459. * @param rootUrl - url for the scene object
  51460. * @returns - PBRMaterial
  51461. */
  51462. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51463. }
  51464. }
  51465. declare module "babylonjs/Misc/dds" {
  51466. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51467. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51468. import { Nullable } from "babylonjs/types";
  51469. import { Scene } from "babylonjs/scene";
  51470. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51471. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51472. /**
  51473. * Direct draw surface info
  51474. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51475. */
  51476. export interface DDSInfo {
  51477. /**
  51478. * Width of the texture
  51479. */
  51480. width: number;
  51481. /**
  51482. * Width of the texture
  51483. */
  51484. height: number;
  51485. /**
  51486. * Number of Mipmaps for the texture
  51487. * @see https://en.wikipedia.org/wiki/Mipmap
  51488. */
  51489. mipmapCount: number;
  51490. /**
  51491. * If the textures format is a known fourCC format
  51492. * @see https://www.fourcc.org/
  51493. */
  51494. isFourCC: boolean;
  51495. /**
  51496. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51497. */
  51498. isRGB: boolean;
  51499. /**
  51500. * If the texture is a lumincance format
  51501. */
  51502. isLuminance: boolean;
  51503. /**
  51504. * If this is a cube texture
  51505. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51506. */
  51507. isCube: boolean;
  51508. /**
  51509. * If the texture is a compressed format eg. FOURCC_DXT1
  51510. */
  51511. isCompressed: boolean;
  51512. /**
  51513. * The dxgiFormat of the texture
  51514. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51515. */
  51516. dxgiFormat: number;
  51517. /**
  51518. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51519. */
  51520. textureType: number;
  51521. /**
  51522. * Sphericle polynomial created for the dds texture
  51523. */
  51524. sphericalPolynomial?: SphericalPolynomial;
  51525. }
  51526. /**
  51527. * Class used to provide DDS decompression tools
  51528. */
  51529. export class DDSTools {
  51530. /**
  51531. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51532. */
  51533. static StoreLODInAlphaChannel: boolean;
  51534. /**
  51535. * Gets DDS information from an array buffer
  51536. * @param arrayBuffer defines the array buffer to read data from
  51537. * @returns the DDS information
  51538. */
  51539. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51540. private static _FloatView;
  51541. private static _Int32View;
  51542. private static _ToHalfFloat;
  51543. private static _FromHalfFloat;
  51544. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51545. private static _GetHalfFloatRGBAArrayBuffer;
  51546. private static _GetFloatRGBAArrayBuffer;
  51547. private static _GetFloatAsUIntRGBAArrayBuffer;
  51548. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51549. private static _GetRGBAArrayBuffer;
  51550. private static _ExtractLongWordOrder;
  51551. private static _GetRGBArrayBuffer;
  51552. private static _GetLuminanceArrayBuffer;
  51553. /**
  51554. * Uploads DDS Levels to a Babylon Texture
  51555. * @hidden
  51556. */
  51557. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51558. }
  51559. module "babylonjs/Engines/thinEngine" {
  51560. interface ThinEngine {
  51561. /**
  51562. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51563. * @param rootUrl defines the url where the file to load is located
  51564. * @param scene defines the current scene
  51565. * @param lodScale defines scale to apply to the mip map selection
  51566. * @param lodOffset defines offset to apply to the mip map selection
  51567. * @param onLoad defines an optional callback raised when the texture is loaded
  51568. * @param onError defines an optional callback raised if there is an issue to load the texture
  51569. * @param format defines the format of the data
  51570. * @param forcedExtension defines the extension to use to pick the right loader
  51571. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51572. * @returns the cube texture as an InternalTexture
  51573. */
  51574. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  51575. }
  51576. }
  51577. }
  51578. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51579. import { Nullable } from "babylonjs/types";
  51580. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51581. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51582. /**
  51583. * Implementation of the DDS Texture Loader.
  51584. * @hidden
  51585. */
  51586. export class _DDSTextureLoader implements IInternalTextureLoader {
  51587. /**
  51588. * Defines wether the loader supports cascade loading the different faces.
  51589. */
  51590. readonly supportCascades: boolean;
  51591. /**
  51592. * This returns if the loader support the current file information.
  51593. * @param extension defines the file extension of the file being loaded
  51594. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51595. * @param fallback defines the fallback internal texture if any
  51596. * @param isBase64 defines whether the texture is encoded as a base64
  51597. * @param isBuffer defines whether the texture data are stored as a buffer
  51598. * @returns true if the loader can load the specified file
  51599. */
  51600. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51601. /**
  51602. * Transform the url before loading if required.
  51603. * @param rootUrl the url of the texture
  51604. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51605. * @returns the transformed texture
  51606. */
  51607. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51608. /**
  51609. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51610. * @param rootUrl the url of the texture
  51611. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51612. * @returns the fallback texture
  51613. */
  51614. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51615. /**
  51616. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51617. * @param data contains the texture data
  51618. * @param texture defines the BabylonJS internal texture
  51619. * @param createPolynomials will be true if polynomials have been requested
  51620. * @param onLoad defines the callback to trigger once the texture is ready
  51621. * @param onError defines the callback to trigger in case of error
  51622. */
  51623. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51624. /**
  51625. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51626. * @param data contains the texture data
  51627. * @param texture defines the BabylonJS internal texture
  51628. * @param callback defines the method to call once ready to upload
  51629. */
  51630. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51631. }
  51632. }
  51633. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51634. import { Nullable } from "babylonjs/types";
  51635. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51636. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51637. /**
  51638. * Implementation of the ENV Texture Loader.
  51639. * @hidden
  51640. */
  51641. export class _ENVTextureLoader implements IInternalTextureLoader {
  51642. /**
  51643. * Defines wether the loader supports cascade loading the different faces.
  51644. */
  51645. readonly supportCascades: boolean;
  51646. /**
  51647. * This returns if the loader support the current file information.
  51648. * @param extension defines the file extension of the file being loaded
  51649. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51650. * @param fallback defines the fallback internal texture if any
  51651. * @param isBase64 defines whether the texture is encoded as a base64
  51652. * @param isBuffer defines whether the texture data are stored as a buffer
  51653. * @returns true if the loader can load the specified file
  51654. */
  51655. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51656. /**
  51657. * Transform the url before loading if required.
  51658. * @param rootUrl the url of the texture
  51659. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51660. * @returns the transformed texture
  51661. */
  51662. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51663. /**
  51664. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51665. * @param rootUrl the url of the texture
  51666. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51667. * @returns the fallback texture
  51668. */
  51669. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51670. /**
  51671. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51672. * @param data contains the texture data
  51673. * @param texture defines the BabylonJS internal texture
  51674. * @param createPolynomials will be true if polynomials have been requested
  51675. * @param onLoad defines the callback to trigger once the texture is ready
  51676. * @param onError defines the callback to trigger in case of error
  51677. */
  51678. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51679. /**
  51680. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51681. * @param data contains the texture data
  51682. * @param texture defines the BabylonJS internal texture
  51683. * @param callback defines the method to call once ready to upload
  51684. */
  51685. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51686. }
  51687. }
  51688. declare module "babylonjs/Misc/khronosTextureContainer" {
  51689. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51690. /**
  51691. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51692. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51693. */
  51694. export class KhronosTextureContainer {
  51695. /** contents of the KTX container file */
  51696. arrayBuffer: any;
  51697. private static HEADER_LEN;
  51698. private static COMPRESSED_2D;
  51699. private static COMPRESSED_3D;
  51700. private static TEX_2D;
  51701. private static TEX_3D;
  51702. /**
  51703. * Gets the openGL type
  51704. */
  51705. glType: number;
  51706. /**
  51707. * Gets the openGL type size
  51708. */
  51709. glTypeSize: number;
  51710. /**
  51711. * Gets the openGL format
  51712. */
  51713. glFormat: number;
  51714. /**
  51715. * Gets the openGL internal format
  51716. */
  51717. glInternalFormat: number;
  51718. /**
  51719. * Gets the base internal format
  51720. */
  51721. glBaseInternalFormat: number;
  51722. /**
  51723. * Gets image width in pixel
  51724. */
  51725. pixelWidth: number;
  51726. /**
  51727. * Gets image height in pixel
  51728. */
  51729. pixelHeight: number;
  51730. /**
  51731. * Gets image depth in pixels
  51732. */
  51733. pixelDepth: number;
  51734. /**
  51735. * Gets the number of array elements
  51736. */
  51737. numberOfArrayElements: number;
  51738. /**
  51739. * Gets the number of faces
  51740. */
  51741. numberOfFaces: number;
  51742. /**
  51743. * Gets the number of mipmap levels
  51744. */
  51745. numberOfMipmapLevels: number;
  51746. /**
  51747. * Gets the bytes of key value data
  51748. */
  51749. bytesOfKeyValueData: number;
  51750. /**
  51751. * Gets the load type
  51752. */
  51753. loadType: number;
  51754. /**
  51755. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51756. */
  51757. isInvalid: boolean;
  51758. /**
  51759. * Creates a new KhronosTextureContainer
  51760. * @param arrayBuffer contents of the KTX container file
  51761. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51762. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51763. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51764. */
  51765. constructor(
  51766. /** contents of the KTX container file */
  51767. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51768. /**
  51769. * Uploads KTX content to a Babylon Texture.
  51770. * It is assumed that the texture has already been created & is currently bound
  51771. * @hidden
  51772. */
  51773. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51774. private _upload2DCompressedLevels;
  51775. }
  51776. }
  51777. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51778. import { Nullable } from "babylonjs/types";
  51779. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51780. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51781. /**
  51782. * Implementation of the KTX Texture Loader.
  51783. * @hidden
  51784. */
  51785. export class _KTXTextureLoader implements IInternalTextureLoader {
  51786. /**
  51787. * Defines wether the loader supports cascade loading the different faces.
  51788. */
  51789. readonly supportCascades: boolean;
  51790. /**
  51791. * This returns if the loader support the current file information.
  51792. * @param extension defines the file extension of the file being loaded
  51793. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51794. * @param fallback defines the fallback internal texture if any
  51795. * @param isBase64 defines whether the texture is encoded as a base64
  51796. * @param isBuffer defines whether the texture data are stored as a buffer
  51797. * @returns true if the loader can load the specified file
  51798. */
  51799. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51800. /**
  51801. * Transform the url before loading if required.
  51802. * @param rootUrl the url of the texture
  51803. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51804. * @returns the transformed texture
  51805. */
  51806. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51807. /**
  51808. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51809. * @param rootUrl the url of the texture
  51810. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51811. * @returns the fallback texture
  51812. */
  51813. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51814. /**
  51815. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51816. * @param data contains the texture data
  51817. * @param texture defines the BabylonJS internal texture
  51818. * @param createPolynomials will be true if polynomials have been requested
  51819. * @param onLoad defines the callback to trigger once the texture is ready
  51820. * @param onError defines the callback to trigger in case of error
  51821. */
  51822. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51823. /**
  51824. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51825. * @param data contains the texture data
  51826. * @param texture defines the BabylonJS internal texture
  51827. * @param callback defines the method to call once ready to upload
  51828. */
  51829. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51830. }
  51831. }
  51832. declare module "babylonjs/Helpers/sceneHelpers" {
  51833. import { Nullable } from "babylonjs/types";
  51834. import { Mesh } from "babylonjs/Meshes/mesh";
  51835. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51836. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51837. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51838. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51839. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51840. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51841. import "babylonjs/Meshes/Builders/boxBuilder";
  51842. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51843. /** @hidden */
  51844. export var _forceSceneHelpersToBundle: boolean;
  51845. module "babylonjs/scene" {
  51846. interface Scene {
  51847. /**
  51848. * Creates a default light for the scene.
  51849. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51850. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51851. */
  51852. createDefaultLight(replace?: boolean): void;
  51853. /**
  51854. * Creates a default camera for the scene.
  51855. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51856. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51857. * @param replace has default false, when true replaces the active camera in the scene
  51858. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51859. */
  51860. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51861. /**
  51862. * Creates a default camera and a default light.
  51863. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51864. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51865. * @param replace has the default false, when true replaces the active camera/light in the scene
  51866. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51867. */
  51868. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51869. /**
  51870. * Creates a new sky box
  51871. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51872. * @param environmentTexture defines the texture to use as environment texture
  51873. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51874. * @param scale defines the overall scale of the skybox
  51875. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51876. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51877. * @returns a new mesh holding the sky box
  51878. */
  51879. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51880. /**
  51881. * Creates a new environment
  51882. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51883. * @param options defines the options you can use to configure the environment
  51884. * @returns the new EnvironmentHelper
  51885. */
  51886. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51887. /**
  51888. * Creates a new VREXperienceHelper
  51889. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51890. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51891. * @returns a new VREXperienceHelper
  51892. */
  51893. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51894. /**
  51895. * Creates a new WebXRDefaultExperience
  51896. * @see http://doc.babylonjs.com/how_to/webxr
  51897. * @param options experience options
  51898. * @returns a promise for a new WebXRDefaultExperience
  51899. */
  51900. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51901. }
  51902. }
  51903. }
  51904. declare module "babylonjs/Helpers/videoDome" {
  51905. import { Scene } from "babylonjs/scene";
  51906. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51907. import { Mesh } from "babylonjs/Meshes/mesh";
  51908. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51909. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51910. import "babylonjs/Meshes/Builders/sphereBuilder";
  51911. /**
  51912. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51913. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51914. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51915. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51916. */
  51917. export class VideoDome extends TransformNode {
  51918. /**
  51919. * Define the video source as a Monoscopic panoramic 360 video.
  51920. */
  51921. static readonly MODE_MONOSCOPIC: number;
  51922. /**
  51923. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51924. */
  51925. static readonly MODE_TOPBOTTOM: number;
  51926. /**
  51927. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51928. */
  51929. static readonly MODE_SIDEBYSIDE: number;
  51930. private _halfDome;
  51931. private _useDirectMapping;
  51932. /**
  51933. * The video texture being displayed on the sphere
  51934. */
  51935. protected _videoTexture: VideoTexture;
  51936. /**
  51937. * Gets the video texture being displayed on the sphere
  51938. */
  51939. readonly videoTexture: VideoTexture;
  51940. /**
  51941. * The skybox material
  51942. */
  51943. protected _material: BackgroundMaterial;
  51944. /**
  51945. * The surface used for the skybox
  51946. */
  51947. protected _mesh: Mesh;
  51948. /**
  51949. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51950. */
  51951. private _halfDomeMask;
  51952. /**
  51953. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51954. * Also see the options.resolution property.
  51955. */
  51956. fovMultiplier: number;
  51957. private _videoMode;
  51958. /**
  51959. * Gets or set the current video mode for the video. It can be:
  51960. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51961. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51962. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51963. */
  51964. videoMode: number;
  51965. /**
  51966. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51967. *
  51968. */
  51969. /**
  51970. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51971. */
  51972. halfDome: boolean;
  51973. /**
  51974. * Oberserver used in Stereoscopic VR Mode.
  51975. */
  51976. private _onBeforeCameraRenderObserver;
  51977. /**
  51978. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51979. * @param name Element's name, child elements will append suffixes for their own names.
  51980. * @param urlsOrVideo defines the url(s) or the video element to use
  51981. * @param options An object containing optional or exposed sub element properties
  51982. */
  51983. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51984. resolution?: number;
  51985. clickToPlay?: boolean;
  51986. autoPlay?: boolean;
  51987. loop?: boolean;
  51988. size?: number;
  51989. poster?: string;
  51990. faceForward?: boolean;
  51991. useDirectMapping?: boolean;
  51992. halfDomeMode?: boolean;
  51993. }, scene: Scene);
  51994. private _changeVideoMode;
  51995. /**
  51996. * Releases resources associated with this node.
  51997. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51998. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51999. */
  52000. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52001. }
  52002. }
  52003. declare module "babylonjs/Helpers/index" {
  52004. export * from "babylonjs/Helpers/environmentHelper";
  52005. export * from "babylonjs/Helpers/photoDome";
  52006. export * from "babylonjs/Helpers/sceneHelpers";
  52007. export * from "babylonjs/Helpers/videoDome";
  52008. }
  52009. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  52010. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52011. import { IDisposable } from "babylonjs/scene";
  52012. import { Engine } from "babylonjs/Engines/engine";
  52013. /**
  52014. * This class can be used to get instrumentation data from a Babylon engine
  52015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52016. */
  52017. export class EngineInstrumentation implements IDisposable {
  52018. /**
  52019. * Define the instrumented engine.
  52020. */
  52021. engine: Engine;
  52022. private _captureGPUFrameTime;
  52023. private _gpuFrameTimeToken;
  52024. private _gpuFrameTime;
  52025. private _captureShaderCompilationTime;
  52026. private _shaderCompilationTime;
  52027. private _onBeginFrameObserver;
  52028. private _onEndFrameObserver;
  52029. private _onBeforeShaderCompilationObserver;
  52030. private _onAfterShaderCompilationObserver;
  52031. /**
  52032. * Gets the perf counter used for GPU frame time
  52033. */
  52034. readonly gpuFrameTimeCounter: PerfCounter;
  52035. /**
  52036. * Gets the GPU frame time capture status
  52037. */
  52038. /**
  52039. * Enable or disable the GPU frame time capture
  52040. */
  52041. captureGPUFrameTime: boolean;
  52042. /**
  52043. * Gets the perf counter used for shader compilation time
  52044. */
  52045. readonly shaderCompilationTimeCounter: PerfCounter;
  52046. /**
  52047. * Gets the shader compilation time capture status
  52048. */
  52049. /**
  52050. * Enable or disable the shader compilation time capture
  52051. */
  52052. captureShaderCompilationTime: boolean;
  52053. /**
  52054. * Instantiates a new engine instrumentation.
  52055. * This class can be used to get instrumentation data from a Babylon engine
  52056. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52057. * @param engine Defines the engine to instrument
  52058. */
  52059. constructor(
  52060. /**
  52061. * Define the instrumented engine.
  52062. */
  52063. engine: Engine);
  52064. /**
  52065. * Dispose and release associated resources.
  52066. */
  52067. dispose(): void;
  52068. }
  52069. }
  52070. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  52071. import { Scene, IDisposable } from "babylonjs/scene";
  52072. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52073. /**
  52074. * This class can be used to get instrumentation data from a Babylon engine
  52075. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52076. */
  52077. export class SceneInstrumentation implements IDisposable {
  52078. /**
  52079. * Defines the scene to instrument
  52080. */
  52081. scene: Scene;
  52082. private _captureActiveMeshesEvaluationTime;
  52083. private _activeMeshesEvaluationTime;
  52084. private _captureRenderTargetsRenderTime;
  52085. private _renderTargetsRenderTime;
  52086. private _captureFrameTime;
  52087. private _frameTime;
  52088. private _captureRenderTime;
  52089. private _renderTime;
  52090. private _captureInterFrameTime;
  52091. private _interFrameTime;
  52092. private _captureParticlesRenderTime;
  52093. private _particlesRenderTime;
  52094. private _captureSpritesRenderTime;
  52095. private _spritesRenderTime;
  52096. private _capturePhysicsTime;
  52097. private _physicsTime;
  52098. private _captureAnimationsTime;
  52099. private _animationsTime;
  52100. private _captureCameraRenderTime;
  52101. private _cameraRenderTime;
  52102. private _onBeforeActiveMeshesEvaluationObserver;
  52103. private _onAfterActiveMeshesEvaluationObserver;
  52104. private _onBeforeRenderTargetsRenderObserver;
  52105. private _onAfterRenderTargetsRenderObserver;
  52106. private _onAfterRenderObserver;
  52107. private _onBeforeDrawPhaseObserver;
  52108. private _onAfterDrawPhaseObserver;
  52109. private _onBeforeAnimationsObserver;
  52110. private _onBeforeParticlesRenderingObserver;
  52111. private _onAfterParticlesRenderingObserver;
  52112. private _onBeforeSpritesRenderingObserver;
  52113. private _onAfterSpritesRenderingObserver;
  52114. private _onBeforePhysicsObserver;
  52115. private _onAfterPhysicsObserver;
  52116. private _onAfterAnimationsObserver;
  52117. private _onBeforeCameraRenderObserver;
  52118. private _onAfterCameraRenderObserver;
  52119. /**
  52120. * Gets the perf counter used for active meshes evaluation time
  52121. */
  52122. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52123. /**
  52124. * Gets the active meshes evaluation time capture status
  52125. */
  52126. /**
  52127. * Enable or disable the active meshes evaluation time capture
  52128. */
  52129. captureActiveMeshesEvaluationTime: boolean;
  52130. /**
  52131. * Gets the perf counter used for render targets render time
  52132. */
  52133. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52134. /**
  52135. * Gets the render targets render time capture status
  52136. */
  52137. /**
  52138. * Enable or disable the render targets render time capture
  52139. */
  52140. captureRenderTargetsRenderTime: boolean;
  52141. /**
  52142. * Gets the perf counter used for particles render time
  52143. */
  52144. readonly particlesRenderTimeCounter: PerfCounter;
  52145. /**
  52146. * Gets the particles render time capture status
  52147. */
  52148. /**
  52149. * Enable or disable the particles render time capture
  52150. */
  52151. captureParticlesRenderTime: boolean;
  52152. /**
  52153. * Gets the perf counter used for sprites render time
  52154. */
  52155. readonly spritesRenderTimeCounter: PerfCounter;
  52156. /**
  52157. * Gets the sprites render time capture status
  52158. */
  52159. /**
  52160. * Enable or disable the sprites render time capture
  52161. */
  52162. captureSpritesRenderTime: boolean;
  52163. /**
  52164. * Gets the perf counter used for physics time
  52165. */
  52166. readonly physicsTimeCounter: PerfCounter;
  52167. /**
  52168. * Gets the physics time capture status
  52169. */
  52170. /**
  52171. * Enable or disable the physics time capture
  52172. */
  52173. capturePhysicsTime: boolean;
  52174. /**
  52175. * Gets the perf counter used for animations time
  52176. */
  52177. readonly animationsTimeCounter: PerfCounter;
  52178. /**
  52179. * Gets the animations time capture status
  52180. */
  52181. /**
  52182. * Enable or disable the animations time capture
  52183. */
  52184. captureAnimationsTime: boolean;
  52185. /**
  52186. * Gets the perf counter used for frame time capture
  52187. */
  52188. readonly frameTimeCounter: PerfCounter;
  52189. /**
  52190. * Gets the frame time capture status
  52191. */
  52192. /**
  52193. * Enable or disable the frame time capture
  52194. */
  52195. captureFrameTime: boolean;
  52196. /**
  52197. * Gets the perf counter used for inter-frames time capture
  52198. */
  52199. readonly interFrameTimeCounter: PerfCounter;
  52200. /**
  52201. * Gets the inter-frames time capture status
  52202. */
  52203. /**
  52204. * Enable or disable the inter-frames time capture
  52205. */
  52206. captureInterFrameTime: boolean;
  52207. /**
  52208. * Gets the perf counter used for render time capture
  52209. */
  52210. readonly renderTimeCounter: PerfCounter;
  52211. /**
  52212. * Gets the render time capture status
  52213. */
  52214. /**
  52215. * Enable or disable the render time capture
  52216. */
  52217. captureRenderTime: boolean;
  52218. /**
  52219. * Gets the perf counter used for camera render time capture
  52220. */
  52221. readonly cameraRenderTimeCounter: PerfCounter;
  52222. /**
  52223. * Gets the camera render time capture status
  52224. */
  52225. /**
  52226. * Enable or disable the camera render time capture
  52227. */
  52228. captureCameraRenderTime: boolean;
  52229. /**
  52230. * Gets the perf counter used for draw calls
  52231. */
  52232. readonly drawCallsCounter: PerfCounter;
  52233. /**
  52234. * Instantiates a new scene instrumentation.
  52235. * This class can be used to get instrumentation data from a Babylon engine
  52236. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52237. * @param scene Defines the scene to instrument
  52238. */
  52239. constructor(
  52240. /**
  52241. * Defines the scene to instrument
  52242. */
  52243. scene: Scene);
  52244. /**
  52245. * Dispose and release associated resources.
  52246. */
  52247. dispose(): void;
  52248. }
  52249. }
  52250. declare module "babylonjs/Instrumentation/index" {
  52251. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52252. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52253. export * from "babylonjs/Instrumentation/timeToken";
  52254. }
  52255. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52256. /** @hidden */
  52257. export var glowMapGenerationPixelShader: {
  52258. name: string;
  52259. shader: string;
  52260. };
  52261. }
  52262. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52263. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52264. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52265. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52266. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52267. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52268. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52269. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52270. /** @hidden */
  52271. export var glowMapGenerationVertexShader: {
  52272. name: string;
  52273. shader: string;
  52274. };
  52275. }
  52276. declare module "babylonjs/Layers/effectLayer" {
  52277. import { Observable } from "babylonjs/Misc/observable";
  52278. import { Nullable } from "babylonjs/types";
  52279. import { Camera } from "babylonjs/Cameras/camera";
  52280. import { Scene } from "babylonjs/scene";
  52281. import { ISize } from "babylonjs/Maths/math.size";
  52282. import { Color4 } from "babylonjs/Maths/math.color";
  52283. import { Engine } from "babylonjs/Engines/engine";
  52284. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52286. import { Mesh } from "babylonjs/Meshes/mesh";
  52287. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52288. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52289. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52290. import { Effect } from "babylonjs/Materials/effect";
  52291. import { Material } from "babylonjs/Materials/material";
  52292. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52293. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52294. /**
  52295. * Effect layer options. This helps customizing the behaviour
  52296. * of the effect layer.
  52297. */
  52298. export interface IEffectLayerOptions {
  52299. /**
  52300. * Multiplication factor apply to the canvas size to compute the render target size
  52301. * used to generated the objects (the smaller the faster).
  52302. */
  52303. mainTextureRatio: number;
  52304. /**
  52305. * Enforces a fixed size texture to ensure effect stability across devices.
  52306. */
  52307. mainTextureFixedSize?: number;
  52308. /**
  52309. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52310. */
  52311. alphaBlendingMode: number;
  52312. /**
  52313. * The camera attached to the layer.
  52314. */
  52315. camera: Nullable<Camera>;
  52316. /**
  52317. * The rendering group to draw the layer in.
  52318. */
  52319. renderingGroupId: number;
  52320. }
  52321. /**
  52322. * The effect layer Helps adding post process effect blended with the main pass.
  52323. *
  52324. * This can be for instance use to generate glow or higlight effects on the scene.
  52325. *
  52326. * The effect layer class can not be used directly and is intented to inherited from to be
  52327. * customized per effects.
  52328. */
  52329. export abstract class EffectLayer {
  52330. private _vertexBuffers;
  52331. private _indexBuffer;
  52332. private _cachedDefines;
  52333. private _effectLayerMapGenerationEffect;
  52334. private _effectLayerOptions;
  52335. private _mergeEffect;
  52336. protected _scene: Scene;
  52337. protected _engine: Engine;
  52338. protected _maxSize: number;
  52339. protected _mainTextureDesiredSize: ISize;
  52340. protected _mainTexture: RenderTargetTexture;
  52341. protected _shouldRender: boolean;
  52342. protected _postProcesses: PostProcess[];
  52343. protected _textures: BaseTexture[];
  52344. protected _emissiveTextureAndColor: {
  52345. texture: Nullable<BaseTexture>;
  52346. color: Color4;
  52347. };
  52348. /**
  52349. * The name of the layer
  52350. */
  52351. name: string;
  52352. /**
  52353. * The clear color of the texture used to generate the glow map.
  52354. */
  52355. neutralColor: Color4;
  52356. /**
  52357. * Specifies wether the highlight layer is enabled or not.
  52358. */
  52359. isEnabled: boolean;
  52360. /**
  52361. * Gets the camera attached to the layer.
  52362. */
  52363. readonly camera: Nullable<Camera>;
  52364. /**
  52365. * Gets the rendering group id the layer should render in.
  52366. */
  52367. renderingGroupId: number;
  52368. /**
  52369. * An event triggered when the effect layer has been disposed.
  52370. */
  52371. onDisposeObservable: Observable<EffectLayer>;
  52372. /**
  52373. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52374. */
  52375. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52376. /**
  52377. * An event triggered when the generated texture is being merged in the scene.
  52378. */
  52379. onBeforeComposeObservable: Observable<EffectLayer>;
  52380. /**
  52381. * An event triggered when the mesh is rendered into the effect render target.
  52382. */
  52383. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52384. /**
  52385. * An event triggered after the mesh has been rendered into the effect render target.
  52386. */
  52387. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52388. /**
  52389. * An event triggered when the generated texture has been merged in the scene.
  52390. */
  52391. onAfterComposeObservable: Observable<EffectLayer>;
  52392. /**
  52393. * An event triggered when the efffect layer changes its size.
  52394. */
  52395. onSizeChangedObservable: Observable<EffectLayer>;
  52396. /** @hidden */
  52397. static _SceneComponentInitialization: (scene: Scene) => void;
  52398. /**
  52399. * Instantiates a new effect Layer and references it in the scene.
  52400. * @param name The name of the layer
  52401. * @param scene The scene to use the layer in
  52402. */
  52403. constructor(
  52404. /** The Friendly of the effect in the scene */
  52405. name: string, scene: Scene);
  52406. /**
  52407. * Get the effect name of the layer.
  52408. * @return The effect name
  52409. */
  52410. abstract getEffectName(): string;
  52411. /**
  52412. * Checks for the readiness of the element composing the layer.
  52413. * @param subMesh the mesh to check for
  52414. * @param useInstances specify wether or not to use instances to render the mesh
  52415. * @return true if ready otherwise, false
  52416. */
  52417. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52418. /**
  52419. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52420. * @returns true if the effect requires stencil during the main canvas render pass.
  52421. */
  52422. abstract needStencil(): boolean;
  52423. /**
  52424. * Create the merge effect. This is the shader use to blit the information back
  52425. * to the main canvas at the end of the scene rendering.
  52426. * @returns The effect containing the shader used to merge the effect on the main canvas
  52427. */
  52428. protected abstract _createMergeEffect(): Effect;
  52429. /**
  52430. * Creates the render target textures and post processes used in the effect layer.
  52431. */
  52432. protected abstract _createTextureAndPostProcesses(): void;
  52433. /**
  52434. * Implementation specific of rendering the generating effect on the main canvas.
  52435. * @param effect The effect used to render through
  52436. */
  52437. protected abstract _internalRender(effect: Effect): void;
  52438. /**
  52439. * Sets the required values for both the emissive texture and and the main color.
  52440. */
  52441. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52442. /**
  52443. * Free any resources and references associated to a mesh.
  52444. * Internal use
  52445. * @param mesh The mesh to free.
  52446. */
  52447. abstract _disposeMesh(mesh: Mesh): void;
  52448. /**
  52449. * Serializes this layer (Glow or Highlight for example)
  52450. * @returns a serialized layer object
  52451. */
  52452. abstract serialize?(): any;
  52453. /**
  52454. * Initializes the effect layer with the required options.
  52455. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52456. */
  52457. protected _init(options: Partial<IEffectLayerOptions>): void;
  52458. /**
  52459. * Generates the index buffer of the full screen quad blending to the main canvas.
  52460. */
  52461. private _generateIndexBuffer;
  52462. /**
  52463. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52464. */
  52465. private _generateVertexBuffer;
  52466. /**
  52467. * Sets the main texture desired size which is the closest power of two
  52468. * of the engine canvas size.
  52469. */
  52470. private _setMainTextureSize;
  52471. /**
  52472. * Creates the main texture for the effect layer.
  52473. */
  52474. protected _createMainTexture(): void;
  52475. /**
  52476. * Adds specific effects defines.
  52477. * @param defines The defines to add specifics to.
  52478. */
  52479. protected _addCustomEffectDefines(defines: string[]): void;
  52480. /**
  52481. * Checks for the readiness of the element composing the layer.
  52482. * @param subMesh the mesh to check for
  52483. * @param useInstances specify wether or not to use instances to render the mesh
  52484. * @param emissiveTexture the associated emissive texture used to generate the glow
  52485. * @return true if ready otherwise, false
  52486. */
  52487. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52488. /**
  52489. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52490. */
  52491. render(): void;
  52492. /**
  52493. * Determine if a given mesh will be used in the current effect.
  52494. * @param mesh mesh to test
  52495. * @returns true if the mesh will be used
  52496. */
  52497. hasMesh(mesh: AbstractMesh): boolean;
  52498. /**
  52499. * Returns true if the layer contains information to display, otherwise false.
  52500. * @returns true if the glow layer should be rendered
  52501. */
  52502. shouldRender(): boolean;
  52503. /**
  52504. * Returns true if the mesh should render, otherwise false.
  52505. * @param mesh The mesh to render
  52506. * @returns true if it should render otherwise false
  52507. */
  52508. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52509. /**
  52510. * Returns true if the mesh can be rendered, otherwise false.
  52511. * @param mesh The mesh to render
  52512. * @param material The material used on the mesh
  52513. * @returns true if it can be rendered otherwise false
  52514. */
  52515. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52516. /**
  52517. * Returns true if the mesh should render, otherwise false.
  52518. * @param mesh The mesh to render
  52519. * @returns true if it should render otherwise false
  52520. */
  52521. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52522. /**
  52523. * Renders the submesh passed in parameter to the generation map.
  52524. */
  52525. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52526. /**
  52527. * Defines wether the current material of the mesh should be use to render the effect.
  52528. * @param mesh defines the current mesh to render
  52529. */
  52530. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52531. /**
  52532. * Rebuild the required buffers.
  52533. * @hidden Internal use only.
  52534. */
  52535. _rebuild(): void;
  52536. /**
  52537. * Dispose only the render target textures and post process.
  52538. */
  52539. private _disposeTextureAndPostProcesses;
  52540. /**
  52541. * Dispose the highlight layer and free resources.
  52542. */
  52543. dispose(): void;
  52544. /**
  52545. * Gets the class name of the effect layer
  52546. * @returns the string with the class name of the effect layer
  52547. */
  52548. getClassName(): string;
  52549. /**
  52550. * Creates an effect layer from parsed effect layer data
  52551. * @param parsedEffectLayer defines effect layer data
  52552. * @param scene defines the current scene
  52553. * @param rootUrl defines the root URL containing the effect layer information
  52554. * @returns a parsed effect Layer
  52555. */
  52556. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52557. }
  52558. }
  52559. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52560. import { Scene } from "babylonjs/scene";
  52561. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52562. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52563. import { AbstractScene } from "babylonjs/abstractScene";
  52564. module "babylonjs/abstractScene" {
  52565. interface AbstractScene {
  52566. /**
  52567. * The list of effect layers (highlights/glow) added to the scene
  52568. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52569. * @see http://doc.babylonjs.com/how_to/glow_layer
  52570. */
  52571. effectLayers: Array<EffectLayer>;
  52572. /**
  52573. * Removes the given effect layer from this scene.
  52574. * @param toRemove defines the effect layer to remove
  52575. * @returns the index of the removed effect layer
  52576. */
  52577. removeEffectLayer(toRemove: EffectLayer): number;
  52578. /**
  52579. * Adds the given effect layer to this scene
  52580. * @param newEffectLayer defines the effect layer to add
  52581. */
  52582. addEffectLayer(newEffectLayer: EffectLayer): void;
  52583. }
  52584. }
  52585. /**
  52586. * Defines the layer scene component responsible to manage any effect layers
  52587. * in a given scene.
  52588. */
  52589. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52590. /**
  52591. * The component name helpfull to identify the component in the list of scene components.
  52592. */
  52593. readonly name: string;
  52594. /**
  52595. * The scene the component belongs to.
  52596. */
  52597. scene: Scene;
  52598. private _engine;
  52599. private _renderEffects;
  52600. private _needStencil;
  52601. private _previousStencilState;
  52602. /**
  52603. * Creates a new instance of the component for the given scene
  52604. * @param scene Defines the scene to register the component in
  52605. */
  52606. constructor(scene: Scene);
  52607. /**
  52608. * Registers the component in a given scene
  52609. */
  52610. register(): void;
  52611. /**
  52612. * Rebuilds the elements related to this component in case of
  52613. * context lost for instance.
  52614. */
  52615. rebuild(): void;
  52616. /**
  52617. * Serializes the component data to the specified json object
  52618. * @param serializationObject The object to serialize to
  52619. */
  52620. serialize(serializationObject: any): void;
  52621. /**
  52622. * Adds all the elements from the container to the scene
  52623. * @param container the container holding the elements
  52624. */
  52625. addFromContainer(container: AbstractScene): void;
  52626. /**
  52627. * Removes all the elements in the container from the scene
  52628. * @param container contains the elements to remove
  52629. * @param dispose if the removed element should be disposed (default: false)
  52630. */
  52631. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52632. /**
  52633. * Disposes the component and the associated ressources.
  52634. */
  52635. dispose(): void;
  52636. private _isReadyForMesh;
  52637. private _renderMainTexture;
  52638. private _setStencil;
  52639. private _setStencilBack;
  52640. private _draw;
  52641. private _drawCamera;
  52642. private _drawRenderingGroup;
  52643. }
  52644. }
  52645. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52646. /** @hidden */
  52647. export var glowMapMergePixelShader: {
  52648. name: string;
  52649. shader: string;
  52650. };
  52651. }
  52652. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52653. /** @hidden */
  52654. export var glowMapMergeVertexShader: {
  52655. name: string;
  52656. shader: string;
  52657. };
  52658. }
  52659. declare module "babylonjs/Layers/glowLayer" {
  52660. import { Nullable } from "babylonjs/types";
  52661. import { Camera } from "babylonjs/Cameras/camera";
  52662. import { Scene } from "babylonjs/scene";
  52663. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52664. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52665. import { Mesh } from "babylonjs/Meshes/mesh";
  52666. import { Texture } from "babylonjs/Materials/Textures/texture";
  52667. import { Effect } from "babylonjs/Materials/effect";
  52668. import { Material } from "babylonjs/Materials/material";
  52669. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52670. import { Color4 } from "babylonjs/Maths/math.color";
  52671. import "babylonjs/Shaders/glowMapMerge.fragment";
  52672. import "babylonjs/Shaders/glowMapMerge.vertex";
  52673. import "babylonjs/Layers/effectLayerSceneComponent";
  52674. module "babylonjs/abstractScene" {
  52675. interface AbstractScene {
  52676. /**
  52677. * Return a the first highlight layer of the scene with a given name.
  52678. * @param name The name of the highlight layer to look for.
  52679. * @return The highlight layer if found otherwise null.
  52680. */
  52681. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52682. }
  52683. }
  52684. /**
  52685. * Glow layer options. This helps customizing the behaviour
  52686. * of the glow layer.
  52687. */
  52688. export interface IGlowLayerOptions {
  52689. /**
  52690. * Multiplication factor apply to the canvas size to compute the render target size
  52691. * used to generated the glowing objects (the smaller the faster).
  52692. */
  52693. mainTextureRatio: number;
  52694. /**
  52695. * Enforces a fixed size texture to ensure resize independant blur.
  52696. */
  52697. mainTextureFixedSize?: number;
  52698. /**
  52699. * How big is the kernel of the blur texture.
  52700. */
  52701. blurKernelSize: number;
  52702. /**
  52703. * The camera attached to the layer.
  52704. */
  52705. camera: Nullable<Camera>;
  52706. /**
  52707. * Enable MSAA by chosing the number of samples.
  52708. */
  52709. mainTextureSamples?: number;
  52710. /**
  52711. * The rendering group to draw the layer in.
  52712. */
  52713. renderingGroupId: number;
  52714. }
  52715. /**
  52716. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52717. *
  52718. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52719. *
  52720. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52721. */
  52722. export class GlowLayer extends EffectLayer {
  52723. /**
  52724. * Effect Name of the layer.
  52725. */
  52726. static readonly EffectName: string;
  52727. /**
  52728. * The default blur kernel size used for the glow.
  52729. */
  52730. static DefaultBlurKernelSize: number;
  52731. /**
  52732. * The default texture size ratio used for the glow.
  52733. */
  52734. static DefaultTextureRatio: number;
  52735. /**
  52736. * Sets the kernel size of the blur.
  52737. */
  52738. /**
  52739. * Gets the kernel size of the blur.
  52740. */
  52741. blurKernelSize: number;
  52742. /**
  52743. * Sets the glow intensity.
  52744. */
  52745. /**
  52746. * Gets the glow intensity.
  52747. */
  52748. intensity: number;
  52749. private _options;
  52750. private _intensity;
  52751. private _horizontalBlurPostprocess1;
  52752. private _verticalBlurPostprocess1;
  52753. private _horizontalBlurPostprocess2;
  52754. private _verticalBlurPostprocess2;
  52755. private _blurTexture1;
  52756. private _blurTexture2;
  52757. private _postProcesses1;
  52758. private _postProcesses2;
  52759. private _includedOnlyMeshes;
  52760. private _excludedMeshes;
  52761. private _meshesUsingTheirOwnMaterials;
  52762. /**
  52763. * Callback used to let the user override the color selection on a per mesh basis
  52764. */
  52765. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52766. /**
  52767. * Callback used to let the user override the texture selection on a per mesh basis
  52768. */
  52769. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52770. /**
  52771. * Instantiates a new glow Layer and references it to the scene.
  52772. * @param name The name of the layer
  52773. * @param scene The scene to use the layer in
  52774. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52775. */
  52776. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52777. /**
  52778. * Get the effect name of the layer.
  52779. * @return The effect name
  52780. */
  52781. getEffectName(): string;
  52782. /**
  52783. * Create the merge effect. This is the shader use to blit the information back
  52784. * to the main canvas at the end of the scene rendering.
  52785. */
  52786. protected _createMergeEffect(): Effect;
  52787. /**
  52788. * Creates the render target textures and post processes used in the glow layer.
  52789. */
  52790. protected _createTextureAndPostProcesses(): void;
  52791. /**
  52792. * Checks for the readiness of the element composing the layer.
  52793. * @param subMesh the mesh to check for
  52794. * @param useInstances specify wether or not to use instances to render the mesh
  52795. * @param emissiveTexture the associated emissive texture used to generate the glow
  52796. * @return true if ready otherwise, false
  52797. */
  52798. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52799. /**
  52800. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52801. */
  52802. needStencil(): boolean;
  52803. /**
  52804. * Returns true if the mesh can be rendered, otherwise false.
  52805. * @param mesh The mesh to render
  52806. * @param material The material used on the mesh
  52807. * @returns true if it can be rendered otherwise false
  52808. */
  52809. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52810. /**
  52811. * Implementation specific of rendering the generating effect on the main canvas.
  52812. * @param effect The effect used to render through
  52813. */
  52814. protected _internalRender(effect: Effect): void;
  52815. /**
  52816. * Sets the required values for both the emissive texture and and the main color.
  52817. */
  52818. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52819. /**
  52820. * Returns true if the mesh should render, otherwise false.
  52821. * @param mesh The mesh to render
  52822. * @returns true if it should render otherwise false
  52823. */
  52824. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52825. /**
  52826. * Adds specific effects defines.
  52827. * @param defines The defines to add specifics to.
  52828. */
  52829. protected _addCustomEffectDefines(defines: string[]): void;
  52830. /**
  52831. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52832. * @param mesh The mesh to exclude from the glow layer
  52833. */
  52834. addExcludedMesh(mesh: Mesh): void;
  52835. /**
  52836. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52837. * @param mesh The mesh to remove
  52838. */
  52839. removeExcludedMesh(mesh: Mesh): void;
  52840. /**
  52841. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52842. * @param mesh The mesh to include in the glow layer
  52843. */
  52844. addIncludedOnlyMesh(mesh: Mesh): void;
  52845. /**
  52846. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52847. * @param mesh The mesh to remove
  52848. */
  52849. removeIncludedOnlyMesh(mesh: Mesh): void;
  52850. /**
  52851. * Determine if a given mesh will be used in the glow layer
  52852. * @param mesh The mesh to test
  52853. * @returns true if the mesh will be highlighted by the current glow layer
  52854. */
  52855. hasMesh(mesh: AbstractMesh): boolean;
  52856. /**
  52857. * Defines wether the current material of the mesh should be use to render the effect.
  52858. * @param mesh defines the current mesh to render
  52859. */
  52860. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52861. /**
  52862. * Add a mesh to be rendered through its own material and not with emissive only.
  52863. * @param mesh The mesh for which we need to use its material
  52864. */
  52865. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52866. /**
  52867. * Remove a mesh from being rendered through its own material and not with emissive only.
  52868. * @param mesh The mesh for which we need to not use its material
  52869. */
  52870. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52871. /**
  52872. * Free any resources and references associated to a mesh.
  52873. * Internal use
  52874. * @param mesh The mesh to free.
  52875. * @hidden
  52876. */
  52877. _disposeMesh(mesh: Mesh): void;
  52878. /**
  52879. * Gets the class name of the effect layer
  52880. * @returns the string with the class name of the effect layer
  52881. */
  52882. getClassName(): string;
  52883. /**
  52884. * Serializes this glow layer
  52885. * @returns a serialized glow layer object
  52886. */
  52887. serialize(): any;
  52888. /**
  52889. * Creates a Glow Layer from parsed glow layer data
  52890. * @param parsedGlowLayer defines glow layer data
  52891. * @param scene defines the current scene
  52892. * @param rootUrl defines the root URL containing the glow layer information
  52893. * @returns a parsed Glow Layer
  52894. */
  52895. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52896. }
  52897. }
  52898. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52899. /** @hidden */
  52900. export var glowBlurPostProcessPixelShader: {
  52901. name: string;
  52902. shader: string;
  52903. };
  52904. }
  52905. declare module "babylonjs/Layers/highlightLayer" {
  52906. import { Observable } from "babylonjs/Misc/observable";
  52907. import { Nullable } from "babylonjs/types";
  52908. import { Camera } from "babylonjs/Cameras/camera";
  52909. import { Scene } from "babylonjs/scene";
  52910. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52912. import { Mesh } from "babylonjs/Meshes/mesh";
  52913. import { Effect } from "babylonjs/Materials/effect";
  52914. import { Material } from "babylonjs/Materials/material";
  52915. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52916. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52917. import "babylonjs/Shaders/glowMapMerge.fragment";
  52918. import "babylonjs/Shaders/glowMapMerge.vertex";
  52919. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52920. module "babylonjs/abstractScene" {
  52921. interface AbstractScene {
  52922. /**
  52923. * Return a the first highlight layer of the scene with a given name.
  52924. * @param name The name of the highlight layer to look for.
  52925. * @return The highlight layer if found otherwise null.
  52926. */
  52927. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52928. }
  52929. }
  52930. /**
  52931. * Highlight layer options. This helps customizing the behaviour
  52932. * of the highlight layer.
  52933. */
  52934. export interface IHighlightLayerOptions {
  52935. /**
  52936. * Multiplication factor apply to the canvas size to compute the render target size
  52937. * used to generated the glowing objects (the smaller the faster).
  52938. */
  52939. mainTextureRatio: number;
  52940. /**
  52941. * Enforces a fixed size texture to ensure resize independant blur.
  52942. */
  52943. mainTextureFixedSize?: number;
  52944. /**
  52945. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52946. * of the picture to blur (the smaller the faster).
  52947. */
  52948. blurTextureSizeRatio: number;
  52949. /**
  52950. * How big in texel of the blur texture is the vertical blur.
  52951. */
  52952. blurVerticalSize: number;
  52953. /**
  52954. * How big in texel of the blur texture is the horizontal blur.
  52955. */
  52956. blurHorizontalSize: number;
  52957. /**
  52958. * Alpha blending mode used to apply the blur. Default is combine.
  52959. */
  52960. alphaBlendingMode: number;
  52961. /**
  52962. * The camera attached to the layer.
  52963. */
  52964. camera: Nullable<Camera>;
  52965. /**
  52966. * Should we display highlight as a solid stroke?
  52967. */
  52968. isStroke?: boolean;
  52969. /**
  52970. * The rendering group to draw the layer in.
  52971. */
  52972. renderingGroupId: number;
  52973. }
  52974. /**
  52975. * The highlight layer Helps adding a glow effect around a mesh.
  52976. *
  52977. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52978. * glowy meshes to your scene.
  52979. *
  52980. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52981. */
  52982. export class HighlightLayer extends EffectLayer {
  52983. name: string;
  52984. /**
  52985. * Effect Name of the highlight layer.
  52986. */
  52987. static readonly EffectName: string;
  52988. /**
  52989. * The neutral color used during the preparation of the glow effect.
  52990. * This is black by default as the blend operation is a blend operation.
  52991. */
  52992. static NeutralColor: Color4;
  52993. /**
  52994. * Stencil value used for glowing meshes.
  52995. */
  52996. static GlowingMeshStencilReference: number;
  52997. /**
  52998. * Stencil value used for the other meshes in the scene.
  52999. */
  53000. static NormalMeshStencilReference: number;
  53001. /**
  53002. * Specifies whether or not the inner glow is ACTIVE in the layer.
  53003. */
  53004. innerGlow: boolean;
  53005. /**
  53006. * Specifies whether or not the outer glow is ACTIVE in the layer.
  53007. */
  53008. outerGlow: boolean;
  53009. /**
  53010. * Specifies the horizontal size of the blur.
  53011. */
  53012. /**
  53013. * Gets the horizontal size of the blur.
  53014. */
  53015. blurHorizontalSize: number;
  53016. /**
  53017. * Specifies the vertical size of the blur.
  53018. */
  53019. /**
  53020. * Gets the vertical size of the blur.
  53021. */
  53022. blurVerticalSize: number;
  53023. /**
  53024. * An event triggered when the highlight layer is being blurred.
  53025. */
  53026. onBeforeBlurObservable: Observable<HighlightLayer>;
  53027. /**
  53028. * An event triggered when the highlight layer has been blurred.
  53029. */
  53030. onAfterBlurObservable: Observable<HighlightLayer>;
  53031. private _instanceGlowingMeshStencilReference;
  53032. private _options;
  53033. private _downSamplePostprocess;
  53034. private _horizontalBlurPostprocess;
  53035. private _verticalBlurPostprocess;
  53036. private _blurTexture;
  53037. private _meshes;
  53038. private _excludedMeshes;
  53039. /**
  53040. * Instantiates a new highlight Layer and references it to the scene..
  53041. * @param name The name of the layer
  53042. * @param scene The scene to use the layer in
  53043. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  53044. */
  53045. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  53046. /**
  53047. * Get the effect name of the layer.
  53048. * @return The effect name
  53049. */
  53050. getEffectName(): string;
  53051. /**
  53052. * Create the merge effect. This is the shader use to blit the information back
  53053. * to the main canvas at the end of the scene rendering.
  53054. */
  53055. protected _createMergeEffect(): Effect;
  53056. /**
  53057. * Creates the render target textures and post processes used in the highlight layer.
  53058. */
  53059. protected _createTextureAndPostProcesses(): void;
  53060. /**
  53061. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  53062. */
  53063. needStencil(): boolean;
  53064. /**
  53065. * Checks for the readiness of the element composing the layer.
  53066. * @param subMesh the mesh to check for
  53067. * @param useInstances specify wether or not to use instances to render the mesh
  53068. * @param emissiveTexture the associated emissive texture used to generate the glow
  53069. * @return true if ready otherwise, false
  53070. */
  53071. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  53072. /**
  53073. * Implementation specific of rendering the generating effect on the main canvas.
  53074. * @param effect The effect used to render through
  53075. */
  53076. protected _internalRender(effect: Effect): void;
  53077. /**
  53078. * Returns true if the layer contains information to display, otherwise false.
  53079. */
  53080. shouldRender(): boolean;
  53081. /**
  53082. * Returns true if the mesh should render, otherwise false.
  53083. * @param mesh The mesh to render
  53084. * @returns true if it should render otherwise false
  53085. */
  53086. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53087. /**
  53088. * Sets the required values for both the emissive texture and and the main color.
  53089. */
  53090. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53091. /**
  53092. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53093. * @param mesh The mesh to exclude from the highlight layer
  53094. */
  53095. addExcludedMesh(mesh: Mesh): void;
  53096. /**
  53097. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53098. * @param mesh The mesh to highlight
  53099. */
  53100. removeExcludedMesh(mesh: Mesh): void;
  53101. /**
  53102. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53103. * @param mesh mesh to test
  53104. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53105. */
  53106. hasMesh(mesh: AbstractMesh): boolean;
  53107. /**
  53108. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53109. * @param mesh The mesh to highlight
  53110. * @param color The color of the highlight
  53111. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53112. */
  53113. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53114. /**
  53115. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53116. * @param mesh The mesh to highlight
  53117. */
  53118. removeMesh(mesh: Mesh): void;
  53119. /**
  53120. * Force the stencil to the normal expected value for none glowing parts
  53121. */
  53122. private _defaultStencilReference;
  53123. /**
  53124. * Free any resources and references associated to a mesh.
  53125. * Internal use
  53126. * @param mesh The mesh to free.
  53127. * @hidden
  53128. */
  53129. _disposeMesh(mesh: Mesh): void;
  53130. /**
  53131. * Dispose the highlight layer and free resources.
  53132. */
  53133. dispose(): void;
  53134. /**
  53135. * Gets the class name of the effect layer
  53136. * @returns the string with the class name of the effect layer
  53137. */
  53138. getClassName(): string;
  53139. /**
  53140. * Serializes this Highlight layer
  53141. * @returns a serialized Highlight layer object
  53142. */
  53143. serialize(): any;
  53144. /**
  53145. * Creates a Highlight layer from parsed Highlight layer data
  53146. * @param parsedHightlightLayer defines the Highlight layer data
  53147. * @param scene defines the current scene
  53148. * @param rootUrl defines the root URL containing the Highlight layer information
  53149. * @returns a parsed Highlight layer
  53150. */
  53151. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53152. }
  53153. }
  53154. declare module "babylonjs/Layers/layerSceneComponent" {
  53155. import { Scene } from "babylonjs/scene";
  53156. import { ISceneComponent } from "babylonjs/sceneComponent";
  53157. import { Layer } from "babylonjs/Layers/layer";
  53158. import { AbstractScene } from "babylonjs/abstractScene";
  53159. module "babylonjs/abstractScene" {
  53160. interface AbstractScene {
  53161. /**
  53162. * The list of layers (background and foreground) of the scene
  53163. */
  53164. layers: Array<Layer>;
  53165. }
  53166. }
  53167. /**
  53168. * Defines the layer scene component responsible to manage any layers
  53169. * in a given scene.
  53170. */
  53171. export class LayerSceneComponent implements ISceneComponent {
  53172. /**
  53173. * The component name helpfull to identify the component in the list of scene components.
  53174. */
  53175. readonly name: string;
  53176. /**
  53177. * The scene the component belongs to.
  53178. */
  53179. scene: Scene;
  53180. private _engine;
  53181. /**
  53182. * Creates a new instance of the component for the given scene
  53183. * @param scene Defines the scene to register the component in
  53184. */
  53185. constructor(scene: Scene);
  53186. /**
  53187. * Registers the component in a given scene
  53188. */
  53189. register(): void;
  53190. /**
  53191. * Rebuilds the elements related to this component in case of
  53192. * context lost for instance.
  53193. */
  53194. rebuild(): void;
  53195. /**
  53196. * Disposes the component and the associated ressources.
  53197. */
  53198. dispose(): void;
  53199. private _draw;
  53200. private _drawCameraPredicate;
  53201. private _drawCameraBackground;
  53202. private _drawCameraForeground;
  53203. private _drawRenderTargetPredicate;
  53204. private _drawRenderTargetBackground;
  53205. private _drawRenderTargetForeground;
  53206. /**
  53207. * Adds all the elements from the container to the scene
  53208. * @param container the container holding the elements
  53209. */
  53210. addFromContainer(container: AbstractScene): void;
  53211. /**
  53212. * Removes all the elements in the container from the scene
  53213. * @param container contains the elements to remove
  53214. * @param dispose if the removed element should be disposed (default: false)
  53215. */
  53216. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53217. }
  53218. }
  53219. declare module "babylonjs/Shaders/layer.fragment" {
  53220. /** @hidden */
  53221. export var layerPixelShader: {
  53222. name: string;
  53223. shader: string;
  53224. };
  53225. }
  53226. declare module "babylonjs/Shaders/layer.vertex" {
  53227. /** @hidden */
  53228. export var layerVertexShader: {
  53229. name: string;
  53230. shader: string;
  53231. };
  53232. }
  53233. declare module "babylonjs/Layers/layer" {
  53234. import { Observable } from "babylonjs/Misc/observable";
  53235. import { Nullable } from "babylonjs/types";
  53236. import { Scene } from "babylonjs/scene";
  53237. import { Vector2 } from "babylonjs/Maths/math.vector";
  53238. import { Color4 } from "babylonjs/Maths/math.color";
  53239. import { Texture } from "babylonjs/Materials/Textures/texture";
  53240. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53241. import "babylonjs/Shaders/layer.fragment";
  53242. import "babylonjs/Shaders/layer.vertex";
  53243. /**
  53244. * This represents a full screen 2d layer.
  53245. * This can be useful to display a picture in the background of your scene for instance.
  53246. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53247. */
  53248. export class Layer {
  53249. /**
  53250. * Define the name of the layer.
  53251. */
  53252. name: string;
  53253. /**
  53254. * Define the texture the layer should display.
  53255. */
  53256. texture: Nullable<Texture>;
  53257. /**
  53258. * Is the layer in background or foreground.
  53259. */
  53260. isBackground: boolean;
  53261. /**
  53262. * Define the color of the layer (instead of texture).
  53263. */
  53264. color: Color4;
  53265. /**
  53266. * Define the scale of the layer in order to zoom in out of the texture.
  53267. */
  53268. scale: Vector2;
  53269. /**
  53270. * Define an offset for the layer in order to shift the texture.
  53271. */
  53272. offset: Vector2;
  53273. /**
  53274. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53275. */
  53276. alphaBlendingMode: number;
  53277. /**
  53278. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53279. * Alpha test will not mix with the background color in case of transparency.
  53280. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53281. */
  53282. alphaTest: boolean;
  53283. /**
  53284. * Define a mask to restrict the layer to only some of the scene cameras.
  53285. */
  53286. layerMask: number;
  53287. /**
  53288. * Define the list of render target the layer is visible into.
  53289. */
  53290. renderTargetTextures: RenderTargetTexture[];
  53291. /**
  53292. * Define if the layer is only used in renderTarget or if it also
  53293. * renders in the main frame buffer of the canvas.
  53294. */
  53295. renderOnlyInRenderTargetTextures: boolean;
  53296. private _scene;
  53297. private _vertexBuffers;
  53298. private _indexBuffer;
  53299. private _effect;
  53300. private _alphaTestEffect;
  53301. /**
  53302. * An event triggered when the layer is disposed.
  53303. */
  53304. onDisposeObservable: Observable<Layer>;
  53305. private _onDisposeObserver;
  53306. /**
  53307. * Back compatibility with callback before the onDisposeObservable existed.
  53308. * The set callback will be triggered when the layer has been disposed.
  53309. */
  53310. onDispose: () => void;
  53311. /**
  53312. * An event triggered before rendering the scene
  53313. */
  53314. onBeforeRenderObservable: Observable<Layer>;
  53315. private _onBeforeRenderObserver;
  53316. /**
  53317. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53318. * The set callback will be triggered just before rendering the layer.
  53319. */
  53320. onBeforeRender: () => void;
  53321. /**
  53322. * An event triggered after rendering the scene
  53323. */
  53324. onAfterRenderObservable: Observable<Layer>;
  53325. private _onAfterRenderObserver;
  53326. /**
  53327. * Back compatibility with callback before the onAfterRenderObservable existed.
  53328. * The set callback will be triggered just after rendering the layer.
  53329. */
  53330. onAfterRender: () => void;
  53331. /**
  53332. * Instantiates a new layer.
  53333. * This represents a full screen 2d layer.
  53334. * This can be useful to display a picture in the background of your scene for instance.
  53335. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53336. * @param name Define the name of the layer in the scene
  53337. * @param imgUrl Define the url of the texture to display in the layer
  53338. * @param scene Define the scene the layer belongs to
  53339. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53340. * @param color Defines a color for the layer
  53341. */
  53342. constructor(
  53343. /**
  53344. * Define the name of the layer.
  53345. */
  53346. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53347. private _createIndexBuffer;
  53348. /** @hidden */
  53349. _rebuild(): void;
  53350. /**
  53351. * Renders the layer in the scene.
  53352. */
  53353. render(): void;
  53354. /**
  53355. * Disposes and releases the associated ressources.
  53356. */
  53357. dispose(): void;
  53358. }
  53359. }
  53360. declare module "babylonjs/Layers/index" {
  53361. export * from "babylonjs/Layers/effectLayer";
  53362. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53363. export * from "babylonjs/Layers/glowLayer";
  53364. export * from "babylonjs/Layers/highlightLayer";
  53365. export * from "babylonjs/Layers/layer";
  53366. export * from "babylonjs/Layers/layerSceneComponent";
  53367. }
  53368. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53369. /** @hidden */
  53370. export var lensFlarePixelShader: {
  53371. name: string;
  53372. shader: string;
  53373. };
  53374. }
  53375. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53376. /** @hidden */
  53377. export var lensFlareVertexShader: {
  53378. name: string;
  53379. shader: string;
  53380. };
  53381. }
  53382. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53383. import { Scene } from "babylonjs/scene";
  53384. import { Vector3 } from "babylonjs/Maths/math.vector";
  53385. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53386. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53387. import "babylonjs/Shaders/lensFlare.fragment";
  53388. import "babylonjs/Shaders/lensFlare.vertex";
  53389. import { Viewport } from "babylonjs/Maths/math.viewport";
  53390. /**
  53391. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53392. * It is usually composed of several `lensFlare`.
  53393. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53394. */
  53395. export class LensFlareSystem {
  53396. /**
  53397. * Define the name of the lens flare system
  53398. */
  53399. name: string;
  53400. /**
  53401. * List of lens flares used in this system.
  53402. */
  53403. lensFlares: LensFlare[];
  53404. /**
  53405. * Define a limit from the border the lens flare can be visible.
  53406. */
  53407. borderLimit: number;
  53408. /**
  53409. * Define a viewport border we do not want to see the lens flare in.
  53410. */
  53411. viewportBorder: number;
  53412. /**
  53413. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53414. */
  53415. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53416. /**
  53417. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53418. */
  53419. layerMask: number;
  53420. /**
  53421. * Define the id of the lens flare system in the scene.
  53422. * (equal to name by default)
  53423. */
  53424. id: string;
  53425. private _scene;
  53426. private _emitter;
  53427. private _vertexBuffers;
  53428. private _indexBuffer;
  53429. private _effect;
  53430. private _positionX;
  53431. private _positionY;
  53432. private _isEnabled;
  53433. /** @hidden */
  53434. static _SceneComponentInitialization: (scene: Scene) => void;
  53435. /**
  53436. * Instantiates a lens flare system.
  53437. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53438. * It is usually composed of several `lensFlare`.
  53439. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53440. * @param name Define the name of the lens flare system in the scene
  53441. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53442. * @param scene Define the scene the lens flare system belongs to
  53443. */
  53444. constructor(
  53445. /**
  53446. * Define the name of the lens flare system
  53447. */
  53448. name: string, emitter: any, scene: Scene);
  53449. /**
  53450. * Define if the lens flare system is enabled.
  53451. */
  53452. isEnabled: boolean;
  53453. /**
  53454. * Get the scene the effects belongs to.
  53455. * @returns the scene holding the lens flare system
  53456. */
  53457. getScene(): Scene;
  53458. /**
  53459. * Get the emitter of the lens flare system.
  53460. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53461. * @returns the emitter of the lens flare system
  53462. */
  53463. getEmitter(): any;
  53464. /**
  53465. * Set the emitter of the lens flare system.
  53466. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53467. * @param newEmitter Define the new emitter of the system
  53468. */
  53469. setEmitter(newEmitter: any): void;
  53470. /**
  53471. * Get the lens flare system emitter position.
  53472. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53473. * @returns the position
  53474. */
  53475. getEmitterPosition(): Vector3;
  53476. /**
  53477. * @hidden
  53478. */
  53479. computeEffectivePosition(globalViewport: Viewport): boolean;
  53480. /** @hidden */
  53481. _isVisible(): boolean;
  53482. /**
  53483. * @hidden
  53484. */
  53485. render(): boolean;
  53486. /**
  53487. * Dispose and release the lens flare with its associated resources.
  53488. */
  53489. dispose(): void;
  53490. /**
  53491. * Parse a lens flare system from a JSON repressentation
  53492. * @param parsedLensFlareSystem Define the JSON to parse
  53493. * @param scene Define the scene the parsed system should be instantiated in
  53494. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53495. * @returns the parsed system
  53496. */
  53497. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53498. /**
  53499. * Serialize the current Lens Flare System into a JSON representation.
  53500. * @returns the serialized JSON
  53501. */
  53502. serialize(): any;
  53503. }
  53504. }
  53505. declare module "babylonjs/LensFlares/lensFlare" {
  53506. import { Nullable } from "babylonjs/types";
  53507. import { Color3 } from "babylonjs/Maths/math.color";
  53508. import { Texture } from "babylonjs/Materials/Textures/texture";
  53509. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53510. /**
  53511. * This represents one of the lens effect in a `lensFlareSystem`.
  53512. * It controls one of the indiviual texture used in the effect.
  53513. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53514. */
  53515. export class LensFlare {
  53516. /**
  53517. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53518. */
  53519. size: number;
  53520. /**
  53521. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53522. */
  53523. position: number;
  53524. /**
  53525. * Define the lens color.
  53526. */
  53527. color: Color3;
  53528. /**
  53529. * Define the lens texture.
  53530. */
  53531. texture: Nullable<Texture>;
  53532. /**
  53533. * Define the alpha mode to render this particular lens.
  53534. */
  53535. alphaMode: number;
  53536. private _system;
  53537. /**
  53538. * Creates a new Lens Flare.
  53539. * This represents one of the lens effect in a `lensFlareSystem`.
  53540. * It controls one of the indiviual texture used in the effect.
  53541. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53542. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53543. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53544. * @param color Define the lens color
  53545. * @param imgUrl Define the lens texture url
  53546. * @param system Define the `lensFlareSystem` this flare is part of
  53547. * @returns The newly created Lens Flare
  53548. */
  53549. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53550. /**
  53551. * Instantiates a new Lens Flare.
  53552. * This represents one of the lens effect in a `lensFlareSystem`.
  53553. * It controls one of the indiviual texture used in the effect.
  53554. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53555. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53556. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53557. * @param color Define the lens color
  53558. * @param imgUrl Define the lens texture url
  53559. * @param system Define the `lensFlareSystem` this flare is part of
  53560. */
  53561. constructor(
  53562. /**
  53563. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53564. */
  53565. size: number,
  53566. /**
  53567. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53568. */
  53569. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53570. /**
  53571. * Dispose and release the lens flare with its associated resources.
  53572. */
  53573. dispose(): void;
  53574. }
  53575. }
  53576. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53577. import { Nullable } from "babylonjs/types";
  53578. import { Scene } from "babylonjs/scene";
  53579. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53580. import { AbstractScene } from "babylonjs/abstractScene";
  53581. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53582. module "babylonjs/abstractScene" {
  53583. interface AbstractScene {
  53584. /**
  53585. * The list of lens flare system added to the scene
  53586. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53587. */
  53588. lensFlareSystems: Array<LensFlareSystem>;
  53589. /**
  53590. * Removes the given lens flare system from this scene.
  53591. * @param toRemove The lens flare system to remove
  53592. * @returns The index of the removed lens flare system
  53593. */
  53594. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53595. /**
  53596. * Adds the given lens flare system to this scene
  53597. * @param newLensFlareSystem The lens flare system to add
  53598. */
  53599. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53600. /**
  53601. * Gets a lens flare system using its name
  53602. * @param name defines the name to look for
  53603. * @returns the lens flare system or null if not found
  53604. */
  53605. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53606. /**
  53607. * Gets a lens flare system using its id
  53608. * @param id defines the id to look for
  53609. * @returns the lens flare system or null if not found
  53610. */
  53611. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53612. }
  53613. }
  53614. /**
  53615. * Defines the lens flare scene component responsible to manage any lens flares
  53616. * in a given scene.
  53617. */
  53618. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53619. /**
  53620. * The component name helpfull to identify the component in the list of scene components.
  53621. */
  53622. readonly name: string;
  53623. /**
  53624. * The scene the component belongs to.
  53625. */
  53626. scene: Scene;
  53627. /**
  53628. * Creates a new instance of the component for the given scene
  53629. * @param scene Defines the scene to register the component in
  53630. */
  53631. constructor(scene: Scene);
  53632. /**
  53633. * Registers the component in a given scene
  53634. */
  53635. register(): void;
  53636. /**
  53637. * Rebuilds the elements related to this component in case of
  53638. * context lost for instance.
  53639. */
  53640. rebuild(): void;
  53641. /**
  53642. * Adds all the elements from the container to the scene
  53643. * @param container the container holding the elements
  53644. */
  53645. addFromContainer(container: AbstractScene): void;
  53646. /**
  53647. * Removes all the elements in the container from the scene
  53648. * @param container contains the elements to remove
  53649. * @param dispose if the removed element should be disposed (default: false)
  53650. */
  53651. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53652. /**
  53653. * Serializes the component data to the specified json object
  53654. * @param serializationObject The object to serialize to
  53655. */
  53656. serialize(serializationObject: any): void;
  53657. /**
  53658. * Disposes the component and the associated ressources.
  53659. */
  53660. dispose(): void;
  53661. private _draw;
  53662. }
  53663. }
  53664. declare module "babylonjs/LensFlares/index" {
  53665. export * from "babylonjs/LensFlares/lensFlare";
  53666. export * from "babylonjs/LensFlares/lensFlareSystem";
  53667. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53668. }
  53669. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53670. import { Scene } from "babylonjs/scene";
  53671. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53672. import { AbstractScene } from "babylonjs/abstractScene";
  53673. /**
  53674. * Defines the shadow generator component responsible to manage any shadow generators
  53675. * in a given scene.
  53676. */
  53677. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53678. /**
  53679. * The component name helpfull to identify the component in the list of scene components.
  53680. */
  53681. readonly name: string;
  53682. /**
  53683. * The scene the component belongs to.
  53684. */
  53685. scene: Scene;
  53686. /**
  53687. * Creates a new instance of the component for the given scene
  53688. * @param scene Defines the scene to register the component in
  53689. */
  53690. constructor(scene: Scene);
  53691. /**
  53692. * Registers the component in a given scene
  53693. */
  53694. register(): void;
  53695. /**
  53696. * Rebuilds the elements related to this component in case of
  53697. * context lost for instance.
  53698. */
  53699. rebuild(): void;
  53700. /**
  53701. * Serializes the component data to the specified json object
  53702. * @param serializationObject The object to serialize to
  53703. */
  53704. serialize(serializationObject: any): void;
  53705. /**
  53706. * Adds all the elements from the container to the scene
  53707. * @param container the container holding the elements
  53708. */
  53709. addFromContainer(container: AbstractScene): void;
  53710. /**
  53711. * Removes all the elements in the container from the scene
  53712. * @param container contains the elements to remove
  53713. * @param dispose if the removed element should be disposed (default: false)
  53714. */
  53715. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53716. /**
  53717. * Rebuilds the elements related to this component in case of
  53718. * context lost for instance.
  53719. */
  53720. dispose(): void;
  53721. private _gatherRenderTargets;
  53722. }
  53723. }
  53724. declare module "babylonjs/Lights/Shadows/index" {
  53725. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53726. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53727. }
  53728. declare module "babylonjs/Lights/pointLight" {
  53729. import { Scene } from "babylonjs/scene";
  53730. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53732. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53733. import { Effect } from "babylonjs/Materials/effect";
  53734. /**
  53735. * A point light is a light defined by an unique point in world space.
  53736. * The light is emitted in every direction from this point.
  53737. * A good example of a point light is a standard light bulb.
  53738. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53739. */
  53740. export class PointLight extends ShadowLight {
  53741. private _shadowAngle;
  53742. /**
  53743. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53744. * This specifies what angle the shadow will use to be created.
  53745. *
  53746. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53747. */
  53748. /**
  53749. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53750. * This specifies what angle the shadow will use to be created.
  53751. *
  53752. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53753. */
  53754. shadowAngle: number;
  53755. /**
  53756. * Gets the direction if it has been set.
  53757. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53758. */
  53759. /**
  53760. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53761. */
  53762. direction: Vector3;
  53763. /**
  53764. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53765. * A PointLight emits the light in every direction.
  53766. * It can cast shadows.
  53767. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53768. * ```javascript
  53769. * var pointLight = new PointLight("pl", camera.position, scene);
  53770. * ```
  53771. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53772. * @param name The light friendly name
  53773. * @param position The position of the point light in the scene
  53774. * @param scene The scene the lights belongs to
  53775. */
  53776. constructor(name: string, position: Vector3, scene: Scene);
  53777. /**
  53778. * Returns the string "PointLight"
  53779. * @returns the class name
  53780. */
  53781. getClassName(): string;
  53782. /**
  53783. * Returns the integer 0.
  53784. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53785. */
  53786. getTypeID(): number;
  53787. /**
  53788. * Specifies wether or not the shadowmap should be a cube texture.
  53789. * @returns true if the shadowmap needs to be a cube texture.
  53790. */
  53791. needCube(): boolean;
  53792. /**
  53793. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53794. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53795. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53796. */
  53797. getShadowDirection(faceIndex?: number): Vector3;
  53798. /**
  53799. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53800. * - fov = PI / 2
  53801. * - aspect ratio : 1.0
  53802. * - z-near and far equal to the active camera minZ and maxZ.
  53803. * Returns the PointLight.
  53804. */
  53805. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53806. protected _buildUniformLayout(): void;
  53807. /**
  53808. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53809. * @param effect The effect to update
  53810. * @param lightIndex The index of the light in the effect to update
  53811. * @returns The point light
  53812. */
  53813. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53814. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53815. /**
  53816. * Prepares the list of defines specific to the light type.
  53817. * @param defines the list of defines
  53818. * @param lightIndex defines the index of the light for the effect
  53819. */
  53820. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53821. }
  53822. }
  53823. declare module "babylonjs/Lights/index" {
  53824. export * from "babylonjs/Lights/light";
  53825. export * from "babylonjs/Lights/shadowLight";
  53826. export * from "babylonjs/Lights/Shadows/index";
  53827. export * from "babylonjs/Lights/directionalLight";
  53828. export * from "babylonjs/Lights/hemisphericLight";
  53829. export * from "babylonjs/Lights/pointLight";
  53830. export * from "babylonjs/Lights/spotLight";
  53831. }
  53832. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53833. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53834. /**
  53835. * Header information of HDR texture files.
  53836. */
  53837. export interface HDRInfo {
  53838. /**
  53839. * The height of the texture in pixels.
  53840. */
  53841. height: number;
  53842. /**
  53843. * The width of the texture in pixels.
  53844. */
  53845. width: number;
  53846. /**
  53847. * The index of the beginning of the data in the binary file.
  53848. */
  53849. dataPosition: number;
  53850. }
  53851. /**
  53852. * This groups tools to convert HDR texture to native colors array.
  53853. */
  53854. export class HDRTools {
  53855. private static Ldexp;
  53856. private static Rgbe2float;
  53857. private static readStringLine;
  53858. /**
  53859. * Reads header information from an RGBE texture stored in a native array.
  53860. * More information on this format are available here:
  53861. * https://en.wikipedia.org/wiki/RGBE_image_format
  53862. *
  53863. * @param uint8array The binary file stored in native array.
  53864. * @return The header information.
  53865. */
  53866. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53867. /**
  53868. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53869. * This RGBE texture needs to store the information as a panorama.
  53870. *
  53871. * More information on this format are available here:
  53872. * https://en.wikipedia.org/wiki/RGBE_image_format
  53873. *
  53874. * @param buffer The binary file stored in an array buffer.
  53875. * @param size The expected size of the extracted cubemap.
  53876. * @return The Cube Map information.
  53877. */
  53878. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53879. /**
  53880. * Returns the pixels data extracted from an RGBE texture.
  53881. * This pixels will be stored left to right up to down in the R G B order in one array.
  53882. *
  53883. * More information on this format are available here:
  53884. * https://en.wikipedia.org/wiki/RGBE_image_format
  53885. *
  53886. * @param uint8array The binary file stored in an array buffer.
  53887. * @param hdrInfo The header information of the file.
  53888. * @return The pixels data in RGB right to left up to down order.
  53889. */
  53890. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53891. private static RGBE_ReadPixels_RLE;
  53892. }
  53893. }
  53894. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53895. import { Nullable } from "babylonjs/types";
  53896. import { Scene } from "babylonjs/scene";
  53897. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53898. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53899. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53900. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53901. /**
  53902. * This represents a texture coming from an HDR input.
  53903. *
  53904. * The only supported format is currently panorama picture stored in RGBE format.
  53905. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53906. */
  53907. export class HDRCubeTexture extends BaseTexture {
  53908. private static _facesMapping;
  53909. private _generateHarmonics;
  53910. private _noMipmap;
  53911. private _textureMatrix;
  53912. private _size;
  53913. private _onLoad;
  53914. private _onError;
  53915. /**
  53916. * The texture URL.
  53917. */
  53918. url: string;
  53919. /**
  53920. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53921. */
  53922. coordinatesMode: number;
  53923. protected _isBlocking: boolean;
  53924. /**
  53925. * Sets wether or not the texture is blocking during loading.
  53926. */
  53927. /**
  53928. * Gets wether or not the texture is blocking during loading.
  53929. */
  53930. isBlocking: boolean;
  53931. protected _rotationY: number;
  53932. /**
  53933. * Sets texture matrix rotation angle around Y axis in radians.
  53934. */
  53935. /**
  53936. * Gets texture matrix rotation angle around Y axis radians.
  53937. */
  53938. rotationY: number;
  53939. /**
  53940. * Gets or sets the center of the bounding box associated with the cube texture
  53941. * It must define where the camera used to render the texture was set
  53942. */
  53943. boundingBoxPosition: Vector3;
  53944. private _boundingBoxSize;
  53945. /**
  53946. * Gets or sets the size of the bounding box associated with the cube texture
  53947. * When defined, the cubemap will switch to local mode
  53948. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53949. * @example https://www.babylonjs-playground.com/#RNASML
  53950. */
  53951. boundingBoxSize: Vector3;
  53952. /**
  53953. * Instantiates an HDRTexture from the following parameters.
  53954. *
  53955. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53956. * @param scene The scene the texture will be used in
  53957. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53958. * @param noMipmap Forces to not generate the mipmap if true
  53959. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53960. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  53961. * @param reserved Reserved flag for internal use.
  53962. */
  53963. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53964. /**
  53965. * Get the current class name of the texture useful for serialization or dynamic coding.
  53966. * @returns "HDRCubeTexture"
  53967. */
  53968. getClassName(): string;
  53969. /**
  53970. * Occurs when the file is raw .hdr file.
  53971. */
  53972. private loadTexture;
  53973. clone(): HDRCubeTexture;
  53974. delayLoad(): void;
  53975. /**
  53976. * Get the texture reflection matrix used to rotate/transform the reflection.
  53977. * @returns the reflection matrix
  53978. */
  53979. getReflectionTextureMatrix(): Matrix;
  53980. /**
  53981. * Set the texture reflection matrix used to rotate/transform the reflection.
  53982. * @param value Define the reflection matrix to set
  53983. */
  53984. setReflectionTextureMatrix(value: Matrix): void;
  53985. /**
  53986. * Parses a JSON representation of an HDR Texture in order to create the texture
  53987. * @param parsedTexture Define the JSON representation
  53988. * @param scene Define the scene the texture should be created in
  53989. * @param rootUrl Define the root url in case we need to load relative dependencies
  53990. * @returns the newly created texture after parsing
  53991. */
  53992. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53993. serialize(): any;
  53994. }
  53995. }
  53996. declare module "babylonjs/Physics/physicsEngine" {
  53997. import { Nullable } from "babylonjs/types";
  53998. import { Vector3 } from "babylonjs/Maths/math.vector";
  53999. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  54000. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  54001. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  54002. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54003. /**
  54004. * Class used to control physics engine
  54005. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  54006. */
  54007. export class PhysicsEngine implements IPhysicsEngine {
  54008. private _physicsPlugin;
  54009. /**
  54010. * Global value used to control the smallest number supported by the simulation
  54011. */
  54012. static Epsilon: number;
  54013. private _impostors;
  54014. private _joints;
  54015. /**
  54016. * Gets the gravity vector used by the simulation
  54017. */
  54018. gravity: Vector3;
  54019. /**
  54020. * Factory used to create the default physics plugin.
  54021. * @returns The default physics plugin
  54022. */
  54023. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  54024. /**
  54025. * Creates a new Physics Engine
  54026. * @param gravity defines the gravity vector used by the simulation
  54027. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  54028. */
  54029. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  54030. /**
  54031. * Sets the gravity vector used by the simulation
  54032. * @param gravity defines the gravity vector to use
  54033. */
  54034. setGravity(gravity: Vector3): void;
  54035. /**
  54036. * Set the time step of the physics engine.
  54037. * Default is 1/60.
  54038. * To slow it down, enter 1/600 for example.
  54039. * To speed it up, 1/30
  54040. * @param newTimeStep defines the new timestep to apply to this world.
  54041. */
  54042. setTimeStep(newTimeStep?: number): void;
  54043. /**
  54044. * Get the time step of the physics engine.
  54045. * @returns the current time step
  54046. */
  54047. getTimeStep(): number;
  54048. /**
  54049. * Release all resources
  54050. */
  54051. dispose(): void;
  54052. /**
  54053. * Gets the name of the current physics plugin
  54054. * @returns the name of the plugin
  54055. */
  54056. getPhysicsPluginName(): string;
  54057. /**
  54058. * Adding a new impostor for the impostor tracking.
  54059. * This will be done by the impostor itself.
  54060. * @param impostor the impostor to add
  54061. */
  54062. addImpostor(impostor: PhysicsImpostor): void;
  54063. /**
  54064. * Remove an impostor from the engine.
  54065. * This impostor and its mesh will not longer be updated by the physics engine.
  54066. * @param impostor the impostor to remove
  54067. */
  54068. removeImpostor(impostor: PhysicsImpostor): void;
  54069. /**
  54070. * Add a joint to the physics engine
  54071. * @param mainImpostor defines the main impostor to which the joint is added.
  54072. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  54073. * @param joint defines the joint that will connect both impostors.
  54074. */
  54075. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54076. /**
  54077. * Removes a joint from the simulation
  54078. * @param mainImpostor defines the impostor used with the joint
  54079. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  54080. * @param joint defines the joint to remove
  54081. */
  54082. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54083. /**
  54084. * Called by the scene. No need to call it.
  54085. * @param delta defines the timespam between frames
  54086. */
  54087. _step(delta: number): void;
  54088. /**
  54089. * Gets the current plugin used to run the simulation
  54090. * @returns current plugin
  54091. */
  54092. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54093. /**
  54094. * Gets the list of physic impostors
  54095. * @returns an array of PhysicsImpostor
  54096. */
  54097. getImpostors(): Array<PhysicsImpostor>;
  54098. /**
  54099. * Gets the impostor for a physics enabled object
  54100. * @param object defines the object impersonated by the impostor
  54101. * @returns the PhysicsImpostor or null if not found
  54102. */
  54103. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54104. /**
  54105. * Gets the impostor for a physics body object
  54106. * @param body defines physics body used by the impostor
  54107. * @returns the PhysicsImpostor or null if not found
  54108. */
  54109. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54110. /**
  54111. * Does a raycast in the physics world
  54112. * @param from when should the ray start?
  54113. * @param to when should the ray end?
  54114. * @returns PhysicsRaycastResult
  54115. */
  54116. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54117. }
  54118. }
  54119. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54120. import { Nullable } from "babylonjs/types";
  54121. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54123. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54124. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54125. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54126. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54127. /** @hidden */
  54128. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54129. private _useDeltaForWorldStep;
  54130. world: any;
  54131. name: string;
  54132. private _physicsMaterials;
  54133. private _fixedTimeStep;
  54134. private _cannonRaycastResult;
  54135. private _raycastResult;
  54136. private _physicsBodysToRemoveAfterStep;
  54137. BJSCANNON: any;
  54138. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54139. setGravity(gravity: Vector3): void;
  54140. setTimeStep(timeStep: number): void;
  54141. getTimeStep(): number;
  54142. executeStep(delta: number): void;
  54143. private _removeMarkedPhysicsBodiesFromWorld;
  54144. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54145. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54146. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54147. private _processChildMeshes;
  54148. removePhysicsBody(impostor: PhysicsImpostor): void;
  54149. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54150. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54151. private _addMaterial;
  54152. private _checkWithEpsilon;
  54153. private _createShape;
  54154. private _createHeightmap;
  54155. private _minus90X;
  54156. private _plus90X;
  54157. private _tmpPosition;
  54158. private _tmpDeltaPosition;
  54159. private _tmpUnityRotation;
  54160. private _updatePhysicsBodyTransformation;
  54161. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54162. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54163. isSupported(): boolean;
  54164. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54165. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54166. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54167. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54168. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54169. getBodyMass(impostor: PhysicsImpostor): number;
  54170. getBodyFriction(impostor: PhysicsImpostor): number;
  54171. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54172. getBodyRestitution(impostor: PhysicsImpostor): number;
  54173. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54174. sleepBody(impostor: PhysicsImpostor): void;
  54175. wakeUpBody(impostor: PhysicsImpostor): void;
  54176. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54177. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54178. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54179. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54180. getRadius(impostor: PhysicsImpostor): number;
  54181. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54182. dispose(): void;
  54183. private _extendNamespace;
  54184. /**
  54185. * Does a raycast in the physics world
  54186. * @param from when should the ray start?
  54187. * @param to when should the ray end?
  54188. * @returns PhysicsRaycastResult
  54189. */
  54190. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54191. }
  54192. }
  54193. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54194. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54195. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54196. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54198. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54199. import { Nullable } from "babylonjs/types";
  54200. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54201. /** @hidden */
  54202. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54203. world: any;
  54204. name: string;
  54205. BJSOIMO: any;
  54206. private _raycastResult;
  54207. constructor(iterations?: number, oimoInjection?: any);
  54208. setGravity(gravity: Vector3): void;
  54209. setTimeStep(timeStep: number): void;
  54210. getTimeStep(): number;
  54211. private _tmpImpostorsArray;
  54212. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54213. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54214. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54215. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54216. private _tmpPositionVector;
  54217. removePhysicsBody(impostor: PhysicsImpostor): void;
  54218. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54219. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54220. isSupported(): boolean;
  54221. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54222. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54223. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54224. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54225. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54226. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54227. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54228. getBodyMass(impostor: PhysicsImpostor): number;
  54229. getBodyFriction(impostor: PhysicsImpostor): number;
  54230. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54231. getBodyRestitution(impostor: PhysicsImpostor): number;
  54232. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54233. sleepBody(impostor: PhysicsImpostor): void;
  54234. wakeUpBody(impostor: PhysicsImpostor): void;
  54235. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54236. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54237. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54238. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54239. getRadius(impostor: PhysicsImpostor): number;
  54240. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54241. dispose(): void;
  54242. /**
  54243. * Does a raycast in the physics world
  54244. * @param from when should the ray start?
  54245. * @param to when should the ray end?
  54246. * @returns PhysicsRaycastResult
  54247. */
  54248. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54249. }
  54250. }
  54251. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54252. import { Nullable } from "babylonjs/types";
  54253. import { Scene } from "babylonjs/scene";
  54254. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54255. import { Color4 } from "babylonjs/Maths/math.color";
  54256. import { Mesh } from "babylonjs/Meshes/mesh";
  54257. /**
  54258. * Class containing static functions to help procedurally build meshes
  54259. */
  54260. export class RibbonBuilder {
  54261. /**
  54262. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54263. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54264. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54265. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54266. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  54267. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  54268. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  54269. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54270. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54271. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54272. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  54273. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54274. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  54275. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54277. * @param name defines the name of the mesh
  54278. * @param options defines the options used to create the mesh
  54279. * @param scene defines the hosting scene
  54280. * @returns the ribbon mesh
  54281. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54283. */
  54284. static CreateRibbon(name: string, options: {
  54285. pathArray: Vector3[][];
  54286. closeArray?: boolean;
  54287. closePath?: boolean;
  54288. offset?: number;
  54289. updatable?: boolean;
  54290. sideOrientation?: number;
  54291. frontUVs?: Vector4;
  54292. backUVs?: Vector4;
  54293. instance?: Mesh;
  54294. invertUV?: boolean;
  54295. uvs?: Vector2[];
  54296. colors?: Color4[];
  54297. }, scene?: Nullable<Scene>): Mesh;
  54298. }
  54299. }
  54300. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54301. import { Nullable } from "babylonjs/types";
  54302. import { Scene } from "babylonjs/scene";
  54303. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54304. import { Mesh } from "babylonjs/Meshes/mesh";
  54305. /**
  54306. * Class containing static functions to help procedurally build meshes
  54307. */
  54308. export class ShapeBuilder {
  54309. /**
  54310. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54311. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  54312. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54313. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  54314. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54315. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  54316. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  54317. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54318. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54319. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54320. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54321. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54322. * @param name defines the name of the mesh
  54323. * @param options defines the options used to create the mesh
  54324. * @param scene defines the hosting scene
  54325. * @returns the extruded shape mesh
  54326. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54327. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54328. */
  54329. static ExtrudeShape(name: string, options: {
  54330. shape: Vector3[];
  54331. path: Vector3[];
  54332. scale?: number;
  54333. rotation?: number;
  54334. cap?: number;
  54335. updatable?: boolean;
  54336. sideOrientation?: number;
  54337. frontUVs?: Vector4;
  54338. backUVs?: Vector4;
  54339. instance?: Mesh;
  54340. invertUV?: boolean;
  54341. }, scene?: Nullable<Scene>): Mesh;
  54342. /**
  54343. * Creates an custom extruded shape mesh.
  54344. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54345. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  54346. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54347. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  54348. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54349. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  54350. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54351. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54352. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54353. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  54354. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  54355. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54356. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54357. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54358. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54359. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54360. * @param name defines the name of the mesh
  54361. * @param options defines the options used to create the mesh
  54362. * @param scene defines the hosting scene
  54363. * @returns the custom extruded shape mesh
  54364. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54365. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54366. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54367. */
  54368. static ExtrudeShapeCustom(name: string, options: {
  54369. shape: Vector3[];
  54370. path: Vector3[];
  54371. scaleFunction?: any;
  54372. rotationFunction?: any;
  54373. ribbonCloseArray?: boolean;
  54374. ribbonClosePath?: boolean;
  54375. cap?: number;
  54376. updatable?: boolean;
  54377. sideOrientation?: number;
  54378. frontUVs?: Vector4;
  54379. backUVs?: Vector4;
  54380. instance?: Mesh;
  54381. invertUV?: boolean;
  54382. }, scene?: Nullable<Scene>): Mesh;
  54383. private static _ExtrudeShapeGeneric;
  54384. }
  54385. }
  54386. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54387. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54388. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54389. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54390. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54391. import { Nullable } from "babylonjs/types";
  54392. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54393. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54394. /**
  54395. * AmmoJS Physics plugin
  54396. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54397. * @see https://github.com/kripken/ammo.js/
  54398. */
  54399. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54400. private _useDeltaForWorldStep;
  54401. /**
  54402. * Reference to the Ammo library
  54403. */
  54404. bjsAMMO: any;
  54405. /**
  54406. * Created ammoJS world which physics bodies are added to
  54407. */
  54408. world: any;
  54409. /**
  54410. * Name of the plugin
  54411. */
  54412. name: string;
  54413. private _timeStep;
  54414. private _fixedTimeStep;
  54415. private _maxSteps;
  54416. private _tmpQuaternion;
  54417. private _tmpAmmoTransform;
  54418. private _tmpAmmoQuaternion;
  54419. private _tmpAmmoConcreteContactResultCallback;
  54420. private _collisionConfiguration;
  54421. private _dispatcher;
  54422. private _overlappingPairCache;
  54423. private _solver;
  54424. private _softBodySolver;
  54425. private _tmpAmmoVectorA;
  54426. private _tmpAmmoVectorB;
  54427. private _tmpAmmoVectorC;
  54428. private _tmpAmmoVectorD;
  54429. private _tmpContactCallbackResult;
  54430. private _tmpAmmoVectorRCA;
  54431. private _tmpAmmoVectorRCB;
  54432. private _raycastResult;
  54433. private static readonly DISABLE_COLLISION_FLAG;
  54434. private static readonly KINEMATIC_FLAG;
  54435. private static readonly DISABLE_DEACTIVATION_FLAG;
  54436. /**
  54437. * Initializes the ammoJS plugin
  54438. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54439. * @param ammoInjection can be used to inject your own ammo reference
  54440. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54441. */
  54442. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54443. /**
  54444. * Sets the gravity of the physics world (m/(s^2))
  54445. * @param gravity Gravity to set
  54446. */
  54447. setGravity(gravity: Vector3): void;
  54448. /**
  54449. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54450. * @param timeStep timestep to use in seconds
  54451. */
  54452. setTimeStep(timeStep: number): void;
  54453. /**
  54454. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  54455. * @param fixedTimeStep fixedTimeStep to use in seconds
  54456. */
  54457. setFixedTimeStep(fixedTimeStep: number): void;
  54458. /**
  54459. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54460. * @param maxSteps the maximum number of steps by the physics engine per frame
  54461. */
  54462. setMaxSteps(maxSteps: number): void;
  54463. /**
  54464. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54465. * @returns the current timestep in seconds
  54466. */
  54467. getTimeStep(): number;
  54468. private _isImpostorInContact;
  54469. private _isImpostorPairInContact;
  54470. private _stepSimulation;
  54471. /**
  54472. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54473. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54474. * After the step the babylon meshes are set to the position of the physics imposters
  54475. * @param delta amount of time to step forward
  54476. * @param impostors array of imposters to update before/after the step
  54477. */
  54478. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54479. /**
  54480. * Update babylon mesh to match physics world object
  54481. * @param impostor imposter to match
  54482. */
  54483. private _afterSoftStep;
  54484. /**
  54485. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54486. * @param impostor imposter to match
  54487. */
  54488. private _ropeStep;
  54489. /**
  54490. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54491. * @param impostor imposter to match
  54492. */
  54493. private _softbodyOrClothStep;
  54494. private _tmpVector;
  54495. private _tmpMatrix;
  54496. /**
  54497. * Applies an impulse on the imposter
  54498. * @param impostor imposter to apply impulse to
  54499. * @param force amount of force to be applied to the imposter
  54500. * @param contactPoint the location to apply the impulse on the imposter
  54501. */
  54502. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54503. /**
  54504. * Applies a force on the imposter
  54505. * @param impostor imposter to apply force
  54506. * @param force amount of force to be applied to the imposter
  54507. * @param contactPoint the location to apply the force on the imposter
  54508. */
  54509. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54510. /**
  54511. * Creates a physics body using the plugin
  54512. * @param impostor the imposter to create the physics body on
  54513. */
  54514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54515. /**
  54516. * Removes the physics body from the imposter and disposes of the body's memory
  54517. * @param impostor imposter to remove the physics body from
  54518. */
  54519. removePhysicsBody(impostor: PhysicsImpostor): void;
  54520. /**
  54521. * Generates a joint
  54522. * @param impostorJoint the imposter joint to create the joint with
  54523. */
  54524. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54525. /**
  54526. * Removes a joint
  54527. * @param impostorJoint the imposter joint to remove the joint from
  54528. */
  54529. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54530. private _addMeshVerts;
  54531. /**
  54532. * Initialise the soft body vertices to match its object's (mesh) vertices
  54533. * Softbody vertices (nodes) are in world space and to match this
  54534. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54535. * @param impostor to create the softbody for
  54536. */
  54537. private _softVertexData;
  54538. /**
  54539. * Create an impostor's soft body
  54540. * @param impostor to create the softbody for
  54541. */
  54542. private _createSoftbody;
  54543. /**
  54544. * Create cloth for an impostor
  54545. * @param impostor to create the softbody for
  54546. */
  54547. private _createCloth;
  54548. /**
  54549. * Create rope for an impostor
  54550. * @param impostor to create the softbody for
  54551. */
  54552. private _createRope;
  54553. private _addHullVerts;
  54554. private _createShape;
  54555. /**
  54556. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54557. * @param impostor imposter containing the physics body and babylon object
  54558. */
  54559. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54560. /**
  54561. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54562. * @param impostor imposter containing the physics body and babylon object
  54563. * @param newPosition new position
  54564. * @param newRotation new rotation
  54565. */
  54566. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54567. /**
  54568. * If this plugin is supported
  54569. * @returns true if its supported
  54570. */
  54571. isSupported(): boolean;
  54572. /**
  54573. * Sets the linear velocity of the physics body
  54574. * @param impostor imposter to set the velocity on
  54575. * @param velocity velocity to set
  54576. */
  54577. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54578. /**
  54579. * Sets the angular velocity of the physics body
  54580. * @param impostor imposter to set the velocity on
  54581. * @param velocity velocity to set
  54582. */
  54583. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54584. /**
  54585. * gets the linear velocity
  54586. * @param impostor imposter to get linear velocity from
  54587. * @returns linear velocity
  54588. */
  54589. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54590. /**
  54591. * gets the angular velocity
  54592. * @param impostor imposter to get angular velocity from
  54593. * @returns angular velocity
  54594. */
  54595. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54596. /**
  54597. * Sets the mass of physics body
  54598. * @param impostor imposter to set the mass on
  54599. * @param mass mass to set
  54600. */
  54601. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54602. /**
  54603. * Gets the mass of the physics body
  54604. * @param impostor imposter to get the mass from
  54605. * @returns mass
  54606. */
  54607. getBodyMass(impostor: PhysicsImpostor): number;
  54608. /**
  54609. * Gets friction of the impostor
  54610. * @param impostor impostor to get friction from
  54611. * @returns friction value
  54612. */
  54613. getBodyFriction(impostor: PhysicsImpostor): number;
  54614. /**
  54615. * Sets friction of the impostor
  54616. * @param impostor impostor to set friction on
  54617. * @param friction friction value
  54618. */
  54619. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54620. /**
  54621. * Gets restitution of the impostor
  54622. * @param impostor impostor to get restitution from
  54623. * @returns restitution value
  54624. */
  54625. getBodyRestitution(impostor: PhysicsImpostor): number;
  54626. /**
  54627. * Sets resitution of the impostor
  54628. * @param impostor impostor to set resitution on
  54629. * @param restitution resitution value
  54630. */
  54631. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54632. /**
  54633. * Gets pressure inside the impostor
  54634. * @param impostor impostor to get pressure from
  54635. * @returns pressure value
  54636. */
  54637. getBodyPressure(impostor: PhysicsImpostor): number;
  54638. /**
  54639. * Sets pressure inside a soft body impostor
  54640. * Cloth and rope must remain 0 pressure
  54641. * @param impostor impostor to set pressure on
  54642. * @param pressure pressure value
  54643. */
  54644. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54645. /**
  54646. * Gets stiffness of the impostor
  54647. * @param impostor impostor to get stiffness from
  54648. * @returns pressure value
  54649. */
  54650. getBodyStiffness(impostor: PhysicsImpostor): number;
  54651. /**
  54652. * Sets stiffness of the impostor
  54653. * @param impostor impostor to set stiffness on
  54654. * @param stiffness stiffness value from 0 to 1
  54655. */
  54656. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54657. /**
  54658. * Gets velocityIterations of the impostor
  54659. * @param impostor impostor to get velocity iterations from
  54660. * @returns velocityIterations value
  54661. */
  54662. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54663. /**
  54664. * Sets velocityIterations of the impostor
  54665. * @param impostor impostor to set velocity iterations on
  54666. * @param velocityIterations velocityIterations value
  54667. */
  54668. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54669. /**
  54670. * Gets positionIterations of the impostor
  54671. * @param impostor impostor to get position iterations from
  54672. * @returns positionIterations value
  54673. */
  54674. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54675. /**
  54676. * Sets positionIterations of the impostor
  54677. * @param impostor impostor to set position on
  54678. * @param positionIterations positionIterations value
  54679. */
  54680. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54681. /**
  54682. * Append an anchor to a cloth object
  54683. * @param impostor is the cloth impostor to add anchor to
  54684. * @param otherImpostor is the rigid impostor to anchor to
  54685. * @param width ratio across width from 0 to 1
  54686. * @param height ratio up height from 0 to 1
  54687. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54688. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54689. */
  54690. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54691. /**
  54692. * Append an hook to a rope object
  54693. * @param impostor is the rope impostor to add hook to
  54694. * @param otherImpostor is the rigid impostor to hook to
  54695. * @param length ratio along the rope from 0 to 1
  54696. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54697. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54698. */
  54699. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54700. /**
  54701. * Sleeps the physics body and stops it from being active
  54702. * @param impostor impostor to sleep
  54703. */
  54704. sleepBody(impostor: PhysicsImpostor): void;
  54705. /**
  54706. * Activates the physics body
  54707. * @param impostor impostor to activate
  54708. */
  54709. wakeUpBody(impostor: PhysicsImpostor): void;
  54710. /**
  54711. * Updates the distance parameters of the joint
  54712. * @param joint joint to update
  54713. * @param maxDistance maximum distance of the joint
  54714. * @param minDistance minimum distance of the joint
  54715. */
  54716. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54717. /**
  54718. * Sets a motor on the joint
  54719. * @param joint joint to set motor on
  54720. * @param speed speed of the motor
  54721. * @param maxForce maximum force of the motor
  54722. * @param motorIndex index of the motor
  54723. */
  54724. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54725. /**
  54726. * Sets the motors limit
  54727. * @param joint joint to set limit on
  54728. * @param upperLimit upper limit
  54729. * @param lowerLimit lower limit
  54730. */
  54731. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54732. /**
  54733. * Syncs the position and rotation of a mesh with the impostor
  54734. * @param mesh mesh to sync
  54735. * @param impostor impostor to update the mesh with
  54736. */
  54737. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54738. /**
  54739. * Gets the radius of the impostor
  54740. * @param impostor impostor to get radius from
  54741. * @returns the radius
  54742. */
  54743. getRadius(impostor: PhysicsImpostor): number;
  54744. /**
  54745. * Gets the box size of the impostor
  54746. * @param impostor impostor to get box size from
  54747. * @param result the resulting box size
  54748. */
  54749. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54750. /**
  54751. * Disposes of the impostor
  54752. */
  54753. dispose(): void;
  54754. /**
  54755. * Does a raycast in the physics world
  54756. * @param from when should the ray start?
  54757. * @param to when should the ray end?
  54758. * @returns PhysicsRaycastResult
  54759. */
  54760. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54761. }
  54762. }
  54763. declare module "babylonjs/Probes/reflectionProbe" {
  54764. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54765. import { Vector3 } from "babylonjs/Maths/math.vector";
  54766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54767. import { Nullable } from "babylonjs/types";
  54768. import { Scene } from "babylonjs/scene";
  54769. module "babylonjs/abstractScene" {
  54770. interface AbstractScene {
  54771. /**
  54772. * The list of reflection probes added to the scene
  54773. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54774. */
  54775. reflectionProbes: Array<ReflectionProbe>;
  54776. /**
  54777. * Removes the given reflection probe from this scene.
  54778. * @param toRemove The reflection probe to remove
  54779. * @returns The index of the removed reflection probe
  54780. */
  54781. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54782. /**
  54783. * Adds the given reflection probe to this scene.
  54784. * @param newReflectionProbe The reflection probe to add
  54785. */
  54786. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54787. }
  54788. }
  54789. /**
  54790. * Class used to generate realtime reflection / refraction cube textures
  54791. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54792. */
  54793. export class ReflectionProbe {
  54794. /** defines the name of the probe */
  54795. name: string;
  54796. private _scene;
  54797. private _renderTargetTexture;
  54798. private _projectionMatrix;
  54799. private _viewMatrix;
  54800. private _target;
  54801. private _add;
  54802. private _attachedMesh;
  54803. private _invertYAxis;
  54804. /** Gets or sets probe position (center of the cube map) */
  54805. position: Vector3;
  54806. /**
  54807. * Creates a new reflection probe
  54808. * @param name defines the name of the probe
  54809. * @param size defines the texture resolution (for each face)
  54810. * @param scene defines the hosting scene
  54811. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54812. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54813. */
  54814. constructor(
  54815. /** defines the name of the probe */
  54816. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54817. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54818. samples: number;
  54819. /** Gets or sets the refresh rate to use (on every frame by default) */
  54820. refreshRate: number;
  54821. /**
  54822. * Gets the hosting scene
  54823. * @returns a Scene
  54824. */
  54825. getScene(): Scene;
  54826. /** Gets the internal CubeTexture used to render to */
  54827. readonly cubeTexture: RenderTargetTexture;
  54828. /** Gets the list of meshes to render */
  54829. readonly renderList: Nullable<AbstractMesh[]>;
  54830. /**
  54831. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54832. * @param mesh defines the mesh to attach to
  54833. */
  54834. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54835. /**
  54836. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54837. * @param renderingGroupId The rendering group id corresponding to its index
  54838. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54839. */
  54840. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54841. /**
  54842. * Clean all associated resources
  54843. */
  54844. dispose(): void;
  54845. /**
  54846. * Converts the reflection probe information to a readable string for debug purpose.
  54847. * @param fullDetails Supports for multiple levels of logging within scene loading
  54848. * @returns the human readable reflection probe info
  54849. */
  54850. toString(fullDetails?: boolean): string;
  54851. /**
  54852. * Get the class name of the relfection probe.
  54853. * @returns "ReflectionProbe"
  54854. */
  54855. getClassName(): string;
  54856. /**
  54857. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54858. * @returns The JSON representation of the texture
  54859. */
  54860. serialize(): any;
  54861. /**
  54862. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54863. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54864. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54865. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54866. * @returns The parsed reflection probe if successful
  54867. */
  54868. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54869. }
  54870. }
  54871. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54872. /** @hidden */
  54873. export var _BabylonLoaderRegistered: boolean;
  54874. /**
  54875. * Helps setting up some configuration for the babylon file loader.
  54876. */
  54877. export class BabylonFileLoaderConfiguration {
  54878. /**
  54879. * The loader does not allow injecting custom physix engine into the plugins.
  54880. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54881. * So you could set this variable to your engine import to make it work.
  54882. */
  54883. static LoaderInjectedPhysicsEngine: any;
  54884. }
  54885. }
  54886. declare module "babylonjs/Loading/Plugins/index" {
  54887. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54888. }
  54889. declare module "babylonjs/Loading/index" {
  54890. export * from "babylonjs/Loading/loadingScreen";
  54891. export * from "babylonjs/Loading/Plugins/index";
  54892. export * from "babylonjs/Loading/sceneLoader";
  54893. export * from "babylonjs/Loading/sceneLoaderFlags";
  54894. }
  54895. declare module "babylonjs/Materials/Background/index" {
  54896. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54897. }
  54898. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54899. import { Scene } from "babylonjs/scene";
  54900. import { Color3 } from "babylonjs/Maths/math.color";
  54901. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54902. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54903. /**
  54904. * The Physically based simple base material of BJS.
  54905. *
  54906. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54907. * It is used as the base class for both the specGloss and metalRough conventions.
  54908. */
  54909. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54910. /**
  54911. * Number of Simultaneous lights allowed on the material.
  54912. */
  54913. maxSimultaneousLights: number;
  54914. /**
  54915. * If sets to true, disables all the lights affecting the material.
  54916. */
  54917. disableLighting: boolean;
  54918. /**
  54919. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54920. */
  54921. environmentTexture: BaseTexture;
  54922. /**
  54923. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54924. */
  54925. invertNormalMapX: boolean;
  54926. /**
  54927. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54928. */
  54929. invertNormalMapY: boolean;
  54930. /**
  54931. * Normal map used in the model.
  54932. */
  54933. normalTexture: BaseTexture;
  54934. /**
  54935. * Emissivie color used to self-illuminate the model.
  54936. */
  54937. emissiveColor: Color3;
  54938. /**
  54939. * Emissivie texture used to self-illuminate the model.
  54940. */
  54941. emissiveTexture: BaseTexture;
  54942. /**
  54943. * Occlusion Channel Strenght.
  54944. */
  54945. occlusionStrength: number;
  54946. /**
  54947. * Occlusion Texture of the material (adding extra occlusion effects).
  54948. */
  54949. occlusionTexture: BaseTexture;
  54950. /**
  54951. * Defines the alpha limits in alpha test mode.
  54952. */
  54953. alphaCutOff: number;
  54954. /**
  54955. * Gets the current double sided mode.
  54956. */
  54957. /**
  54958. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54959. */
  54960. doubleSided: boolean;
  54961. /**
  54962. * Stores the pre-calculated light information of a mesh in a texture.
  54963. */
  54964. lightmapTexture: BaseTexture;
  54965. /**
  54966. * If true, the light map contains occlusion information instead of lighting info.
  54967. */
  54968. useLightmapAsShadowmap: boolean;
  54969. /**
  54970. * Instantiates a new PBRMaterial instance.
  54971. *
  54972. * @param name The material name
  54973. * @param scene The scene the material will be use in.
  54974. */
  54975. constructor(name: string, scene: Scene);
  54976. getClassName(): string;
  54977. }
  54978. }
  54979. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54980. import { Scene } from "babylonjs/scene";
  54981. import { Color3 } from "babylonjs/Maths/math.color";
  54982. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54983. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54984. /**
  54985. * The PBR material of BJS following the metal roughness convention.
  54986. *
  54987. * This fits to the PBR convention in the GLTF definition:
  54988. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54989. */
  54990. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54991. /**
  54992. * The base color has two different interpretations depending on the value of metalness.
  54993. * When the material is a metal, the base color is the specific measured reflectance value
  54994. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54995. * of the material.
  54996. */
  54997. baseColor: Color3;
  54998. /**
  54999. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  55000. * well as opacity information in the alpha channel.
  55001. */
  55002. baseTexture: BaseTexture;
  55003. /**
  55004. * Specifies the metallic scalar value of the material.
  55005. * Can also be used to scale the metalness values of the metallic texture.
  55006. */
  55007. metallic: number;
  55008. /**
  55009. * Specifies the roughness scalar value of the material.
  55010. * Can also be used to scale the roughness values of the metallic texture.
  55011. */
  55012. roughness: number;
  55013. /**
  55014. * Texture containing both the metallic value in the B channel and the
  55015. * roughness value in the G channel to keep better precision.
  55016. */
  55017. metallicRoughnessTexture: BaseTexture;
  55018. /**
  55019. * Instantiates a new PBRMetalRoughnessMaterial instance.
  55020. *
  55021. * @param name The material name
  55022. * @param scene The scene the material will be use in.
  55023. */
  55024. constructor(name: string, scene: Scene);
  55025. /**
  55026. * Return the currrent class name of the material.
  55027. */
  55028. getClassName(): string;
  55029. /**
  55030. * Makes a duplicate of the current material.
  55031. * @param name - name to use for the new material.
  55032. */
  55033. clone(name: string): PBRMetallicRoughnessMaterial;
  55034. /**
  55035. * Serialize the material to a parsable JSON object.
  55036. */
  55037. serialize(): any;
  55038. /**
  55039. * Parses a JSON object correponding to the serialize function.
  55040. */
  55041. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  55042. }
  55043. }
  55044. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  55045. import { Scene } from "babylonjs/scene";
  55046. import { Color3 } from "babylonjs/Maths/math.color";
  55047. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55048. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55049. /**
  55050. * The PBR material of BJS following the specular glossiness convention.
  55051. *
  55052. * This fits to the PBR convention in the GLTF definition:
  55053. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  55054. */
  55055. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  55056. /**
  55057. * Specifies the diffuse color of the material.
  55058. */
  55059. diffuseColor: Color3;
  55060. /**
  55061. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  55062. * channel.
  55063. */
  55064. diffuseTexture: BaseTexture;
  55065. /**
  55066. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  55067. */
  55068. specularColor: Color3;
  55069. /**
  55070. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  55071. */
  55072. glossiness: number;
  55073. /**
  55074. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  55075. */
  55076. specularGlossinessTexture: BaseTexture;
  55077. /**
  55078. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  55079. *
  55080. * @param name The material name
  55081. * @param scene The scene the material will be use in.
  55082. */
  55083. constructor(name: string, scene: Scene);
  55084. /**
  55085. * Return the currrent class name of the material.
  55086. */
  55087. getClassName(): string;
  55088. /**
  55089. * Makes a duplicate of the current material.
  55090. * @param name - name to use for the new material.
  55091. */
  55092. clone(name: string): PBRSpecularGlossinessMaterial;
  55093. /**
  55094. * Serialize the material to a parsable JSON object.
  55095. */
  55096. serialize(): any;
  55097. /**
  55098. * Parses a JSON object correponding to the serialize function.
  55099. */
  55100. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55101. }
  55102. }
  55103. declare module "babylonjs/Materials/PBR/index" {
  55104. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55105. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55106. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55107. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55108. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55109. }
  55110. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55111. import { Nullable } from "babylonjs/types";
  55112. import { Scene } from "babylonjs/scene";
  55113. import { Matrix } from "babylonjs/Maths/math.vector";
  55114. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55115. /**
  55116. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55117. * It can help converting any input color in a desired output one. This can then be used to create effects
  55118. * from sepia, black and white to sixties or futuristic rendering...
  55119. *
  55120. * The only supported format is currently 3dl.
  55121. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55122. */
  55123. export class ColorGradingTexture extends BaseTexture {
  55124. /**
  55125. * The current texture matrix. (will always be identity in color grading texture)
  55126. */
  55127. private _textureMatrix;
  55128. /**
  55129. * The texture URL.
  55130. */
  55131. url: string;
  55132. /**
  55133. * Empty line regex stored for GC.
  55134. */
  55135. private static _noneEmptyLineRegex;
  55136. private _engine;
  55137. /**
  55138. * Instantiates a ColorGradingTexture from the following parameters.
  55139. *
  55140. * @param url The location of the color gradind data (currently only supporting 3dl)
  55141. * @param scene The scene the texture will be used in
  55142. */
  55143. constructor(url: string, scene: Scene);
  55144. /**
  55145. * Returns the texture matrix used in most of the material.
  55146. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55147. */
  55148. getTextureMatrix(): Matrix;
  55149. /**
  55150. * Occurs when the file being loaded is a .3dl LUT file.
  55151. */
  55152. private load3dlTexture;
  55153. /**
  55154. * Starts the loading process of the texture.
  55155. */
  55156. private loadTexture;
  55157. /**
  55158. * Clones the color gradind texture.
  55159. */
  55160. clone(): ColorGradingTexture;
  55161. /**
  55162. * Called during delayed load for textures.
  55163. */
  55164. delayLoad(): void;
  55165. /**
  55166. * Parses a color grading texture serialized by Babylon.
  55167. * @param parsedTexture The texture information being parsedTexture
  55168. * @param scene The scene to load the texture in
  55169. * @param rootUrl The root url of the data assets to load
  55170. * @return A color gradind texture
  55171. */
  55172. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55173. /**
  55174. * Serializes the LUT texture to json format.
  55175. */
  55176. serialize(): any;
  55177. }
  55178. }
  55179. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55180. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55181. import { Scene } from "babylonjs/scene";
  55182. import { Nullable } from "babylonjs/types";
  55183. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55184. /**
  55185. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55186. */
  55187. export class EquiRectangularCubeTexture extends BaseTexture {
  55188. /** The six faces of the cube. */
  55189. private static _FacesMapping;
  55190. private _noMipmap;
  55191. private _onLoad;
  55192. private _onError;
  55193. /** The size of the cubemap. */
  55194. private _size;
  55195. /** The buffer of the image. */
  55196. private _buffer;
  55197. /** The width of the input image. */
  55198. private _width;
  55199. /** The height of the input image. */
  55200. private _height;
  55201. /** The URL to the image. */
  55202. url: string;
  55203. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55204. coordinatesMode: number;
  55205. /**
  55206. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55207. * @param url The location of the image
  55208. * @param scene The scene the texture will be used in
  55209. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55210. * @param noMipmap Forces to not generate the mipmap if true
  55211. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55212. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55213. * @param onLoad — defines a callback called when texture is loaded
  55214. * @param onError — defines a callback called if there is an error
  55215. */
  55216. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55217. /**
  55218. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55219. */
  55220. private loadImage;
  55221. /**
  55222. * Convert the image buffer into a cubemap and create a CubeTexture.
  55223. */
  55224. private loadTexture;
  55225. /**
  55226. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55227. * @param buffer The ArrayBuffer that should be converted.
  55228. * @returns The buffer as Float32Array.
  55229. */
  55230. private getFloat32ArrayFromArrayBuffer;
  55231. /**
  55232. * Get the current class name of the texture useful for serialization or dynamic coding.
  55233. * @returns "EquiRectangularCubeTexture"
  55234. */
  55235. getClassName(): string;
  55236. /**
  55237. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55238. * @returns A clone of the current EquiRectangularCubeTexture.
  55239. */
  55240. clone(): EquiRectangularCubeTexture;
  55241. }
  55242. }
  55243. declare module "babylonjs/Misc/tga" {
  55244. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55245. /**
  55246. * Based on jsTGALoader - Javascript loader for TGA file
  55247. * By Vincent Thibault
  55248. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55249. */
  55250. export class TGATools {
  55251. private static _TYPE_INDEXED;
  55252. private static _TYPE_RGB;
  55253. private static _TYPE_GREY;
  55254. private static _TYPE_RLE_INDEXED;
  55255. private static _TYPE_RLE_RGB;
  55256. private static _TYPE_RLE_GREY;
  55257. private static _ORIGIN_MASK;
  55258. private static _ORIGIN_SHIFT;
  55259. private static _ORIGIN_BL;
  55260. private static _ORIGIN_BR;
  55261. private static _ORIGIN_UL;
  55262. private static _ORIGIN_UR;
  55263. /**
  55264. * Gets the header of a TGA file
  55265. * @param data defines the TGA data
  55266. * @returns the header
  55267. */
  55268. static GetTGAHeader(data: Uint8Array): any;
  55269. /**
  55270. * Uploads TGA content to a Babylon Texture
  55271. * @hidden
  55272. */
  55273. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55274. /** @hidden */
  55275. 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;
  55276. /** @hidden */
  55277. 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;
  55278. /** @hidden */
  55279. 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;
  55280. /** @hidden */
  55281. 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;
  55282. /** @hidden */
  55283. 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;
  55284. /** @hidden */
  55285. 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;
  55286. }
  55287. }
  55288. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55289. import { Nullable } from "babylonjs/types";
  55290. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55291. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55292. /**
  55293. * Implementation of the TGA Texture Loader.
  55294. * @hidden
  55295. */
  55296. export class _TGATextureLoader implements IInternalTextureLoader {
  55297. /**
  55298. * Defines wether the loader supports cascade loading the different faces.
  55299. */
  55300. readonly supportCascades: boolean;
  55301. /**
  55302. * This returns if the loader support the current file information.
  55303. * @param extension defines the file extension of the file being loaded
  55304. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55305. * @param fallback defines the fallback internal texture if any
  55306. * @param isBase64 defines whether the texture is encoded as a base64
  55307. * @param isBuffer defines whether the texture data are stored as a buffer
  55308. * @returns true if the loader can load the specified file
  55309. */
  55310. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55311. /**
  55312. * Transform the url before loading if required.
  55313. * @param rootUrl the url of the texture
  55314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55315. * @returns the transformed texture
  55316. */
  55317. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55318. /**
  55319. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55320. * @param rootUrl the url of the texture
  55321. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55322. * @returns the fallback texture
  55323. */
  55324. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55325. /**
  55326. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55327. * @param data contains the texture data
  55328. * @param texture defines the BabylonJS internal texture
  55329. * @param createPolynomials will be true if polynomials have been requested
  55330. * @param onLoad defines the callback to trigger once the texture is ready
  55331. * @param onError defines the callback to trigger in case of error
  55332. */
  55333. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55334. /**
  55335. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55336. * @param data contains the texture data
  55337. * @param texture defines the BabylonJS internal texture
  55338. * @param callback defines the method to call once ready to upload
  55339. */
  55340. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55341. }
  55342. }
  55343. declare module "babylonjs/Misc/basis" {
  55344. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55345. /**
  55346. * Info about the .basis files
  55347. */
  55348. class BasisFileInfo {
  55349. /**
  55350. * If the file has alpha
  55351. */
  55352. hasAlpha: boolean;
  55353. /**
  55354. * Info about each image of the basis file
  55355. */
  55356. images: Array<{
  55357. levels: Array<{
  55358. width: number;
  55359. height: number;
  55360. transcodedPixels: ArrayBufferView;
  55361. }>;
  55362. }>;
  55363. }
  55364. /**
  55365. * Result of transcoding a basis file
  55366. */
  55367. class TranscodeResult {
  55368. /**
  55369. * Info about the .basis file
  55370. */
  55371. fileInfo: BasisFileInfo;
  55372. /**
  55373. * Format to use when loading the file
  55374. */
  55375. format: number;
  55376. }
  55377. /**
  55378. * Configuration options for the Basis transcoder
  55379. */
  55380. export class BasisTranscodeConfiguration {
  55381. /**
  55382. * Supported compression formats used to determine the supported output format of the transcoder
  55383. */
  55384. supportedCompressionFormats?: {
  55385. /**
  55386. * etc1 compression format
  55387. */
  55388. etc1?: boolean;
  55389. /**
  55390. * s3tc compression format
  55391. */
  55392. s3tc?: boolean;
  55393. /**
  55394. * pvrtc compression format
  55395. */
  55396. pvrtc?: boolean;
  55397. /**
  55398. * etc2 compression format
  55399. */
  55400. etc2?: boolean;
  55401. };
  55402. /**
  55403. * If mipmap levels should be loaded for transcoded images (Default: true)
  55404. */
  55405. loadMipmapLevels?: boolean;
  55406. /**
  55407. * Index of a single image to load (Default: all images)
  55408. */
  55409. loadSingleImage?: number;
  55410. }
  55411. /**
  55412. * Used to load .Basis files
  55413. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55414. */
  55415. export class BasisTools {
  55416. private static _IgnoreSupportedFormats;
  55417. /**
  55418. * URL to use when loading the basis transcoder
  55419. */
  55420. static JSModuleURL: string;
  55421. /**
  55422. * URL to use when loading the wasm module for the transcoder
  55423. */
  55424. static WasmModuleURL: string;
  55425. /**
  55426. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55427. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55428. * @returns internal format corresponding to the Basis format
  55429. */
  55430. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55431. private static _WorkerPromise;
  55432. private static _Worker;
  55433. private static _actionId;
  55434. private static _CreateWorkerAsync;
  55435. /**
  55436. * Transcodes a loaded image file to compressed pixel data
  55437. * @param imageData image data to transcode
  55438. * @param config configuration options for the transcoding
  55439. * @returns a promise resulting in the transcoded image
  55440. */
  55441. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55442. /**
  55443. * Loads a texture from the transcode result
  55444. * @param texture texture load to
  55445. * @param transcodeResult the result of transcoding the basis file to load from
  55446. */
  55447. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55448. }
  55449. }
  55450. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55451. import { Nullable } from "babylonjs/types";
  55452. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55453. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55454. /**
  55455. * Loader for .basis file format
  55456. */
  55457. export class _BasisTextureLoader implements IInternalTextureLoader {
  55458. /**
  55459. * Defines whether the loader supports cascade loading the different faces.
  55460. */
  55461. readonly supportCascades: boolean;
  55462. /**
  55463. * This returns if the loader support the current file information.
  55464. * @param extension defines the file extension of the file being loaded
  55465. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55466. * @param fallback defines the fallback internal texture if any
  55467. * @param isBase64 defines whether the texture is encoded as a base64
  55468. * @param isBuffer defines whether the texture data are stored as a buffer
  55469. * @returns true if the loader can load the specified file
  55470. */
  55471. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55472. /**
  55473. * Transform the url before loading if required.
  55474. * @param rootUrl the url of the texture
  55475. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55476. * @returns the transformed texture
  55477. */
  55478. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55479. /**
  55480. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55481. * @param rootUrl the url of the texture
  55482. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55483. * @returns the fallback texture
  55484. */
  55485. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55486. /**
  55487. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55488. * @param data contains the texture data
  55489. * @param texture defines the BabylonJS internal texture
  55490. * @param createPolynomials will be true if polynomials have been requested
  55491. * @param onLoad defines the callback to trigger once the texture is ready
  55492. * @param onError defines the callback to trigger in case of error
  55493. */
  55494. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55495. /**
  55496. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55497. * @param data contains the texture data
  55498. * @param texture defines the BabylonJS internal texture
  55499. * @param callback defines the method to call once ready to upload
  55500. */
  55501. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55502. }
  55503. }
  55504. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55505. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55506. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55507. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55508. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55509. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55510. }
  55511. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55512. import { Scene } from "babylonjs/scene";
  55513. import { Texture } from "babylonjs/Materials/Textures/texture";
  55514. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55515. /**
  55516. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  55517. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55518. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55519. */
  55520. export class CustomProceduralTexture extends ProceduralTexture {
  55521. private _animate;
  55522. private _time;
  55523. private _config;
  55524. private _texturePath;
  55525. /**
  55526. * Instantiates a new Custom Procedural Texture.
  55527. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  55528. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55529. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55530. * @param name Define the name of the texture
  55531. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55532. * @param size Define the size of the texture to create
  55533. * @param scene Define the scene the texture belongs to
  55534. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55535. * @param generateMipMaps Define if the texture should creates mip maps or not
  55536. */
  55537. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55538. private _loadJson;
  55539. /**
  55540. * Is the texture ready to be used ? (rendered at least once)
  55541. * @returns true if ready, otherwise, false.
  55542. */
  55543. isReady(): boolean;
  55544. /**
  55545. * Render the texture to its associated render target.
  55546. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55547. */
  55548. render(useCameraPostProcess?: boolean): void;
  55549. /**
  55550. * Update the list of dependant textures samplers in the shader.
  55551. */
  55552. updateTextures(): void;
  55553. /**
  55554. * Update the uniform values of the procedural texture in the shader.
  55555. */
  55556. updateShaderUniforms(): void;
  55557. /**
  55558. * Define if the texture animates or not.
  55559. */
  55560. animate: boolean;
  55561. }
  55562. }
  55563. declare module "babylonjs/Shaders/noise.fragment" {
  55564. /** @hidden */
  55565. export var noisePixelShader: {
  55566. name: string;
  55567. shader: string;
  55568. };
  55569. }
  55570. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55571. import { Nullable } from "babylonjs/types";
  55572. import { Scene } from "babylonjs/scene";
  55573. import { Texture } from "babylonjs/Materials/Textures/texture";
  55574. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55575. import "babylonjs/Shaders/noise.fragment";
  55576. /**
  55577. * Class used to generate noise procedural textures
  55578. */
  55579. export class NoiseProceduralTexture extends ProceduralTexture {
  55580. private _time;
  55581. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55582. brightness: number;
  55583. /** Defines the number of octaves to process */
  55584. octaves: number;
  55585. /** Defines the level of persistence (0.8 by default) */
  55586. persistence: number;
  55587. /** Gets or sets animation speed factor (default is 1) */
  55588. animationSpeedFactor: number;
  55589. /**
  55590. * Creates a new NoiseProceduralTexture
  55591. * @param name defines the name fo the texture
  55592. * @param size defines the size of the texture (default is 256)
  55593. * @param scene defines the hosting scene
  55594. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55595. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55596. */
  55597. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55598. private _updateShaderUniforms;
  55599. protected _getDefines(): string;
  55600. /** Generate the current state of the procedural texture */
  55601. render(useCameraPostProcess?: boolean): void;
  55602. /**
  55603. * Serializes this noise procedural texture
  55604. * @returns a serialized noise procedural texture object
  55605. */
  55606. serialize(): any;
  55607. /**
  55608. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55609. * @param parsedTexture defines parsed texture data
  55610. * @param scene defines the current scene
  55611. * @param rootUrl defines the root URL containing noise procedural texture information
  55612. * @returns a parsed NoiseProceduralTexture
  55613. */
  55614. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55615. }
  55616. }
  55617. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55618. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55619. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55620. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55621. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55622. }
  55623. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55624. import { Nullable } from "babylonjs/types";
  55625. import { Scene } from "babylonjs/scene";
  55626. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55627. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55628. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55629. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55630. /**
  55631. * Raw cube texture where the raw buffers are passed in
  55632. */
  55633. export class RawCubeTexture extends CubeTexture {
  55634. /**
  55635. * Creates a cube texture where the raw buffers are passed in.
  55636. * @param scene defines the scene the texture is attached to
  55637. * @param data defines the array of data to use to create each face
  55638. * @param size defines the size of the textures
  55639. * @param format defines the format of the data
  55640. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55641. * @param generateMipMaps defines if the engine should generate the mip levels
  55642. * @param invertY defines if data must be stored with Y axis inverted
  55643. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55644. * @param compression defines the compression used (null by default)
  55645. */
  55646. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55647. /**
  55648. * Updates the raw cube texture.
  55649. * @param data defines the data to store
  55650. * @param format defines the data format
  55651. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55652. * @param invertY defines if data must be stored with Y axis inverted
  55653. * @param compression defines the compression used (null by default)
  55654. * @param level defines which level of the texture to update
  55655. */
  55656. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55657. /**
  55658. * Updates a raw cube texture with RGBD encoded data.
  55659. * @param data defines the array of data [mipmap][face] to use to create each face
  55660. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55661. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55662. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55663. * @returns a promsie that resolves when the operation is complete
  55664. */
  55665. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55666. /**
  55667. * Clones the raw cube texture.
  55668. * @return a new cube texture
  55669. */
  55670. clone(): CubeTexture;
  55671. /** @hidden */
  55672. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55673. }
  55674. }
  55675. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55676. import { Scene } from "babylonjs/scene";
  55677. import { Texture } from "babylonjs/Materials/Textures/texture";
  55678. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55679. /**
  55680. * Class used to store 3D textures containing user data
  55681. */
  55682. export class RawTexture3D extends Texture {
  55683. /** Gets or sets the texture format to use */
  55684. format: number;
  55685. private _engine;
  55686. /**
  55687. * Create a new RawTexture3D
  55688. * @param data defines the data of the texture
  55689. * @param width defines the width of the texture
  55690. * @param height defines the height of the texture
  55691. * @param depth defines the depth of the texture
  55692. * @param format defines the texture format to use
  55693. * @param scene defines the hosting scene
  55694. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55695. * @param invertY defines if texture must be stored with Y axis inverted
  55696. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55697. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55698. */
  55699. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55700. /** Gets or sets the texture format to use */
  55701. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55702. /**
  55703. * Update the texture with new data
  55704. * @param data defines the data to store in the texture
  55705. */
  55706. update(data: ArrayBufferView): void;
  55707. }
  55708. }
  55709. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55710. import { Scene } from "babylonjs/scene";
  55711. import { Texture } from "babylonjs/Materials/Textures/texture";
  55712. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55713. /**
  55714. * Class used to store 2D array textures containing user data
  55715. */
  55716. export class RawTexture2DArray extends Texture {
  55717. /** Gets or sets the texture format to use */
  55718. format: number;
  55719. private _engine;
  55720. /**
  55721. * Create a new RawTexture2DArray
  55722. * @param data defines the data of the texture
  55723. * @param width defines the width of the texture
  55724. * @param height defines the height of the texture
  55725. * @param depth defines the number of layers of the texture
  55726. * @param format defines the texture format to use
  55727. * @param scene defines the hosting scene
  55728. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55729. * @param invertY defines if texture must be stored with Y axis inverted
  55730. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55731. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55732. */
  55733. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55734. /** Gets or sets the texture format to use */
  55735. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55736. /**
  55737. * Update the texture with new data
  55738. * @param data defines the data to store in the texture
  55739. */
  55740. update(data: ArrayBufferView): void;
  55741. }
  55742. }
  55743. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55744. import { Scene } from "babylonjs/scene";
  55745. import { Plane } from "babylonjs/Maths/math.plane";
  55746. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55747. /**
  55748. * Creates a refraction texture used by refraction channel of the standard material.
  55749. * It is like a mirror but to see through a material.
  55750. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55751. */
  55752. export class RefractionTexture extends RenderTargetTexture {
  55753. /**
  55754. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55755. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  55756. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55757. */
  55758. refractionPlane: Plane;
  55759. /**
  55760. * Define how deep under the surface we should see.
  55761. */
  55762. depth: number;
  55763. /**
  55764. * Creates a refraction texture used by refraction channel of the standard material.
  55765. * It is like a mirror but to see through a material.
  55766. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55767. * @param name Define the texture name
  55768. * @param size Define the size of the underlying texture
  55769. * @param scene Define the scene the refraction belongs to
  55770. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55771. */
  55772. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55773. /**
  55774. * Clone the refraction texture.
  55775. * @returns the cloned texture
  55776. */
  55777. clone(): RefractionTexture;
  55778. /**
  55779. * Serialize the texture to a JSON representation you could use in Parse later on
  55780. * @returns the serialized JSON representation
  55781. */
  55782. serialize(): any;
  55783. }
  55784. }
  55785. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55786. import { Nullable } from "babylonjs/types";
  55787. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55788. import { Matrix } from "babylonjs/Maths/math.vector";
  55789. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55790. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55791. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55792. import { Scene } from "babylonjs/scene";
  55793. /**
  55794. * Defines the options related to the creation of an HtmlElementTexture
  55795. */
  55796. export interface IHtmlElementTextureOptions {
  55797. /**
  55798. * Defines wether mip maps should be created or not.
  55799. */
  55800. generateMipMaps?: boolean;
  55801. /**
  55802. * Defines the sampling mode of the texture.
  55803. */
  55804. samplingMode?: number;
  55805. /**
  55806. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55807. */
  55808. engine: Nullable<ThinEngine>;
  55809. /**
  55810. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55811. */
  55812. scene: Nullable<Scene>;
  55813. }
  55814. /**
  55815. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55816. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55817. * is automatically managed.
  55818. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55819. * in your application.
  55820. *
  55821. * As the update is not automatic, you need to call them manually.
  55822. */
  55823. export class HtmlElementTexture extends BaseTexture {
  55824. /**
  55825. * The texture URL.
  55826. */
  55827. element: HTMLVideoElement | HTMLCanvasElement;
  55828. private static readonly DefaultOptions;
  55829. private _textureMatrix;
  55830. private _engine;
  55831. private _isVideo;
  55832. private _generateMipMaps;
  55833. private _samplingMode;
  55834. /**
  55835. * Instantiates a HtmlElementTexture from the following parameters.
  55836. *
  55837. * @param name Defines the name of the texture
  55838. * @param element Defines the video or canvas the texture is filled with
  55839. * @param options Defines the other none mandatory texture creation options
  55840. */
  55841. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55842. private _createInternalTexture;
  55843. /**
  55844. * Returns the texture matrix used in most of the material.
  55845. */
  55846. getTextureMatrix(): Matrix;
  55847. /**
  55848. * Updates the content of the texture.
  55849. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55850. */
  55851. update(invertY?: Nullable<boolean>): void;
  55852. }
  55853. }
  55854. declare module "babylonjs/Materials/Textures/index" {
  55855. export * from "babylonjs/Materials/Textures/baseTexture";
  55856. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55857. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55858. export * from "babylonjs/Materials/Textures/cubeTexture";
  55859. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55860. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55861. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55862. export * from "babylonjs/Materials/Textures/internalTexture";
  55863. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55864. export * from "babylonjs/Materials/Textures/Loaders/index";
  55865. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55866. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55867. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55868. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55869. export * from "babylonjs/Materials/Textures/rawTexture";
  55870. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55871. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55872. export * from "babylonjs/Materials/Textures/refractionTexture";
  55873. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55874. export * from "babylonjs/Materials/Textures/texture";
  55875. export * from "babylonjs/Materials/Textures/videoTexture";
  55876. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55877. }
  55878. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55879. /**
  55880. * Enum used to define the target of a block
  55881. */
  55882. export enum NodeMaterialBlockTargets {
  55883. /** Vertex shader */
  55884. Vertex = 1,
  55885. /** Fragment shader */
  55886. Fragment = 2,
  55887. /** Neutral */
  55888. Neutral = 4,
  55889. /** Vertex and Fragment */
  55890. VertexAndFragment = 3
  55891. }
  55892. }
  55893. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55894. /**
  55895. * Defines the kind of connection point for node based material
  55896. */
  55897. export enum NodeMaterialBlockConnectionPointTypes {
  55898. /** Float */
  55899. Float = 1,
  55900. /** Int */
  55901. Int = 2,
  55902. /** Vector2 */
  55903. Vector2 = 4,
  55904. /** Vector3 */
  55905. Vector3 = 8,
  55906. /** Vector4 */
  55907. Vector4 = 16,
  55908. /** Color3 */
  55909. Color3 = 32,
  55910. /** Color4 */
  55911. Color4 = 64,
  55912. /** Matrix */
  55913. Matrix = 128,
  55914. /** Detect type based on connection */
  55915. AutoDetect = 1024,
  55916. /** Output type that will be defined by input type */
  55917. BasedOnInput = 2048
  55918. }
  55919. }
  55920. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55921. /**
  55922. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55923. */
  55924. export enum NodeMaterialBlockConnectionPointMode {
  55925. /** Value is an uniform */
  55926. Uniform = 0,
  55927. /** Value is a mesh attribute */
  55928. Attribute = 1,
  55929. /** Value is a varying between vertex and fragment shaders */
  55930. Varying = 2,
  55931. /** Mode is undefined */
  55932. Undefined = 3
  55933. }
  55934. }
  55935. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55936. /**
  55937. * Enum used to define system values e.g. values automatically provided by the system
  55938. */
  55939. export enum NodeMaterialSystemValues {
  55940. /** World */
  55941. World = 1,
  55942. /** View */
  55943. View = 2,
  55944. /** Projection */
  55945. Projection = 3,
  55946. /** ViewProjection */
  55947. ViewProjection = 4,
  55948. /** WorldView */
  55949. WorldView = 5,
  55950. /** WorldViewProjection */
  55951. WorldViewProjection = 6,
  55952. /** CameraPosition */
  55953. CameraPosition = 7,
  55954. /** Fog Color */
  55955. FogColor = 8,
  55956. /** Delta time */
  55957. DeltaTime = 9
  55958. }
  55959. }
  55960. declare module "babylonjs/Materials/Node/Enums/index" {
  55961. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55962. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55963. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55964. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55965. }
  55966. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55967. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55968. /**
  55969. * Root class for all node material optimizers
  55970. */
  55971. export class NodeMaterialOptimizer {
  55972. /**
  55973. * Function used to optimize a NodeMaterial graph
  55974. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55975. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55976. */
  55977. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55978. }
  55979. }
  55980. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55981. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55982. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55983. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55984. import { Scene } from "babylonjs/scene";
  55985. /**
  55986. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55987. */
  55988. export class TransformBlock extends NodeMaterialBlock {
  55989. /**
  55990. * Defines the value to use to complement W value to transform it to a Vector4
  55991. */
  55992. complementW: number;
  55993. /**
  55994. * Defines the value to use to complement z value to transform it to a Vector4
  55995. */
  55996. complementZ: number;
  55997. /**
  55998. * Creates a new TransformBlock
  55999. * @param name defines the block name
  56000. */
  56001. constructor(name: string);
  56002. /**
  56003. * Gets the current class name
  56004. * @returns the class name
  56005. */
  56006. getClassName(): string;
  56007. /**
  56008. * Gets the vector input
  56009. */
  56010. readonly vector: NodeMaterialConnectionPoint;
  56011. /**
  56012. * Gets the output component
  56013. */
  56014. readonly output: NodeMaterialConnectionPoint;
  56015. /**
  56016. * Gets the matrix transform input
  56017. */
  56018. readonly transform: NodeMaterialConnectionPoint;
  56019. protected _buildBlock(state: NodeMaterialBuildState): this;
  56020. serialize(): any;
  56021. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56022. protected _dumpPropertiesCode(): string;
  56023. }
  56024. }
  56025. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  56026. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56027. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56028. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56029. /**
  56030. * Block used to output the vertex position
  56031. */
  56032. export class VertexOutputBlock extends NodeMaterialBlock {
  56033. /**
  56034. * Creates a new VertexOutputBlock
  56035. * @param name defines the block name
  56036. */
  56037. constructor(name: string);
  56038. /**
  56039. * Gets the current class name
  56040. * @returns the class name
  56041. */
  56042. getClassName(): string;
  56043. /**
  56044. * Gets the vector input component
  56045. */
  56046. readonly vector: NodeMaterialConnectionPoint;
  56047. protected _buildBlock(state: NodeMaterialBuildState): this;
  56048. }
  56049. }
  56050. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  56051. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56052. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56053. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56054. /**
  56055. * Block used to output the final color
  56056. */
  56057. export class FragmentOutputBlock extends NodeMaterialBlock {
  56058. /**
  56059. * Create a new FragmentOutputBlock
  56060. * @param name defines the block name
  56061. */
  56062. constructor(name: string);
  56063. /**
  56064. * Gets the current class name
  56065. * @returns the class name
  56066. */
  56067. getClassName(): string;
  56068. /**
  56069. * Gets the rgba input component
  56070. */
  56071. readonly rgba: NodeMaterialConnectionPoint;
  56072. /**
  56073. * Gets the rgb input component
  56074. */
  56075. readonly rgb: NodeMaterialConnectionPoint;
  56076. /**
  56077. * Gets the a input component
  56078. */
  56079. readonly a: NodeMaterialConnectionPoint;
  56080. protected _buildBlock(state: NodeMaterialBuildState): this;
  56081. }
  56082. }
  56083. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56084. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56085. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56086. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56087. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56089. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56090. import { Effect } from "babylonjs/Materials/effect";
  56091. import { Mesh } from "babylonjs/Meshes/mesh";
  56092. import { Nullable } from "babylonjs/types";
  56093. import { Scene } from "babylonjs/scene";
  56094. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56095. /**
  56096. * Block used to read a reflection texture from a sampler
  56097. */
  56098. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56099. private _define3DName;
  56100. private _defineCubicName;
  56101. private _defineExplicitName;
  56102. private _defineProjectionName;
  56103. private _defineLocalCubicName;
  56104. private _defineSphericalName;
  56105. private _definePlanarName;
  56106. private _defineEquirectangularName;
  56107. private _defineMirroredEquirectangularFixedName;
  56108. private _defineEquirectangularFixedName;
  56109. private _defineSkyboxName;
  56110. private _cubeSamplerName;
  56111. private _2DSamplerName;
  56112. private _positionUVWName;
  56113. private _directionWName;
  56114. private _reflectionCoordsName;
  56115. private _reflection2DCoordsName;
  56116. private _reflectionColorName;
  56117. private _reflectionMatrixName;
  56118. /**
  56119. * Gets or sets the texture associated with the node
  56120. */
  56121. texture: Nullable<BaseTexture>;
  56122. /**
  56123. * Create a new TextureBlock
  56124. * @param name defines the block name
  56125. */
  56126. constructor(name: string);
  56127. /**
  56128. * Gets the current class name
  56129. * @returns the class name
  56130. */
  56131. getClassName(): string;
  56132. /**
  56133. * Gets the world position input component
  56134. */
  56135. readonly position: NodeMaterialConnectionPoint;
  56136. /**
  56137. * Gets the world position input component
  56138. */
  56139. readonly worldPosition: NodeMaterialConnectionPoint;
  56140. /**
  56141. * Gets the world normal input component
  56142. */
  56143. readonly worldNormal: NodeMaterialConnectionPoint;
  56144. /**
  56145. * Gets the world input component
  56146. */
  56147. readonly world: NodeMaterialConnectionPoint;
  56148. /**
  56149. * Gets the camera (or eye) position component
  56150. */
  56151. readonly cameraPosition: NodeMaterialConnectionPoint;
  56152. /**
  56153. * Gets the view input component
  56154. */
  56155. readonly view: NodeMaterialConnectionPoint;
  56156. /**
  56157. * Gets the rgb output component
  56158. */
  56159. readonly rgb: NodeMaterialConnectionPoint;
  56160. /**
  56161. * Gets the r output component
  56162. */
  56163. readonly r: NodeMaterialConnectionPoint;
  56164. /**
  56165. * Gets the g output component
  56166. */
  56167. readonly g: NodeMaterialConnectionPoint;
  56168. /**
  56169. * Gets the b output component
  56170. */
  56171. readonly b: NodeMaterialConnectionPoint;
  56172. autoConfigure(material: NodeMaterial): void;
  56173. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56174. isReady(): boolean;
  56175. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56176. private _injectVertexCode;
  56177. private _writeOutput;
  56178. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56179. protected _dumpPropertiesCode(): string;
  56180. serialize(): any;
  56181. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56182. }
  56183. }
  56184. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56185. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56186. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56187. import { Scene } from "babylonjs/scene";
  56188. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56189. import { Matrix } from "babylonjs/Maths/math.vector";
  56190. import { Mesh } from "babylonjs/Meshes/mesh";
  56191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56192. import { Observable } from "babylonjs/Misc/observable";
  56193. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56195. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56196. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56197. import { Nullable } from "babylonjs/types";
  56198. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56199. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56200. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56201. /**
  56202. * Interface used to configure the node material editor
  56203. */
  56204. export interface INodeMaterialEditorOptions {
  56205. /** Define the URl to load node editor script */
  56206. editorURL?: string;
  56207. }
  56208. /** @hidden */
  56209. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56210. /** BONES */
  56211. NUM_BONE_INFLUENCERS: number;
  56212. BonesPerMesh: number;
  56213. BONETEXTURE: boolean;
  56214. /** MORPH TARGETS */
  56215. MORPHTARGETS: boolean;
  56216. MORPHTARGETS_NORMAL: boolean;
  56217. MORPHTARGETS_TANGENT: boolean;
  56218. MORPHTARGETS_UV: boolean;
  56219. NUM_MORPH_INFLUENCERS: number;
  56220. /** IMAGE PROCESSING */
  56221. IMAGEPROCESSING: boolean;
  56222. VIGNETTE: boolean;
  56223. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56224. VIGNETTEBLENDMODEOPAQUE: boolean;
  56225. TONEMAPPING: boolean;
  56226. TONEMAPPING_ACES: boolean;
  56227. CONTRAST: boolean;
  56228. EXPOSURE: boolean;
  56229. COLORCURVES: boolean;
  56230. COLORGRADING: boolean;
  56231. COLORGRADING3D: boolean;
  56232. SAMPLER3DGREENDEPTH: boolean;
  56233. SAMPLER3DBGRMAP: boolean;
  56234. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56235. /** MISC. */
  56236. BUMPDIRECTUV: number;
  56237. constructor();
  56238. setValue(name: string, value: boolean): void;
  56239. }
  56240. /**
  56241. * Class used to configure NodeMaterial
  56242. */
  56243. export interface INodeMaterialOptions {
  56244. /**
  56245. * Defines if blocks should emit comments
  56246. */
  56247. emitComments: boolean;
  56248. }
  56249. /**
  56250. * Class used to create a node based material built by assembling shader blocks
  56251. */
  56252. export class NodeMaterial extends PushMaterial {
  56253. private static _BuildIdGenerator;
  56254. private _options;
  56255. private _vertexCompilationState;
  56256. private _fragmentCompilationState;
  56257. private _sharedData;
  56258. private _buildId;
  56259. private _buildWasSuccessful;
  56260. private _cachedWorldViewMatrix;
  56261. private _cachedWorldViewProjectionMatrix;
  56262. private _optimizers;
  56263. private _animationFrame;
  56264. /** Define the URl to load node editor script */
  56265. static EditorURL: string;
  56266. private BJSNODEMATERIALEDITOR;
  56267. /** Get the inspector from bundle or global */
  56268. private _getGlobalNodeMaterialEditor;
  56269. /**
  56270. * Gets or sets data used by visual editor
  56271. * @see https://nme.babylonjs.com
  56272. */
  56273. editorData: any;
  56274. /**
  56275. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  56276. */
  56277. ignoreAlpha: boolean;
  56278. /**
  56279. * Defines the maximum number of lights that can be used in the material
  56280. */
  56281. maxSimultaneousLights: number;
  56282. /**
  56283. * Observable raised when the material is built
  56284. */
  56285. onBuildObservable: Observable<NodeMaterial>;
  56286. /**
  56287. * Gets or sets the root nodes of the material vertex shader
  56288. */
  56289. _vertexOutputNodes: NodeMaterialBlock[];
  56290. /**
  56291. * Gets or sets the root nodes of the material fragment (pixel) shader
  56292. */
  56293. _fragmentOutputNodes: NodeMaterialBlock[];
  56294. /** Gets or sets options to control the node material overall behavior */
  56295. options: INodeMaterialOptions;
  56296. /**
  56297. * Default configuration related to image processing available in the standard Material.
  56298. */
  56299. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56300. /**
  56301. * Gets the image processing configuration used either in this material.
  56302. */
  56303. /**
  56304. * Sets the Default image processing configuration used either in the this material.
  56305. *
  56306. * If sets to null, the scene one is in use.
  56307. */
  56308. imageProcessingConfiguration: ImageProcessingConfiguration;
  56309. /**
  56310. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56311. */
  56312. attachedBlocks: NodeMaterialBlock[];
  56313. /**
  56314. * Create a new node based material
  56315. * @param name defines the material name
  56316. * @param scene defines the hosting scene
  56317. * @param options defines creation option
  56318. */
  56319. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56320. /**
  56321. * Gets the current class name of the material e.g. "NodeMaterial"
  56322. * @returns the class name
  56323. */
  56324. getClassName(): string;
  56325. /**
  56326. * Keep track of the image processing observer to allow dispose and replace.
  56327. */
  56328. private _imageProcessingObserver;
  56329. /**
  56330. * Attaches a new image processing configuration to the Standard Material.
  56331. * @param configuration
  56332. */
  56333. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56334. /**
  56335. * Get a block by its name
  56336. * @param name defines the name of the block to retrieve
  56337. * @returns the required block or null if not found
  56338. */
  56339. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56340. /**
  56341. * Get a block by its name
  56342. * @param predicate defines the predicate used to find the good candidate
  56343. * @returns the required block or null if not found
  56344. */
  56345. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56346. /**
  56347. * Get an input block by its name
  56348. * @param predicate defines the predicate used to find the good candidate
  56349. * @returns the required input block or null if not found
  56350. */
  56351. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56352. /**
  56353. * Gets the list of input blocks attached to this material
  56354. * @returns an array of InputBlocks
  56355. */
  56356. getInputBlocks(): InputBlock[];
  56357. /**
  56358. * Adds a new optimizer to the list of optimizers
  56359. * @param optimizer defines the optimizers to add
  56360. * @returns the current material
  56361. */
  56362. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56363. /**
  56364. * Remove an optimizer from the list of optimizers
  56365. * @param optimizer defines the optimizers to remove
  56366. * @returns the current material
  56367. */
  56368. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56369. /**
  56370. * Add a new block to the list of output nodes
  56371. * @param node defines the node to add
  56372. * @returns the current material
  56373. */
  56374. addOutputNode(node: NodeMaterialBlock): this;
  56375. /**
  56376. * Remove a block from the list of root nodes
  56377. * @param node defines the node to remove
  56378. * @returns the current material
  56379. */
  56380. removeOutputNode(node: NodeMaterialBlock): this;
  56381. private _addVertexOutputNode;
  56382. private _removeVertexOutputNode;
  56383. private _addFragmentOutputNode;
  56384. private _removeFragmentOutputNode;
  56385. /**
  56386. * Specifies if the material will require alpha blending
  56387. * @returns a boolean specifying if alpha blending is needed
  56388. */
  56389. needAlphaBlending(): boolean;
  56390. /**
  56391. * Specifies if this material should be rendered in alpha test mode
  56392. * @returns a boolean specifying if an alpha test is needed.
  56393. */
  56394. needAlphaTesting(): boolean;
  56395. private _initializeBlock;
  56396. private _resetDualBlocks;
  56397. /**
  56398. * Build the material and generates the inner effect
  56399. * @param verbose defines if the build should log activity
  56400. */
  56401. build(verbose?: boolean): void;
  56402. /**
  56403. * Runs an otpimization phase to try to improve the shader code
  56404. */
  56405. optimize(): void;
  56406. private _prepareDefinesForAttributes;
  56407. /**
  56408. * Get if the submesh is ready to be used and all its information available.
  56409. * Child classes can use it to update shaders
  56410. * @param mesh defines the mesh to check
  56411. * @param subMesh defines which submesh to check
  56412. * @param useInstances specifies that instances should be used
  56413. * @returns a boolean indicating that the submesh is ready or not
  56414. */
  56415. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56416. /**
  56417. * Get a string representing the shaders built by the current node graph
  56418. */
  56419. readonly compiledShaders: string;
  56420. /**
  56421. * Binds the world matrix to the material
  56422. * @param world defines the world transformation matrix
  56423. */
  56424. bindOnlyWorldMatrix(world: Matrix): void;
  56425. /**
  56426. * Binds the submesh to this material by preparing the effect and shader to draw
  56427. * @param world defines the world transformation matrix
  56428. * @param mesh defines the mesh containing the submesh
  56429. * @param subMesh defines the submesh to bind the material to
  56430. */
  56431. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56432. /**
  56433. * Gets the active textures from the material
  56434. * @returns an array of textures
  56435. */
  56436. getActiveTextures(): BaseTexture[];
  56437. /**
  56438. * Gets the list of texture blocks
  56439. * @returns an array of texture blocks
  56440. */
  56441. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56442. /**
  56443. * Specifies if the material uses a texture
  56444. * @param texture defines the texture to check against the material
  56445. * @returns a boolean specifying if the material uses the texture
  56446. */
  56447. hasTexture(texture: BaseTexture): boolean;
  56448. /**
  56449. * Disposes the material
  56450. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56451. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56452. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56453. */
  56454. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56455. /** Creates the node editor window. */
  56456. private _createNodeEditor;
  56457. /**
  56458. * Launch the node material editor
  56459. * @param config Define the configuration of the editor
  56460. * @return a promise fulfilled when the node editor is visible
  56461. */
  56462. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56463. /**
  56464. * Clear the current material
  56465. */
  56466. clear(): void;
  56467. /**
  56468. * Clear the current material and set it to a default state
  56469. */
  56470. setToDefault(): void;
  56471. /**
  56472. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56473. * @param url defines the url to load from
  56474. * @returns a promise that will fullfil when the material is fully loaded
  56475. */
  56476. loadAsync(url: string): Promise<void>;
  56477. private _gatherBlocks;
  56478. /**
  56479. * Generate a string containing the code declaration required to create an equivalent of this material
  56480. * @returns a string
  56481. */
  56482. generateCode(): string;
  56483. /**
  56484. * Serializes this material in a JSON representation
  56485. * @returns the serialized material object
  56486. */
  56487. serialize(): any;
  56488. private _restoreConnections;
  56489. /**
  56490. * Clear the current graph and load a new one from a serialization object
  56491. * @param source defines the JSON representation of the material
  56492. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56493. */
  56494. loadFromSerialization(source: any, rootUrl?: string): void;
  56495. /**
  56496. * Creates a node material from parsed material data
  56497. * @param source defines the JSON representation of the material
  56498. * @param scene defines the hosting scene
  56499. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56500. * @returns a new node material
  56501. */
  56502. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56503. /**
  56504. * Creates a new node material set to default basic configuration
  56505. * @param name defines the name of the material
  56506. * @param scene defines the hosting scene
  56507. * @returns a new NodeMaterial
  56508. */
  56509. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56510. }
  56511. }
  56512. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56513. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56514. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56515. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56516. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56517. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56518. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56519. import { Effect } from "babylonjs/Materials/effect";
  56520. import { Mesh } from "babylonjs/Meshes/mesh";
  56521. import { Nullable } from "babylonjs/types";
  56522. import { Texture } from "babylonjs/Materials/Textures/texture";
  56523. import { Scene } from "babylonjs/scene";
  56524. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56525. /**
  56526. * Block used to read a texture from a sampler
  56527. */
  56528. export class TextureBlock extends NodeMaterialBlock {
  56529. private _defineName;
  56530. private _linearDefineName;
  56531. private _tempTextureRead;
  56532. private _samplerName;
  56533. private _transformedUVName;
  56534. private _textureTransformName;
  56535. private _textureInfoName;
  56536. private _mainUVName;
  56537. private _mainUVDefineName;
  56538. /**
  56539. * Gets or sets the texture associated with the node
  56540. */
  56541. texture: Nullable<Texture>;
  56542. /**
  56543. * Create a new TextureBlock
  56544. * @param name defines the block name
  56545. */
  56546. constructor(name: string);
  56547. /**
  56548. * Gets the current class name
  56549. * @returns the class name
  56550. */
  56551. getClassName(): string;
  56552. /**
  56553. * Gets the uv input component
  56554. */
  56555. readonly uv: NodeMaterialConnectionPoint;
  56556. /**
  56557. * Gets the rgba output component
  56558. */
  56559. readonly rgba: NodeMaterialConnectionPoint;
  56560. /**
  56561. * Gets the rgb output component
  56562. */
  56563. readonly rgb: NodeMaterialConnectionPoint;
  56564. /**
  56565. * Gets the r output component
  56566. */
  56567. readonly r: NodeMaterialConnectionPoint;
  56568. /**
  56569. * Gets the g output component
  56570. */
  56571. readonly g: NodeMaterialConnectionPoint;
  56572. /**
  56573. * Gets the b output component
  56574. */
  56575. readonly b: NodeMaterialConnectionPoint;
  56576. /**
  56577. * Gets the a output component
  56578. */
  56579. readonly a: NodeMaterialConnectionPoint;
  56580. readonly target: NodeMaterialBlockTargets;
  56581. autoConfigure(material: NodeMaterial): void;
  56582. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56583. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56584. private _getTextureBase;
  56585. isReady(): boolean;
  56586. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56587. private readonly _isMixed;
  56588. private _injectVertexCode;
  56589. private _writeTextureRead;
  56590. private _writeOutput;
  56591. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56592. protected _dumpPropertiesCode(): string;
  56593. serialize(): any;
  56594. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56595. }
  56596. }
  56597. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56598. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56599. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56600. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56601. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56602. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56603. import { Scene } from "babylonjs/scene";
  56604. /**
  56605. * Class used to store shared data between 2 NodeMaterialBuildState
  56606. */
  56607. export class NodeMaterialBuildStateSharedData {
  56608. /**
  56609. * Gets the list of emitted varyings
  56610. */
  56611. temps: string[];
  56612. /**
  56613. * Gets the list of emitted varyings
  56614. */
  56615. varyings: string[];
  56616. /**
  56617. * Gets the varying declaration string
  56618. */
  56619. varyingDeclaration: string;
  56620. /**
  56621. * Input blocks
  56622. */
  56623. inputBlocks: InputBlock[];
  56624. /**
  56625. * Input blocks
  56626. */
  56627. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56628. /**
  56629. * Bindable blocks (Blocks that need to set data to the effect)
  56630. */
  56631. bindableBlocks: NodeMaterialBlock[];
  56632. /**
  56633. * List of blocks that can provide a compilation fallback
  56634. */
  56635. blocksWithFallbacks: NodeMaterialBlock[];
  56636. /**
  56637. * List of blocks that can provide a define update
  56638. */
  56639. blocksWithDefines: NodeMaterialBlock[];
  56640. /**
  56641. * List of blocks that can provide a repeatable content
  56642. */
  56643. repeatableContentBlocks: NodeMaterialBlock[];
  56644. /**
  56645. * List of blocks that can provide a dynamic list of uniforms
  56646. */
  56647. dynamicUniformBlocks: NodeMaterialBlock[];
  56648. /**
  56649. * List of blocks that can block the isReady function for the material
  56650. */
  56651. blockingBlocks: NodeMaterialBlock[];
  56652. /**
  56653. * Gets the list of animated inputs
  56654. */
  56655. animatedInputs: InputBlock[];
  56656. /**
  56657. * Build Id used to avoid multiple recompilations
  56658. */
  56659. buildId: number;
  56660. /** List of emitted variables */
  56661. variableNames: {
  56662. [key: string]: number;
  56663. };
  56664. /** List of emitted defines */
  56665. defineNames: {
  56666. [key: string]: number;
  56667. };
  56668. /** Should emit comments? */
  56669. emitComments: boolean;
  56670. /** Emit build activity */
  56671. verbose: boolean;
  56672. /** Gets or sets the hosting scene */
  56673. scene: Scene;
  56674. /**
  56675. * Gets the compilation hints emitted at compilation time
  56676. */
  56677. hints: {
  56678. needWorldViewMatrix: boolean;
  56679. needWorldViewProjectionMatrix: boolean;
  56680. needAlphaBlending: boolean;
  56681. needAlphaTesting: boolean;
  56682. };
  56683. /**
  56684. * List of compilation checks
  56685. */
  56686. checks: {
  56687. emitVertex: boolean;
  56688. emitFragment: boolean;
  56689. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56690. };
  56691. /** Creates a new shared data */
  56692. constructor();
  56693. /**
  56694. * Emits console errors and exceptions if there is a failing check
  56695. */
  56696. emitErrors(): void;
  56697. }
  56698. }
  56699. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56700. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56701. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56702. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56703. /**
  56704. * Class used to store node based material build state
  56705. */
  56706. export class NodeMaterialBuildState {
  56707. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56708. supportUniformBuffers: boolean;
  56709. /**
  56710. * Gets the list of emitted attributes
  56711. */
  56712. attributes: string[];
  56713. /**
  56714. * Gets the list of emitted uniforms
  56715. */
  56716. uniforms: string[];
  56717. /**
  56718. * Gets the list of emitted constants
  56719. */
  56720. constants: string[];
  56721. /**
  56722. * Gets the list of emitted samplers
  56723. */
  56724. samplers: string[];
  56725. /**
  56726. * Gets the list of emitted functions
  56727. */
  56728. functions: {
  56729. [key: string]: string;
  56730. };
  56731. /**
  56732. * Gets the list of emitted extensions
  56733. */
  56734. extensions: {
  56735. [key: string]: string;
  56736. };
  56737. /**
  56738. * Gets the target of the compilation state
  56739. */
  56740. target: NodeMaterialBlockTargets;
  56741. /**
  56742. * Gets the list of emitted counters
  56743. */
  56744. counters: {
  56745. [key: string]: number;
  56746. };
  56747. /**
  56748. * Shared data between multiple NodeMaterialBuildState instances
  56749. */
  56750. sharedData: NodeMaterialBuildStateSharedData;
  56751. /** @hidden */
  56752. _vertexState: NodeMaterialBuildState;
  56753. /** @hidden */
  56754. _attributeDeclaration: string;
  56755. /** @hidden */
  56756. _uniformDeclaration: string;
  56757. /** @hidden */
  56758. _constantDeclaration: string;
  56759. /** @hidden */
  56760. _samplerDeclaration: string;
  56761. /** @hidden */
  56762. _varyingTransfer: string;
  56763. private _repeatableContentAnchorIndex;
  56764. /** @hidden */
  56765. _builtCompilationString: string;
  56766. /**
  56767. * Gets the emitted compilation strings
  56768. */
  56769. compilationString: string;
  56770. /**
  56771. * Finalize the compilation strings
  56772. * @param state defines the current compilation state
  56773. */
  56774. finalize(state: NodeMaterialBuildState): void;
  56775. /** @hidden */
  56776. readonly _repeatableContentAnchor: string;
  56777. /** @hidden */
  56778. _getFreeVariableName(prefix: string): string;
  56779. /** @hidden */
  56780. _getFreeDefineName(prefix: string): string;
  56781. /** @hidden */
  56782. _excludeVariableName(name: string): void;
  56783. /** @hidden */
  56784. _emit2DSampler(name: string): void;
  56785. /** @hidden */
  56786. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56787. /** @hidden */
  56788. _emitExtension(name: string, extension: string): void;
  56789. /** @hidden */
  56790. _emitFunction(name: string, code: string, comments: string): void;
  56791. /** @hidden */
  56792. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56793. replaceStrings?: {
  56794. search: RegExp;
  56795. replace: string;
  56796. }[];
  56797. repeatKey?: string;
  56798. }): string;
  56799. /** @hidden */
  56800. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56801. repeatKey?: string;
  56802. removeAttributes?: boolean;
  56803. removeUniforms?: boolean;
  56804. removeVaryings?: boolean;
  56805. removeIfDef?: boolean;
  56806. replaceStrings?: {
  56807. search: RegExp;
  56808. replace: string;
  56809. }[];
  56810. }, storeKey?: string): void;
  56811. /** @hidden */
  56812. _registerTempVariable(name: string): boolean;
  56813. /** @hidden */
  56814. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56815. /** @hidden */
  56816. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56817. /** @hidden */
  56818. _emitFloat(value: number): string;
  56819. }
  56820. }
  56821. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56822. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56823. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56824. import { Nullable } from "babylonjs/types";
  56825. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56826. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56827. import { Effect } from "babylonjs/Materials/effect";
  56828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56829. import { Mesh } from "babylonjs/Meshes/mesh";
  56830. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56831. import { Scene } from "babylonjs/scene";
  56832. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56833. /**
  56834. * Defines a block that can be used inside a node based material
  56835. */
  56836. export class NodeMaterialBlock {
  56837. private _buildId;
  56838. private _buildTarget;
  56839. private _target;
  56840. private _isFinalMerger;
  56841. private _isInput;
  56842. protected _isUnique: boolean;
  56843. /** @hidden */
  56844. _codeVariableName: string;
  56845. /** @hidden */
  56846. _inputs: NodeMaterialConnectionPoint[];
  56847. /** @hidden */
  56848. _outputs: NodeMaterialConnectionPoint[];
  56849. /** @hidden */
  56850. _preparationId: number;
  56851. /**
  56852. * Gets or sets the name of the block
  56853. */
  56854. name: string;
  56855. /**
  56856. * Gets or sets the unique id of the node
  56857. */
  56858. uniqueId: number;
  56859. /**
  56860. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56861. */
  56862. readonly isUnique: boolean;
  56863. /**
  56864. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56865. */
  56866. readonly isFinalMerger: boolean;
  56867. /**
  56868. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56869. */
  56870. readonly isInput: boolean;
  56871. /**
  56872. * Gets or sets the build Id
  56873. */
  56874. buildId: number;
  56875. /**
  56876. * Gets or sets the target of the block
  56877. */
  56878. target: NodeMaterialBlockTargets;
  56879. /**
  56880. * Gets the list of input points
  56881. */
  56882. readonly inputs: NodeMaterialConnectionPoint[];
  56883. /** Gets the list of output points */
  56884. readonly outputs: NodeMaterialConnectionPoint[];
  56885. /**
  56886. * Find an input by its name
  56887. * @param name defines the name of the input to look for
  56888. * @returns the input or null if not found
  56889. */
  56890. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56891. /**
  56892. * Find an output by its name
  56893. * @param name defines the name of the outputto look for
  56894. * @returns the output or null if not found
  56895. */
  56896. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56897. /**
  56898. * Creates a new NodeMaterialBlock
  56899. * @param name defines the block name
  56900. * @param target defines the target of that block (Vertex by default)
  56901. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56902. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56903. */
  56904. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56905. /**
  56906. * Initialize the block and prepare the context for build
  56907. * @param state defines the state that will be used for the build
  56908. */
  56909. initialize(state: NodeMaterialBuildState): void;
  56910. /**
  56911. * Bind data to effect. Will only be called for blocks with isBindable === true
  56912. * @param effect defines the effect to bind data to
  56913. * @param nodeMaterial defines the hosting NodeMaterial
  56914. * @param mesh defines the mesh that will be rendered
  56915. */
  56916. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56917. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56918. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56919. protected _writeFloat(value: number): string;
  56920. /**
  56921. * Gets the current class name e.g. "NodeMaterialBlock"
  56922. * @returns the class name
  56923. */
  56924. getClassName(): string;
  56925. /**
  56926. * Register a new input. Must be called inside a block constructor
  56927. * @param name defines the connection point name
  56928. * @param type defines the connection point type
  56929. * @param isOptional defines a boolean indicating that this input can be omitted
  56930. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56931. * @returns the current block
  56932. */
  56933. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56934. /**
  56935. * Register a new output. Must be called inside a block constructor
  56936. * @param name defines the connection point name
  56937. * @param type defines the connection point type
  56938. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56939. * @returns the current block
  56940. */
  56941. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56942. /**
  56943. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56944. * @param forOutput defines an optional connection point to check compatibility with
  56945. * @returns the first available input or null
  56946. */
  56947. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56948. /**
  56949. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56950. * @param forBlock defines an optional block to check compatibility with
  56951. * @returns the first available input or null
  56952. */
  56953. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56954. /**
  56955. * Gets the sibling of the given output
  56956. * @param current defines the current output
  56957. * @returns the next output in the list or null
  56958. */
  56959. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56960. /**
  56961. * Connect current block with another block
  56962. * @param other defines the block to connect with
  56963. * @param options define the various options to help pick the right connections
  56964. * @returns the current block
  56965. */
  56966. connectTo(other: NodeMaterialBlock, options?: {
  56967. input?: string;
  56968. output?: string;
  56969. outputSwizzle?: string;
  56970. }): this | undefined;
  56971. protected _buildBlock(state: NodeMaterialBuildState): void;
  56972. /**
  56973. * Add uniforms, samplers and uniform buffers at compilation time
  56974. * @param state defines the state to update
  56975. * @param nodeMaterial defines the node material requesting the update
  56976. * @param defines defines the material defines to update
  56977. * @param uniformBuffers defines the list of uniform buffer names
  56978. */
  56979. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56980. /**
  56981. * Add potential fallbacks if shader compilation fails
  56982. * @param mesh defines the mesh to be rendered
  56983. * @param fallbacks defines the current prioritized list of fallbacks
  56984. */
  56985. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56986. /**
  56987. * Initialize defines for shader compilation
  56988. * @param mesh defines the mesh to be rendered
  56989. * @param nodeMaterial defines the node material requesting the update
  56990. * @param defines defines the material defines to update
  56991. * @param useInstances specifies that instances should be used
  56992. */
  56993. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56994. /**
  56995. * Update defines for shader compilation
  56996. * @param mesh defines the mesh to be rendered
  56997. * @param nodeMaterial defines the node material requesting the update
  56998. * @param defines defines the material defines to update
  56999. * @param useInstances specifies that instances should be used
  57000. */
  57001. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57002. /**
  57003. * Lets the block try to connect some inputs automatically
  57004. * @param material defines the hosting NodeMaterial
  57005. */
  57006. autoConfigure(material: NodeMaterial): void;
  57007. /**
  57008. * Function called when a block is declared as repeatable content generator
  57009. * @param vertexShaderState defines the current compilation state for the vertex shader
  57010. * @param fragmentShaderState defines the current compilation state for the fragment shader
  57011. * @param mesh defines the mesh to be rendered
  57012. * @param defines defines the material defines to update
  57013. */
  57014. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57015. /**
  57016. * Checks if the block is ready
  57017. * @param mesh defines the mesh to be rendered
  57018. * @param nodeMaterial defines the node material requesting the update
  57019. * @param defines defines the material defines to update
  57020. * @param useInstances specifies that instances should be used
  57021. * @returns true if the block is ready
  57022. */
  57023. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  57024. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  57025. private _processBuild;
  57026. /**
  57027. * Compile the current node and generate the shader code
  57028. * @param state defines the current compilation state (uniforms, samplers, current string)
  57029. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  57030. * @returns true if already built
  57031. */
  57032. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  57033. protected _inputRename(name: string): string;
  57034. protected _outputRename(name: string): string;
  57035. protected _dumpPropertiesCode(): string;
  57036. /** @hidden */
  57037. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  57038. /** @hidden */
  57039. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  57040. /**
  57041. * Clone the current block to a new identical block
  57042. * @param scene defines the hosting scene
  57043. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  57044. * @returns a copy of the current block
  57045. */
  57046. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  57047. /**
  57048. * Serializes this block in a JSON representation
  57049. * @returns the serialized block object
  57050. */
  57051. serialize(): any;
  57052. /** @hidden */
  57053. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57054. /**
  57055. * Release resources
  57056. */
  57057. dispose(): void;
  57058. }
  57059. }
  57060. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  57061. /**
  57062. * Enum defining the type of animations supported by InputBlock
  57063. */
  57064. export enum AnimatedInputBlockTypes {
  57065. /** No animation */
  57066. None = 0,
  57067. /** Time based animation. Will only work for floats */
  57068. Time = 1
  57069. }
  57070. }
  57071. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  57072. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57073. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57074. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  57075. import { Nullable } from "babylonjs/types";
  57076. import { Effect } from "babylonjs/Materials/effect";
  57077. import { Matrix } from "babylonjs/Maths/math.vector";
  57078. import { Scene } from "babylonjs/scene";
  57079. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57081. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57082. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57083. /**
  57084. * Block used to expose an input value
  57085. */
  57086. export class InputBlock extends NodeMaterialBlock {
  57087. private _mode;
  57088. private _associatedVariableName;
  57089. private _storedValue;
  57090. private _valueCallback;
  57091. private _type;
  57092. private _animationType;
  57093. /** Gets or set a value used to limit the range of float values */
  57094. min: number;
  57095. /** Gets or set a value used to limit the range of float values */
  57096. max: number;
  57097. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57098. matrixMode: number;
  57099. /** @hidden */
  57100. _systemValue: Nullable<NodeMaterialSystemValues>;
  57101. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57102. visibleInInspector: boolean;
  57103. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57104. isConstant: boolean;
  57105. /**
  57106. * Gets or sets the connection point type (default is float)
  57107. */
  57108. readonly type: NodeMaterialBlockConnectionPointTypes;
  57109. /**
  57110. * Creates a new InputBlock
  57111. * @param name defines the block name
  57112. * @param target defines the target of that block (Vertex by default)
  57113. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57114. */
  57115. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57116. /**
  57117. * Gets the output component
  57118. */
  57119. readonly output: NodeMaterialConnectionPoint;
  57120. /**
  57121. * Set the source of this connection point to a vertex attribute
  57122. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57123. * @returns the current connection point
  57124. */
  57125. setAsAttribute(attributeName?: string): InputBlock;
  57126. /**
  57127. * Set the source of this connection point to a system value
  57128. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57129. * @returns the current connection point
  57130. */
  57131. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57132. /**
  57133. * Gets or sets the value of that point.
  57134. * Please note that this value will be ignored if valueCallback is defined
  57135. */
  57136. value: any;
  57137. /**
  57138. * Gets or sets a callback used to get the value of that point.
  57139. * Please note that setting this value will force the connection point to ignore the value property
  57140. */
  57141. valueCallback: () => any;
  57142. /**
  57143. * Gets or sets the associated variable name in the shader
  57144. */
  57145. associatedVariableName: string;
  57146. /** Gets or sets the type of animation applied to the input */
  57147. animationType: AnimatedInputBlockTypes;
  57148. /**
  57149. * Gets a boolean indicating that this connection point not defined yet
  57150. */
  57151. readonly isUndefined: boolean;
  57152. /**
  57153. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57154. * In this case the connection point name must be the name of the uniform to use.
  57155. * Can only be set on inputs
  57156. */
  57157. isUniform: boolean;
  57158. /**
  57159. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57160. * In this case the connection point name must be the name of the attribute to use
  57161. * Can only be set on inputs
  57162. */
  57163. isAttribute: boolean;
  57164. /**
  57165. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57166. * Can only be set on exit points
  57167. */
  57168. isVarying: boolean;
  57169. /**
  57170. * Gets a boolean indicating that the current connection point is a system value
  57171. */
  57172. readonly isSystemValue: boolean;
  57173. /**
  57174. * Gets or sets the current well known value or null if not defined as a system value
  57175. */
  57176. systemValue: Nullable<NodeMaterialSystemValues>;
  57177. /**
  57178. * Gets the current class name
  57179. * @returns the class name
  57180. */
  57181. getClassName(): string;
  57182. /**
  57183. * Animate the input if animationType !== None
  57184. * @param scene defines the rendering scene
  57185. */
  57186. animate(scene: Scene): void;
  57187. private _emitDefine;
  57188. initialize(state: NodeMaterialBuildState): void;
  57189. /**
  57190. * Set the input block to its default value (based on its type)
  57191. */
  57192. setDefaultValue(): void;
  57193. private _emitConstant;
  57194. private _emit;
  57195. /** @hidden */
  57196. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57197. /** @hidden */
  57198. _transmit(effect: Effect, scene: Scene): void;
  57199. protected _buildBlock(state: NodeMaterialBuildState): void;
  57200. protected _dumpPropertiesCode(): string;
  57201. serialize(): any;
  57202. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57203. }
  57204. }
  57205. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57206. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57207. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57208. import { Nullable } from "babylonjs/types";
  57209. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57210. import { Observable } from "babylonjs/Misc/observable";
  57211. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57212. /**
  57213. * Enum used to define the compatibility state between two connection points
  57214. */
  57215. export enum NodeMaterialConnectionPointCompatibilityStates {
  57216. /** Points are compatibles */
  57217. Compatible = 0,
  57218. /** Points are incompatible because of their types */
  57219. TypeIncompatible = 1,
  57220. /** Points are incompatible because of their targets (vertex vs fragment) */
  57221. TargetIncompatible = 2
  57222. }
  57223. /**
  57224. * Defines a connection point for a block
  57225. */
  57226. export class NodeMaterialConnectionPoint {
  57227. /** @hidden */
  57228. _ownerBlock: NodeMaterialBlock;
  57229. /** @hidden */
  57230. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57231. private _endpoints;
  57232. private _associatedVariableName;
  57233. /** @hidden */
  57234. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57235. /** @hidden */
  57236. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57237. private _type;
  57238. /** @hidden */
  57239. _enforceAssociatedVariableName: boolean;
  57240. /**
  57241. * Gets or sets the additional types supported by this connection point
  57242. */
  57243. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57244. /**
  57245. * Gets or sets the additional types excluded by this connection point
  57246. */
  57247. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57248. /**
  57249. * Observable triggered when this point is connected
  57250. */
  57251. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57252. /**
  57253. * Gets or sets the associated variable name in the shader
  57254. */
  57255. associatedVariableName: string;
  57256. /**
  57257. * Gets or sets the connection point type (default is float)
  57258. */
  57259. type: NodeMaterialBlockConnectionPointTypes;
  57260. /**
  57261. * Gets or sets the connection point name
  57262. */
  57263. name: string;
  57264. /**
  57265. * Gets or sets a boolean indicating that this connection point can be omitted
  57266. */
  57267. isOptional: boolean;
  57268. /**
  57269. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57270. */
  57271. define: string;
  57272. /** @hidden */
  57273. _prioritizeVertex: boolean;
  57274. private _target;
  57275. /** Gets or sets the target of that connection point */
  57276. target: NodeMaterialBlockTargets;
  57277. /**
  57278. * Gets a boolean indicating that the current point is connected
  57279. */
  57280. readonly isConnected: boolean;
  57281. /**
  57282. * Gets a boolean indicating that the current point is connected to an input block
  57283. */
  57284. readonly isConnectedToInputBlock: boolean;
  57285. /**
  57286. * Gets a the connected input block (if any)
  57287. */
  57288. readonly connectInputBlock: Nullable<InputBlock>;
  57289. /** Get the other side of the connection (if any) */
  57290. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57291. /** Get the block that owns this connection point */
  57292. readonly ownerBlock: NodeMaterialBlock;
  57293. /** Get the block connected on the other side of this connection (if any) */
  57294. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57295. /** Get the block connected on the endpoints of this connection (if any) */
  57296. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57297. /** Gets the list of connected endpoints */
  57298. readonly endpoints: NodeMaterialConnectionPoint[];
  57299. /** Gets a boolean indicating if that output point is connected to at least one input */
  57300. readonly hasEndpoints: boolean;
  57301. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57302. readonly isConnectedInVertexShader: boolean;
  57303. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57304. readonly isConnectedInFragmentShader: boolean;
  57305. /**
  57306. * Creates a new connection point
  57307. * @param name defines the connection point name
  57308. * @param ownerBlock defines the block hosting this connection point
  57309. */
  57310. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57311. /**
  57312. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57313. * @returns the class name
  57314. */
  57315. getClassName(): string;
  57316. /**
  57317. * Gets a boolean indicating if the current point can be connected to another point
  57318. * @param connectionPoint defines the other connection point
  57319. * @returns a boolean
  57320. */
  57321. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57322. /**
  57323. * Gets a number indicating if the current point can be connected to another point
  57324. * @param connectionPoint defines the other connection point
  57325. * @returns a number defining the compatibility state
  57326. */
  57327. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57328. /**
  57329. * Connect this point to another connection point
  57330. * @param connectionPoint defines the other connection point
  57331. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57332. * @returns the current connection point
  57333. */
  57334. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57335. /**
  57336. * Disconnect this point from one of his endpoint
  57337. * @param endpoint defines the other connection point
  57338. * @returns the current connection point
  57339. */
  57340. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57341. /**
  57342. * Serializes this point in a JSON representation
  57343. * @returns the serialized point object
  57344. */
  57345. serialize(): any;
  57346. /**
  57347. * Release resources
  57348. */
  57349. dispose(): void;
  57350. }
  57351. }
  57352. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57353. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57354. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57355. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57356. import { Mesh } from "babylonjs/Meshes/mesh";
  57357. import { Effect } from "babylonjs/Materials/effect";
  57358. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57359. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57360. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57361. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57362. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57363. /**
  57364. * Block used to add support for vertex skinning (bones)
  57365. */
  57366. export class BonesBlock extends NodeMaterialBlock {
  57367. /**
  57368. * Creates a new BonesBlock
  57369. * @param name defines the block name
  57370. */
  57371. constructor(name: string);
  57372. /**
  57373. * Initialize the block and prepare the context for build
  57374. * @param state defines the state that will be used for the build
  57375. */
  57376. initialize(state: NodeMaterialBuildState): void;
  57377. /**
  57378. * Gets the current class name
  57379. * @returns the class name
  57380. */
  57381. getClassName(): string;
  57382. /**
  57383. * Gets the matrix indices input component
  57384. */
  57385. readonly matricesIndices: NodeMaterialConnectionPoint;
  57386. /**
  57387. * Gets the matrix weights input component
  57388. */
  57389. readonly matricesWeights: NodeMaterialConnectionPoint;
  57390. /**
  57391. * Gets the extra matrix indices input component
  57392. */
  57393. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57394. /**
  57395. * Gets the extra matrix weights input component
  57396. */
  57397. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57398. /**
  57399. * Gets the world input component
  57400. */
  57401. readonly world: NodeMaterialConnectionPoint;
  57402. /**
  57403. * Gets the output component
  57404. */
  57405. readonly output: NodeMaterialConnectionPoint;
  57406. autoConfigure(material: NodeMaterial): void;
  57407. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57408. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57409. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57410. protected _buildBlock(state: NodeMaterialBuildState): this;
  57411. }
  57412. }
  57413. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57414. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57415. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57416. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57418. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57419. /**
  57420. * Block used to add support for instances
  57421. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57422. */
  57423. export class InstancesBlock extends NodeMaterialBlock {
  57424. /**
  57425. * Creates a new InstancesBlock
  57426. * @param name defines the block name
  57427. */
  57428. constructor(name: string);
  57429. /**
  57430. * Gets the current class name
  57431. * @returns the class name
  57432. */
  57433. getClassName(): string;
  57434. /**
  57435. * Gets the first world row input component
  57436. */
  57437. readonly world0: NodeMaterialConnectionPoint;
  57438. /**
  57439. * Gets the second world row input component
  57440. */
  57441. readonly world1: NodeMaterialConnectionPoint;
  57442. /**
  57443. * Gets the third world row input component
  57444. */
  57445. readonly world2: NodeMaterialConnectionPoint;
  57446. /**
  57447. * Gets the forth world row input component
  57448. */
  57449. readonly world3: NodeMaterialConnectionPoint;
  57450. /**
  57451. * Gets the world input component
  57452. */
  57453. readonly world: NodeMaterialConnectionPoint;
  57454. /**
  57455. * Gets the output component
  57456. */
  57457. readonly output: NodeMaterialConnectionPoint;
  57458. autoConfigure(material: NodeMaterial): void;
  57459. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57460. protected _buildBlock(state: NodeMaterialBuildState): this;
  57461. }
  57462. }
  57463. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57464. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57465. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57466. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57468. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57469. import { Effect } from "babylonjs/Materials/effect";
  57470. import { Mesh } from "babylonjs/Meshes/mesh";
  57471. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57472. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57473. /**
  57474. * Block used to add morph targets support to vertex shader
  57475. */
  57476. export class MorphTargetsBlock extends NodeMaterialBlock {
  57477. private _repeatableContentAnchor;
  57478. private _repeatebleContentGenerated;
  57479. /**
  57480. * Create a new MorphTargetsBlock
  57481. * @param name defines the block name
  57482. */
  57483. constructor(name: string);
  57484. /**
  57485. * Gets the current class name
  57486. * @returns the class name
  57487. */
  57488. getClassName(): string;
  57489. /**
  57490. * Gets the position input component
  57491. */
  57492. readonly position: NodeMaterialConnectionPoint;
  57493. /**
  57494. * Gets the normal input component
  57495. */
  57496. readonly normal: NodeMaterialConnectionPoint;
  57497. /**
  57498. * Gets the tangent input component
  57499. */
  57500. readonly tangent: NodeMaterialConnectionPoint;
  57501. /**
  57502. * Gets the tangent input component
  57503. */
  57504. readonly uv: NodeMaterialConnectionPoint;
  57505. /**
  57506. * Gets the position output component
  57507. */
  57508. readonly positionOutput: NodeMaterialConnectionPoint;
  57509. /**
  57510. * Gets the normal output component
  57511. */
  57512. readonly normalOutput: NodeMaterialConnectionPoint;
  57513. /**
  57514. * Gets the tangent output component
  57515. */
  57516. readonly tangentOutput: NodeMaterialConnectionPoint;
  57517. /**
  57518. * Gets the tangent output component
  57519. */
  57520. readonly uvOutput: NodeMaterialConnectionPoint;
  57521. initialize(state: NodeMaterialBuildState): void;
  57522. autoConfigure(material: NodeMaterial): void;
  57523. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57524. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57525. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57526. protected _buildBlock(state: NodeMaterialBuildState): this;
  57527. }
  57528. }
  57529. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57530. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57531. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57532. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57533. import { Nullable } from "babylonjs/types";
  57534. import { Scene } from "babylonjs/scene";
  57535. import { Effect } from "babylonjs/Materials/effect";
  57536. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57537. import { Mesh } from "babylonjs/Meshes/mesh";
  57538. import { Light } from "babylonjs/Lights/light";
  57539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57540. /**
  57541. * Block used to get data information from a light
  57542. */
  57543. export class LightInformationBlock extends NodeMaterialBlock {
  57544. private _lightDataUniformName;
  57545. private _lightColorUniformName;
  57546. private _lightTypeDefineName;
  57547. /**
  57548. * Gets or sets the light associated with this block
  57549. */
  57550. light: Nullable<Light>;
  57551. /**
  57552. * Creates a new LightInformationBlock
  57553. * @param name defines the block name
  57554. */
  57555. constructor(name: string);
  57556. /**
  57557. * Gets the current class name
  57558. * @returns the class name
  57559. */
  57560. getClassName(): string;
  57561. /**
  57562. * Gets the world position input component
  57563. */
  57564. readonly worldPosition: NodeMaterialConnectionPoint;
  57565. /**
  57566. * Gets the direction output component
  57567. */
  57568. readonly direction: NodeMaterialConnectionPoint;
  57569. /**
  57570. * Gets the direction output component
  57571. */
  57572. readonly color: NodeMaterialConnectionPoint;
  57573. /**
  57574. * Gets the direction output component
  57575. */
  57576. readonly intensity: NodeMaterialConnectionPoint;
  57577. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57578. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57579. protected _buildBlock(state: NodeMaterialBuildState): this;
  57580. serialize(): any;
  57581. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57582. }
  57583. }
  57584. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57585. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57586. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57587. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57588. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57589. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57590. }
  57591. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57592. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57593. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57594. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57595. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57596. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57597. import { Effect } from "babylonjs/Materials/effect";
  57598. import { Mesh } from "babylonjs/Meshes/mesh";
  57599. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57600. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57601. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57602. /**
  57603. * Block used to add image processing support to fragment shader
  57604. */
  57605. export class ImageProcessingBlock extends NodeMaterialBlock {
  57606. /**
  57607. * Create a new ImageProcessingBlock
  57608. * @param name defines the block name
  57609. */
  57610. constructor(name: string);
  57611. /**
  57612. * Gets the current class name
  57613. * @returns the class name
  57614. */
  57615. getClassName(): string;
  57616. /**
  57617. * Gets the color input component
  57618. */
  57619. readonly color: NodeMaterialConnectionPoint;
  57620. /**
  57621. * Gets the output component
  57622. */
  57623. readonly output: NodeMaterialConnectionPoint;
  57624. /**
  57625. * Initialize the block and prepare the context for build
  57626. * @param state defines the state that will be used for the build
  57627. */
  57628. initialize(state: NodeMaterialBuildState): void;
  57629. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57630. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57631. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57632. protected _buildBlock(state: NodeMaterialBuildState): this;
  57633. }
  57634. }
  57635. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57636. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57637. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57638. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57639. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57640. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57641. import { Effect } from "babylonjs/Materials/effect";
  57642. import { Mesh } from "babylonjs/Meshes/mesh";
  57643. import { Scene } from "babylonjs/scene";
  57644. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57645. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57646. /**
  57647. * Block used to pertub normals based on a normal map
  57648. */
  57649. export class PerturbNormalBlock extends NodeMaterialBlock {
  57650. private _tangentSpaceParameterName;
  57651. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57652. invertX: boolean;
  57653. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57654. invertY: boolean;
  57655. /**
  57656. * Create a new PerturbNormalBlock
  57657. * @param name defines the block name
  57658. */
  57659. constructor(name: string);
  57660. /**
  57661. * Gets the current class name
  57662. * @returns the class name
  57663. */
  57664. getClassName(): string;
  57665. /**
  57666. * Gets the world position input component
  57667. */
  57668. readonly worldPosition: NodeMaterialConnectionPoint;
  57669. /**
  57670. * Gets the world normal input component
  57671. */
  57672. readonly worldNormal: NodeMaterialConnectionPoint;
  57673. /**
  57674. * Gets the uv input component
  57675. */
  57676. readonly uv: NodeMaterialConnectionPoint;
  57677. /**
  57678. * Gets the normal map color input component
  57679. */
  57680. readonly normalMapColor: NodeMaterialConnectionPoint;
  57681. /**
  57682. * Gets the strength input component
  57683. */
  57684. readonly strength: NodeMaterialConnectionPoint;
  57685. /**
  57686. * Gets the output component
  57687. */
  57688. readonly output: NodeMaterialConnectionPoint;
  57689. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57690. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57691. autoConfigure(material: NodeMaterial): void;
  57692. protected _buildBlock(state: NodeMaterialBuildState): this;
  57693. protected _dumpPropertiesCode(): string;
  57694. serialize(): any;
  57695. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57696. }
  57697. }
  57698. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57699. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57700. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57701. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57702. /**
  57703. * Block used to discard a pixel if a value is smaller than a cutoff
  57704. */
  57705. export class DiscardBlock extends NodeMaterialBlock {
  57706. /**
  57707. * Create a new DiscardBlock
  57708. * @param name defines the block name
  57709. */
  57710. constructor(name: string);
  57711. /**
  57712. * Gets the current class name
  57713. * @returns the class name
  57714. */
  57715. getClassName(): string;
  57716. /**
  57717. * Gets the color input component
  57718. */
  57719. readonly value: NodeMaterialConnectionPoint;
  57720. /**
  57721. * Gets the cutoff input component
  57722. */
  57723. readonly cutoff: NodeMaterialConnectionPoint;
  57724. protected _buildBlock(state: NodeMaterialBuildState): this;
  57725. }
  57726. }
  57727. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57728. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57729. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57730. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57731. /**
  57732. * Block used to test if the fragment shader is front facing
  57733. */
  57734. export class FrontFacingBlock extends NodeMaterialBlock {
  57735. /**
  57736. * Creates a new FrontFacingBlock
  57737. * @param name defines the block name
  57738. */
  57739. constructor(name: string);
  57740. /**
  57741. * Gets the current class name
  57742. * @returns the class name
  57743. */
  57744. getClassName(): string;
  57745. /**
  57746. * Gets the output component
  57747. */
  57748. readonly output: NodeMaterialConnectionPoint;
  57749. protected _buildBlock(state: NodeMaterialBuildState): this;
  57750. }
  57751. }
  57752. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  57753. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57754. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57755. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57756. /**
  57757. * Block used to get the derivative value on x and y of a given input
  57758. */
  57759. export class DerivativeBlock extends NodeMaterialBlock {
  57760. /**
  57761. * Create a new DerivativeBlock
  57762. * @param name defines the block name
  57763. */
  57764. constructor(name: string);
  57765. /**
  57766. * Gets the current class name
  57767. * @returns the class name
  57768. */
  57769. getClassName(): string;
  57770. /**
  57771. * Gets the input component
  57772. */
  57773. readonly input: NodeMaterialConnectionPoint;
  57774. /**
  57775. * Gets the derivative output on x
  57776. */
  57777. readonly dx: NodeMaterialConnectionPoint;
  57778. /**
  57779. * Gets the derivative output on y
  57780. */
  57781. readonly dy: NodeMaterialConnectionPoint;
  57782. protected _buildBlock(state: NodeMaterialBuildState): this;
  57783. }
  57784. }
  57785. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57786. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57787. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57788. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57789. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57790. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57791. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  57792. }
  57793. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57794. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57795. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57796. import { Mesh } from "babylonjs/Meshes/mesh";
  57797. import { Effect } from "babylonjs/Materials/effect";
  57798. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57799. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57800. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57801. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57802. /**
  57803. * Block used to add support for scene fog
  57804. */
  57805. export class FogBlock extends NodeMaterialBlock {
  57806. private _fogDistanceName;
  57807. private _fogParameters;
  57808. /**
  57809. * Create a new FogBlock
  57810. * @param name defines the block name
  57811. */
  57812. constructor(name: string);
  57813. /**
  57814. * Gets the current class name
  57815. * @returns the class name
  57816. */
  57817. getClassName(): string;
  57818. /**
  57819. * Gets the world position input component
  57820. */
  57821. readonly worldPosition: NodeMaterialConnectionPoint;
  57822. /**
  57823. * Gets the view input component
  57824. */
  57825. readonly view: NodeMaterialConnectionPoint;
  57826. /**
  57827. * Gets the color input component
  57828. */
  57829. readonly input: NodeMaterialConnectionPoint;
  57830. /**
  57831. * Gets the fog color input component
  57832. */
  57833. readonly fogColor: NodeMaterialConnectionPoint;
  57834. /**
  57835. * Gets the output component
  57836. */
  57837. readonly output: NodeMaterialConnectionPoint;
  57838. autoConfigure(material: NodeMaterial): void;
  57839. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57840. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57841. protected _buildBlock(state: NodeMaterialBuildState): this;
  57842. }
  57843. }
  57844. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57845. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57846. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57847. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57849. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57850. import { Effect } from "babylonjs/Materials/effect";
  57851. import { Mesh } from "babylonjs/Meshes/mesh";
  57852. import { Light } from "babylonjs/Lights/light";
  57853. import { Nullable } from "babylonjs/types";
  57854. import { Scene } from "babylonjs/scene";
  57855. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57856. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57857. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57858. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57859. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57860. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57861. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57862. /**
  57863. * Block used to add light in the fragment shader
  57864. */
  57865. export class LightBlock extends NodeMaterialBlock {
  57866. private _lightId;
  57867. /**
  57868. * Gets or sets the light associated with this block
  57869. */
  57870. light: Nullable<Light>;
  57871. /**
  57872. * Create a new LightBlock
  57873. * @param name defines the block name
  57874. */
  57875. constructor(name: string);
  57876. /**
  57877. * Gets the current class name
  57878. * @returns the class name
  57879. */
  57880. getClassName(): string;
  57881. /**
  57882. * Gets the world position input component
  57883. */
  57884. readonly worldPosition: NodeMaterialConnectionPoint;
  57885. /**
  57886. * Gets the world normal input component
  57887. */
  57888. readonly worldNormal: NodeMaterialConnectionPoint;
  57889. /**
  57890. * Gets the camera (or eye) position component
  57891. */
  57892. readonly cameraPosition: NodeMaterialConnectionPoint;
  57893. /**
  57894. * Gets the glossiness component
  57895. */
  57896. readonly glossiness: NodeMaterialConnectionPoint;
  57897. /**
  57898. * Gets the glossinness power component
  57899. */
  57900. readonly glossPower: NodeMaterialConnectionPoint;
  57901. /**
  57902. * Gets the diffuse color component
  57903. */
  57904. readonly diffuseColor: NodeMaterialConnectionPoint;
  57905. /**
  57906. * Gets the specular color component
  57907. */
  57908. readonly specularColor: NodeMaterialConnectionPoint;
  57909. /**
  57910. * Gets the diffuse output component
  57911. */
  57912. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57913. /**
  57914. * Gets the specular output component
  57915. */
  57916. readonly specularOutput: NodeMaterialConnectionPoint;
  57917. autoConfigure(material: NodeMaterial): void;
  57918. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57919. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57920. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57921. private _injectVertexCode;
  57922. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57923. serialize(): any;
  57924. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57925. }
  57926. }
  57927. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57928. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57929. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57930. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57931. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57932. }
  57933. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57934. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57935. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57936. }
  57937. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57938. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57939. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57940. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57941. /**
  57942. * Block used to multiply 2 values
  57943. */
  57944. export class MultiplyBlock extends NodeMaterialBlock {
  57945. /**
  57946. * Creates a new MultiplyBlock
  57947. * @param name defines the block name
  57948. */
  57949. constructor(name: string);
  57950. /**
  57951. * Gets the current class name
  57952. * @returns the class name
  57953. */
  57954. getClassName(): string;
  57955. /**
  57956. * Gets the left operand input component
  57957. */
  57958. readonly left: NodeMaterialConnectionPoint;
  57959. /**
  57960. * Gets the right operand input component
  57961. */
  57962. readonly right: NodeMaterialConnectionPoint;
  57963. /**
  57964. * Gets the output component
  57965. */
  57966. readonly output: NodeMaterialConnectionPoint;
  57967. protected _buildBlock(state: NodeMaterialBuildState): this;
  57968. }
  57969. }
  57970. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57971. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57972. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57974. /**
  57975. * Block used to add 2 vectors
  57976. */
  57977. export class AddBlock extends NodeMaterialBlock {
  57978. /**
  57979. * Creates a new AddBlock
  57980. * @param name defines the block name
  57981. */
  57982. constructor(name: string);
  57983. /**
  57984. * Gets the current class name
  57985. * @returns the class name
  57986. */
  57987. getClassName(): string;
  57988. /**
  57989. * Gets the left operand input component
  57990. */
  57991. readonly left: NodeMaterialConnectionPoint;
  57992. /**
  57993. * Gets the right operand input component
  57994. */
  57995. readonly right: NodeMaterialConnectionPoint;
  57996. /**
  57997. * Gets the output component
  57998. */
  57999. readonly output: NodeMaterialConnectionPoint;
  58000. protected _buildBlock(state: NodeMaterialBuildState): this;
  58001. }
  58002. }
  58003. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  58004. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58005. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58006. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58007. /**
  58008. * Block used to scale a vector by a float
  58009. */
  58010. export class ScaleBlock extends NodeMaterialBlock {
  58011. /**
  58012. * Creates a new ScaleBlock
  58013. * @param name defines the block name
  58014. */
  58015. constructor(name: string);
  58016. /**
  58017. * Gets the current class name
  58018. * @returns the class name
  58019. */
  58020. getClassName(): string;
  58021. /**
  58022. * Gets the input component
  58023. */
  58024. readonly input: NodeMaterialConnectionPoint;
  58025. /**
  58026. * Gets the factor input component
  58027. */
  58028. readonly factor: NodeMaterialConnectionPoint;
  58029. /**
  58030. * Gets the output component
  58031. */
  58032. readonly output: NodeMaterialConnectionPoint;
  58033. protected _buildBlock(state: NodeMaterialBuildState): this;
  58034. }
  58035. }
  58036. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  58037. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58038. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58039. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58040. import { Scene } from "babylonjs/scene";
  58041. /**
  58042. * Block used to clamp a float
  58043. */
  58044. export class ClampBlock extends NodeMaterialBlock {
  58045. /** Gets or sets the minimum range */
  58046. minimum: number;
  58047. /** Gets or sets the maximum range */
  58048. maximum: number;
  58049. /**
  58050. * Creates a new ClampBlock
  58051. * @param name defines the block name
  58052. */
  58053. constructor(name: string);
  58054. /**
  58055. * Gets the current class name
  58056. * @returns the class name
  58057. */
  58058. getClassName(): string;
  58059. /**
  58060. * Gets the value input component
  58061. */
  58062. readonly value: NodeMaterialConnectionPoint;
  58063. /**
  58064. * Gets the output component
  58065. */
  58066. readonly output: NodeMaterialConnectionPoint;
  58067. protected _buildBlock(state: NodeMaterialBuildState): this;
  58068. protected _dumpPropertiesCode(): string;
  58069. serialize(): any;
  58070. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58071. }
  58072. }
  58073. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  58074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58077. /**
  58078. * Block used to apply a cross product between 2 vectors
  58079. */
  58080. export class CrossBlock extends NodeMaterialBlock {
  58081. /**
  58082. * Creates a new CrossBlock
  58083. * @param name defines the block name
  58084. */
  58085. constructor(name: string);
  58086. /**
  58087. * Gets the current class name
  58088. * @returns the class name
  58089. */
  58090. getClassName(): string;
  58091. /**
  58092. * Gets the left operand input component
  58093. */
  58094. readonly left: NodeMaterialConnectionPoint;
  58095. /**
  58096. * Gets the right operand input component
  58097. */
  58098. readonly right: NodeMaterialConnectionPoint;
  58099. /**
  58100. * Gets the output component
  58101. */
  58102. readonly output: NodeMaterialConnectionPoint;
  58103. protected _buildBlock(state: NodeMaterialBuildState): this;
  58104. }
  58105. }
  58106. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  58107. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58108. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58110. /**
  58111. * Block used to apply a dot product between 2 vectors
  58112. */
  58113. export class DotBlock extends NodeMaterialBlock {
  58114. /**
  58115. * Creates a new DotBlock
  58116. * @param name defines the block name
  58117. */
  58118. constructor(name: string);
  58119. /**
  58120. * Gets the current class name
  58121. * @returns the class name
  58122. */
  58123. getClassName(): string;
  58124. /**
  58125. * Gets the left operand input component
  58126. */
  58127. readonly left: NodeMaterialConnectionPoint;
  58128. /**
  58129. * Gets the right operand input component
  58130. */
  58131. readonly right: NodeMaterialConnectionPoint;
  58132. /**
  58133. * Gets the output component
  58134. */
  58135. readonly output: NodeMaterialConnectionPoint;
  58136. protected _buildBlock(state: NodeMaterialBuildState): this;
  58137. }
  58138. }
  58139. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58140. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58141. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58142. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58143. import { Vector2 } from "babylonjs/Maths/math.vector";
  58144. import { Scene } from "babylonjs/scene";
  58145. /**
  58146. * Block used to remap a float from a range to a new one
  58147. */
  58148. export class RemapBlock extends NodeMaterialBlock {
  58149. /**
  58150. * Gets or sets the source range
  58151. */
  58152. sourceRange: Vector2;
  58153. /**
  58154. * Gets or sets the target range
  58155. */
  58156. targetRange: Vector2;
  58157. /**
  58158. * Creates a new RemapBlock
  58159. * @param name defines the block name
  58160. */
  58161. constructor(name: string);
  58162. /**
  58163. * Gets the current class name
  58164. * @returns the class name
  58165. */
  58166. getClassName(): string;
  58167. /**
  58168. * Gets the input component
  58169. */
  58170. readonly input: NodeMaterialConnectionPoint;
  58171. /**
  58172. * Gets the source min input component
  58173. */
  58174. readonly sourceMin: NodeMaterialConnectionPoint;
  58175. /**
  58176. * Gets the source max input component
  58177. */
  58178. readonly sourceMax: NodeMaterialConnectionPoint;
  58179. /**
  58180. * Gets the target min input component
  58181. */
  58182. readonly targetMin: NodeMaterialConnectionPoint;
  58183. /**
  58184. * Gets the target max input component
  58185. */
  58186. readonly targetMax: NodeMaterialConnectionPoint;
  58187. /**
  58188. * Gets the output component
  58189. */
  58190. readonly output: NodeMaterialConnectionPoint;
  58191. protected _buildBlock(state: NodeMaterialBuildState): this;
  58192. protected _dumpPropertiesCode(): string;
  58193. serialize(): any;
  58194. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58195. }
  58196. }
  58197. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58198. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58199. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58200. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58201. /**
  58202. * Block used to normalize a vector
  58203. */
  58204. export class NormalizeBlock extends NodeMaterialBlock {
  58205. /**
  58206. * Creates a new NormalizeBlock
  58207. * @param name defines the block name
  58208. */
  58209. constructor(name: string);
  58210. /**
  58211. * Gets the current class name
  58212. * @returns the class name
  58213. */
  58214. getClassName(): string;
  58215. /**
  58216. * Gets the input component
  58217. */
  58218. readonly input: NodeMaterialConnectionPoint;
  58219. /**
  58220. * Gets the output component
  58221. */
  58222. readonly output: NodeMaterialConnectionPoint;
  58223. protected _buildBlock(state: NodeMaterialBuildState): this;
  58224. }
  58225. }
  58226. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58227. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58228. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58229. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58230. import { Scene } from "babylonjs/scene";
  58231. /**
  58232. * Operations supported by the Trigonometry block
  58233. */
  58234. export enum TrigonometryBlockOperations {
  58235. /** Cos */
  58236. Cos = 0,
  58237. /** Sin */
  58238. Sin = 1,
  58239. /** Abs */
  58240. Abs = 2,
  58241. /** Exp */
  58242. Exp = 3,
  58243. /** Exp2 */
  58244. Exp2 = 4,
  58245. /** Round */
  58246. Round = 5,
  58247. /** Floor */
  58248. Floor = 6,
  58249. /** Ceiling */
  58250. Ceiling = 7,
  58251. /** Square root */
  58252. Sqrt = 8,
  58253. /** Log */
  58254. Log = 9,
  58255. /** Tangent */
  58256. Tan = 10,
  58257. /** Arc tangent */
  58258. ArcTan = 11,
  58259. /** Arc cosinus */
  58260. ArcCos = 12,
  58261. /** Arc sinus */
  58262. ArcSin = 13,
  58263. /** Fraction */
  58264. Fract = 14,
  58265. /** Sign */
  58266. Sign = 15,
  58267. /** To radians (from degrees) */
  58268. Radians = 16,
  58269. /** To degrees (from radians) */
  58270. Degrees = 17
  58271. }
  58272. /**
  58273. * Block used to apply trigonometry operation to floats
  58274. */
  58275. export class TrigonometryBlock extends NodeMaterialBlock {
  58276. /**
  58277. * Gets or sets the operation applied by the block
  58278. */
  58279. operation: TrigonometryBlockOperations;
  58280. /**
  58281. * Creates a new TrigonometryBlock
  58282. * @param name defines the block name
  58283. */
  58284. constructor(name: string);
  58285. /**
  58286. * Gets the current class name
  58287. * @returns the class name
  58288. */
  58289. getClassName(): string;
  58290. /**
  58291. * Gets the input component
  58292. */
  58293. readonly input: NodeMaterialConnectionPoint;
  58294. /**
  58295. * Gets the output component
  58296. */
  58297. readonly output: NodeMaterialConnectionPoint;
  58298. protected _buildBlock(state: NodeMaterialBuildState): this;
  58299. serialize(): any;
  58300. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58301. protected _dumpPropertiesCode(): string;
  58302. }
  58303. }
  58304. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58308. /**
  58309. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58310. */
  58311. export class ColorMergerBlock extends NodeMaterialBlock {
  58312. /**
  58313. * Create a new ColorMergerBlock
  58314. * @param name defines the block name
  58315. */
  58316. constructor(name: string);
  58317. /**
  58318. * Gets the current class name
  58319. * @returns the class name
  58320. */
  58321. getClassName(): string;
  58322. /**
  58323. * Gets the r component (input)
  58324. */
  58325. readonly r: NodeMaterialConnectionPoint;
  58326. /**
  58327. * Gets the g component (input)
  58328. */
  58329. readonly g: NodeMaterialConnectionPoint;
  58330. /**
  58331. * Gets the b component (input)
  58332. */
  58333. readonly b: NodeMaterialConnectionPoint;
  58334. /**
  58335. * Gets the a component (input)
  58336. */
  58337. readonly a: NodeMaterialConnectionPoint;
  58338. /**
  58339. * Gets the rgba component (output)
  58340. */
  58341. readonly rgba: NodeMaterialConnectionPoint;
  58342. /**
  58343. * Gets the rgb component (output)
  58344. */
  58345. readonly rgb: NodeMaterialConnectionPoint;
  58346. protected _buildBlock(state: NodeMaterialBuildState): this;
  58347. }
  58348. }
  58349. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58350. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58351. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58352. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58353. /**
  58354. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58355. */
  58356. export class VectorMergerBlock extends NodeMaterialBlock {
  58357. /**
  58358. * Create a new VectorMergerBlock
  58359. * @param name defines the block name
  58360. */
  58361. constructor(name: string);
  58362. /**
  58363. * Gets the current class name
  58364. * @returns the class name
  58365. */
  58366. getClassName(): string;
  58367. /**
  58368. * Gets the x component (input)
  58369. */
  58370. readonly x: NodeMaterialConnectionPoint;
  58371. /**
  58372. * Gets the y component (input)
  58373. */
  58374. readonly y: NodeMaterialConnectionPoint;
  58375. /**
  58376. * Gets the z component (input)
  58377. */
  58378. readonly z: NodeMaterialConnectionPoint;
  58379. /**
  58380. * Gets the w component (input)
  58381. */
  58382. readonly w: NodeMaterialConnectionPoint;
  58383. /**
  58384. * Gets the xyzw component (output)
  58385. */
  58386. readonly xyzw: NodeMaterialConnectionPoint;
  58387. /**
  58388. * Gets the xyz component (output)
  58389. */
  58390. readonly xyz: NodeMaterialConnectionPoint;
  58391. /**
  58392. * Gets the xy component (output)
  58393. */
  58394. readonly xy: NodeMaterialConnectionPoint;
  58395. protected _buildBlock(state: NodeMaterialBuildState): this;
  58396. }
  58397. }
  58398. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58399. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58400. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58401. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58402. /**
  58403. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58404. */
  58405. export class ColorSplitterBlock extends NodeMaterialBlock {
  58406. /**
  58407. * Create a new ColorSplitterBlock
  58408. * @param name defines the block name
  58409. */
  58410. constructor(name: string);
  58411. /**
  58412. * Gets the current class name
  58413. * @returns the class name
  58414. */
  58415. getClassName(): string;
  58416. /**
  58417. * Gets the rgba component (input)
  58418. */
  58419. readonly rgba: NodeMaterialConnectionPoint;
  58420. /**
  58421. * Gets the rgb component (input)
  58422. */
  58423. readonly rgbIn: NodeMaterialConnectionPoint;
  58424. /**
  58425. * Gets the rgb component (output)
  58426. */
  58427. readonly rgbOut: NodeMaterialConnectionPoint;
  58428. /**
  58429. * Gets the r component (output)
  58430. */
  58431. readonly r: NodeMaterialConnectionPoint;
  58432. /**
  58433. * Gets the g component (output)
  58434. */
  58435. readonly g: NodeMaterialConnectionPoint;
  58436. /**
  58437. * Gets the b component (output)
  58438. */
  58439. readonly b: NodeMaterialConnectionPoint;
  58440. /**
  58441. * Gets the a component (output)
  58442. */
  58443. readonly a: NodeMaterialConnectionPoint;
  58444. protected _inputRename(name: string): string;
  58445. protected _outputRename(name: string): string;
  58446. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58447. }
  58448. }
  58449. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58450. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58451. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58452. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58453. /**
  58454. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58455. */
  58456. export class VectorSplitterBlock extends NodeMaterialBlock {
  58457. /**
  58458. * Create a new VectorSplitterBlock
  58459. * @param name defines the block name
  58460. */
  58461. constructor(name: string);
  58462. /**
  58463. * Gets the current class name
  58464. * @returns the class name
  58465. */
  58466. getClassName(): string;
  58467. /**
  58468. * Gets the xyzw component (input)
  58469. */
  58470. readonly xyzw: NodeMaterialConnectionPoint;
  58471. /**
  58472. * Gets the xyz component (input)
  58473. */
  58474. readonly xyzIn: NodeMaterialConnectionPoint;
  58475. /**
  58476. * Gets the xy component (input)
  58477. */
  58478. readonly xyIn: NodeMaterialConnectionPoint;
  58479. /**
  58480. * Gets the xyz component (output)
  58481. */
  58482. readonly xyzOut: NodeMaterialConnectionPoint;
  58483. /**
  58484. * Gets the xy component (output)
  58485. */
  58486. readonly xyOut: NodeMaterialConnectionPoint;
  58487. /**
  58488. * Gets the x component (output)
  58489. */
  58490. readonly x: NodeMaterialConnectionPoint;
  58491. /**
  58492. * Gets the y component (output)
  58493. */
  58494. readonly y: NodeMaterialConnectionPoint;
  58495. /**
  58496. * Gets the z component (output)
  58497. */
  58498. readonly z: NodeMaterialConnectionPoint;
  58499. /**
  58500. * Gets the w component (output)
  58501. */
  58502. readonly w: NodeMaterialConnectionPoint;
  58503. protected _inputRename(name: string): string;
  58504. protected _outputRename(name: string): string;
  58505. protected _buildBlock(state: NodeMaterialBuildState): this;
  58506. }
  58507. }
  58508. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58509. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58510. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58511. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58512. /**
  58513. * Block used to lerp between 2 values
  58514. */
  58515. export class LerpBlock extends NodeMaterialBlock {
  58516. /**
  58517. * Creates a new LerpBlock
  58518. * @param name defines the block name
  58519. */
  58520. constructor(name: string);
  58521. /**
  58522. * Gets the current class name
  58523. * @returns the class name
  58524. */
  58525. getClassName(): string;
  58526. /**
  58527. * Gets the left operand input component
  58528. */
  58529. readonly left: NodeMaterialConnectionPoint;
  58530. /**
  58531. * Gets the right operand input component
  58532. */
  58533. readonly right: NodeMaterialConnectionPoint;
  58534. /**
  58535. * Gets the gradient operand input component
  58536. */
  58537. readonly gradient: NodeMaterialConnectionPoint;
  58538. /**
  58539. * Gets the output component
  58540. */
  58541. readonly output: NodeMaterialConnectionPoint;
  58542. protected _buildBlock(state: NodeMaterialBuildState): this;
  58543. }
  58544. }
  58545. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58546. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58547. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58548. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58549. /**
  58550. * Block used to divide 2 vectors
  58551. */
  58552. export class DivideBlock extends NodeMaterialBlock {
  58553. /**
  58554. * Creates a new DivideBlock
  58555. * @param name defines the block name
  58556. */
  58557. constructor(name: string);
  58558. /**
  58559. * Gets the current class name
  58560. * @returns the class name
  58561. */
  58562. getClassName(): string;
  58563. /**
  58564. * Gets the left operand input component
  58565. */
  58566. readonly left: NodeMaterialConnectionPoint;
  58567. /**
  58568. * Gets the right operand input component
  58569. */
  58570. readonly right: NodeMaterialConnectionPoint;
  58571. /**
  58572. * Gets the output component
  58573. */
  58574. readonly output: NodeMaterialConnectionPoint;
  58575. protected _buildBlock(state: NodeMaterialBuildState): this;
  58576. }
  58577. }
  58578. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58579. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58580. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58581. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58582. /**
  58583. * Block used to subtract 2 vectors
  58584. */
  58585. export class SubtractBlock extends NodeMaterialBlock {
  58586. /**
  58587. * Creates a new SubtractBlock
  58588. * @param name defines the block name
  58589. */
  58590. constructor(name: string);
  58591. /**
  58592. * Gets the current class name
  58593. * @returns the class name
  58594. */
  58595. getClassName(): string;
  58596. /**
  58597. * Gets the left operand input component
  58598. */
  58599. readonly left: NodeMaterialConnectionPoint;
  58600. /**
  58601. * Gets the right operand input component
  58602. */
  58603. readonly right: NodeMaterialConnectionPoint;
  58604. /**
  58605. * Gets the output component
  58606. */
  58607. readonly output: NodeMaterialConnectionPoint;
  58608. protected _buildBlock(state: NodeMaterialBuildState): this;
  58609. }
  58610. }
  58611. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58612. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58613. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58614. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58615. /**
  58616. * Block used to step a value
  58617. */
  58618. export class StepBlock extends NodeMaterialBlock {
  58619. /**
  58620. * Creates a new StepBlock
  58621. * @param name defines the block name
  58622. */
  58623. constructor(name: string);
  58624. /**
  58625. * Gets the current class name
  58626. * @returns the class name
  58627. */
  58628. getClassName(): string;
  58629. /**
  58630. * Gets the value operand input component
  58631. */
  58632. readonly value: NodeMaterialConnectionPoint;
  58633. /**
  58634. * Gets the edge operand input component
  58635. */
  58636. readonly edge: NodeMaterialConnectionPoint;
  58637. /**
  58638. * Gets the output component
  58639. */
  58640. readonly output: NodeMaterialConnectionPoint;
  58641. protected _buildBlock(state: NodeMaterialBuildState): this;
  58642. }
  58643. }
  58644. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58645. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58646. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58647. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58648. /**
  58649. * Block used to get the opposite (1 - x) of a value
  58650. */
  58651. export class OneMinusBlock extends NodeMaterialBlock {
  58652. /**
  58653. * Creates a new OneMinusBlock
  58654. * @param name defines the block name
  58655. */
  58656. constructor(name: string);
  58657. /**
  58658. * Gets the current class name
  58659. * @returns the class name
  58660. */
  58661. getClassName(): string;
  58662. /**
  58663. * Gets the input component
  58664. */
  58665. readonly input: NodeMaterialConnectionPoint;
  58666. /**
  58667. * Gets the output component
  58668. */
  58669. readonly output: NodeMaterialConnectionPoint;
  58670. protected _buildBlock(state: NodeMaterialBuildState): this;
  58671. }
  58672. }
  58673. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58674. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58675. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58676. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58677. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58678. /**
  58679. * Block used to get the view direction
  58680. */
  58681. export class ViewDirectionBlock extends NodeMaterialBlock {
  58682. /**
  58683. * Creates a new ViewDirectionBlock
  58684. * @param name defines the block name
  58685. */
  58686. constructor(name: string);
  58687. /**
  58688. * Gets the current class name
  58689. * @returns the class name
  58690. */
  58691. getClassName(): string;
  58692. /**
  58693. * Gets the world position component
  58694. */
  58695. readonly worldPosition: NodeMaterialConnectionPoint;
  58696. /**
  58697. * Gets the camera position component
  58698. */
  58699. readonly cameraPosition: NodeMaterialConnectionPoint;
  58700. /**
  58701. * Gets the output component
  58702. */
  58703. readonly output: NodeMaterialConnectionPoint;
  58704. autoConfigure(material: NodeMaterial): void;
  58705. protected _buildBlock(state: NodeMaterialBuildState): this;
  58706. }
  58707. }
  58708. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58709. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58710. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58711. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58712. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58713. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58714. /**
  58715. * Block used to compute fresnel value
  58716. */
  58717. export class FresnelBlock extends NodeMaterialBlock {
  58718. /**
  58719. * Create a new FresnelBlock
  58720. * @param name defines the block name
  58721. */
  58722. constructor(name: string);
  58723. /**
  58724. * Gets the current class name
  58725. * @returns the class name
  58726. */
  58727. getClassName(): string;
  58728. /**
  58729. * Gets the world normal input component
  58730. */
  58731. readonly worldNormal: NodeMaterialConnectionPoint;
  58732. /**
  58733. * Gets the view direction input component
  58734. */
  58735. readonly viewDirection: NodeMaterialConnectionPoint;
  58736. /**
  58737. * Gets the bias input component
  58738. */
  58739. readonly bias: NodeMaterialConnectionPoint;
  58740. /**
  58741. * Gets the camera (or eye) position component
  58742. */
  58743. readonly power: NodeMaterialConnectionPoint;
  58744. /**
  58745. * Gets the fresnel output component
  58746. */
  58747. readonly fresnel: NodeMaterialConnectionPoint;
  58748. autoConfigure(material: NodeMaterial): void;
  58749. protected _buildBlock(state: NodeMaterialBuildState): this;
  58750. }
  58751. }
  58752. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58753. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58754. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58755. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58756. /**
  58757. * Block used to get the max of 2 values
  58758. */
  58759. export class MaxBlock extends NodeMaterialBlock {
  58760. /**
  58761. * Creates a new MaxBlock
  58762. * @param name defines the block name
  58763. */
  58764. constructor(name: string);
  58765. /**
  58766. * Gets the current class name
  58767. * @returns the class name
  58768. */
  58769. getClassName(): string;
  58770. /**
  58771. * Gets the left operand input component
  58772. */
  58773. readonly left: NodeMaterialConnectionPoint;
  58774. /**
  58775. * Gets the right operand input component
  58776. */
  58777. readonly right: NodeMaterialConnectionPoint;
  58778. /**
  58779. * Gets the output component
  58780. */
  58781. readonly output: NodeMaterialConnectionPoint;
  58782. protected _buildBlock(state: NodeMaterialBuildState): this;
  58783. }
  58784. }
  58785. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58786. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58787. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58788. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58789. /**
  58790. * Block used to get the min of 2 values
  58791. */
  58792. export class MinBlock extends NodeMaterialBlock {
  58793. /**
  58794. * Creates a new MinBlock
  58795. * @param name defines the block name
  58796. */
  58797. constructor(name: string);
  58798. /**
  58799. * Gets the current class name
  58800. * @returns the class name
  58801. */
  58802. getClassName(): string;
  58803. /**
  58804. * Gets the left operand input component
  58805. */
  58806. readonly left: NodeMaterialConnectionPoint;
  58807. /**
  58808. * Gets the right operand input component
  58809. */
  58810. readonly right: NodeMaterialConnectionPoint;
  58811. /**
  58812. * Gets the output component
  58813. */
  58814. readonly output: NodeMaterialConnectionPoint;
  58815. protected _buildBlock(state: NodeMaterialBuildState): this;
  58816. }
  58817. }
  58818. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58819. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58820. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58821. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58822. /**
  58823. * Block used to get the distance between 2 values
  58824. */
  58825. export class DistanceBlock extends NodeMaterialBlock {
  58826. /**
  58827. * Creates a new DistanceBlock
  58828. * @param name defines the block name
  58829. */
  58830. constructor(name: string);
  58831. /**
  58832. * Gets the current class name
  58833. * @returns the class name
  58834. */
  58835. getClassName(): string;
  58836. /**
  58837. * Gets the left operand input component
  58838. */
  58839. readonly left: NodeMaterialConnectionPoint;
  58840. /**
  58841. * Gets the right operand input component
  58842. */
  58843. readonly right: NodeMaterialConnectionPoint;
  58844. /**
  58845. * Gets the output component
  58846. */
  58847. readonly output: NodeMaterialConnectionPoint;
  58848. protected _buildBlock(state: NodeMaterialBuildState): this;
  58849. }
  58850. }
  58851. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58852. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58853. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58854. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58855. /**
  58856. * Block used to get the length of a vector
  58857. */
  58858. export class LengthBlock extends NodeMaterialBlock {
  58859. /**
  58860. * Creates a new LengthBlock
  58861. * @param name defines the block name
  58862. */
  58863. constructor(name: string);
  58864. /**
  58865. * Gets the current class name
  58866. * @returns the class name
  58867. */
  58868. getClassName(): string;
  58869. /**
  58870. * Gets the value input component
  58871. */
  58872. readonly value: NodeMaterialConnectionPoint;
  58873. /**
  58874. * Gets the output component
  58875. */
  58876. readonly output: NodeMaterialConnectionPoint;
  58877. protected _buildBlock(state: NodeMaterialBuildState): this;
  58878. }
  58879. }
  58880. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58881. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58882. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58883. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58884. /**
  58885. * Block used to get negative version of a value (i.e. x * -1)
  58886. */
  58887. export class NegateBlock extends NodeMaterialBlock {
  58888. /**
  58889. * Creates a new NegateBlock
  58890. * @param name defines the block name
  58891. */
  58892. constructor(name: string);
  58893. /**
  58894. * Gets the current class name
  58895. * @returns the class name
  58896. */
  58897. getClassName(): string;
  58898. /**
  58899. * Gets the value input component
  58900. */
  58901. readonly value: NodeMaterialConnectionPoint;
  58902. /**
  58903. * Gets the output component
  58904. */
  58905. readonly output: NodeMaterialConnectionPoint;
  58906. protected _buildBlock(state: NodeMaterialBuildState): this;
  58907. }
  58908. }
  58909. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58910. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58911. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58912. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58913. /**
  58914. * Block used to get the value of the first parameter raised to the power of the second
  58915. */
  58916. export class PowBlock extends NodeMaterialBlock {
  58917. /**
  58918. * Creates a new PowBlock
  58919. * @param name defines the block name
  58920. */
  58921. constructor(name: string);
  58922. /**
  58923. * Gets the current class name
  58924. * @returns the class name
  58925. */
  58926. getClassName(): string;
  58927. /**
  58928. * Gets the value operand input component
  58929. */
  58930. readonly value: NodeMaterialConnectionPoint;
  58931. /**
  58932. * Gets the power operand input component
  58933. */
  58934. readonly power: NodeMaterialConnectionPoint;
  58935. /**
  58936. * Gets the output component
  58937. */
  58938. readonly output: NodeMaterialConnectionPoint;
  58939. protected _buildBlock(state: NodeMaterialBuildState): this;
  58940. }
  58941. }
  58942. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58946. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58947. /**
  58948. * Block used to get a random number
  58949. */
  58950. export class RandomNumberBlock extends NodeMaterialBlock {
  58951. /**
  58952. * Creates a new RandomNumberBlock
  58953. * @param name defines the block name
  58954. */
  58955. constructor(name: string);
  58956. /**
  58957. * Gets the current class name
  58958. * @returns the class name
  58959. */
  58960. getClassName(): string;
  58961. /**
  58962. * Gets the seed input component
  58963. */
  58964. readonly seed: NodeMaterialConnectionPoint;
  58965. /**
  58966. * Gets the output component
  58967. */
  58968. readonly output: NodeMaterialConnectionPoint;
  58969. protected _buildBlock(state: NodeMaterialBuildState): this;
  58970. }
  58971. }
  58972. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58973. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58974. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58975. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58976. /**
  58977. * Block used to compute arc tangent of 2 values
  58978. */
  58979. export class ArcTan2Block extends NodeMaterialBlock {
  58980. /**
  58981. * Creates a new ArcTan2Block
  58982. * @param name defines the block name
  58983. */
  58984. constructor(name: string);
  58985. /**
  58986. * Gets the current class name
  58987. * @returns the class name
  58988. */
  58989. getClassName(): string;
  58990. /**
  58991. * Gets the x operand input component
  58992. */
  58993. readonly x: NodeMaterialConnectionPoint;
  58994. /**
  58995. * Gets the y operand input component
  58996. */
  58997. readonly y: NodeMaterialConnectionPoint;
  58998. /**
  58999. * Gets the output component
  59000. */
  59001. readonly output: NodeMaterialConnectionPoint;
  59002. protected _buildBlock(state: NodeMaterialBuildState): this;
  59003. }
  59004. }
  59005. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  59006. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59007. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59008. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59009. /**
  59010. * Block used to smooth step a value
  59011. */
  59012. export class SmoothStepBlock extends NodeMaterialBlock {
  59013. /**
  59014. * Creates a new SmoothStepBlock
  59015. * @param name defines the block name
  59016. */
  59017. constructor(name: string);
  59018. /**
  59019. * Gets the current class name
  59020. * @returns the class name
  59021. */
  59022. getClassName(): string;
  59023. /**
  59024. * Gets the value operand input component
  59025. */
  59026. readonly value: NodeMaterialConnectionPoint;
  59027. /**
  59028. * Gets the first edge operand input component
  59029. */
  59030. readonly edge0: NodeMaterialConnectionPoint;
  59031. /**
  59032. * Gets the second edge operand input component
  59033. */
  59034. readonly edge1: NodeMaterialConnectionPoint;
  59035. /**
  59036. * Gets the output component
  59037. */
  59038. readonly output: NodeMaterialConnectionPoint;
  59039. protected _buildBlock(state: NodeMaterialBuildState): this;
  59040. }
  59041. }
  59042. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  59043. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59044. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59045. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59046. /**
  59047. * Block used to get the reciprocal (1 / x) of a value
  59048. */
  59049. export class ReciprocalBlock extends NodeMaterialBlock {
  59050. /**
  59051. * Creates a new ReciprocalBlock
  59052. * @param name defines the block name
  59053. */
  59054. constructor(name: string);
  59055. /**
  59056. * Gets the current class name
  59057. * @returns the class name
  59058. */
  59059. getClassName(): string;
  59060. /**
  59061. * Gets the input component
  59062. */
  59063. readonly input: NodeMaterialConnectionPoint;
  59064. /**
  59065. * Gets the output component
  59066. */
  59067. readonly output: NodeMaterialConnectionPoint;
  59068. protected _buildBlock(state: NodeMaterialBuildState): this;
  59069. }
  59070. }
  59071. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  59072. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59073. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59074. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59075. /**
  59076. * Block used to replace a color by another one
  59077. */
  59078. export class ReplaceColorBlock extends NodeMaterialBlock {
  59079. /**
  59080. * Creates a new ReplaceColorBlock
  59081. * @param name defines the block name
  59082. */
  59083. constructor(name: string);
  59084. /**
  59085. * Gets the current class name
  59086. * @returns the class name
  59087. */
  59088. getClassName(): string;
  59089. /**
  59090. * Gets the value input component
  59091. */
  59092. readonly value: NodeMaterialConnectionPoint;
  59093. /**
  59094. * Gets the reference input component
  59095. */
  59096. readonly reference: NodeMaterialConnectionPoint;
  59097. /**
  59098. * Gets the distance input component
  59099. */
  59100. readonly distance: NodeMaterialConnectionPoint;
  59101. /**
  59102. * Gets the replacement input component
  59103. */
  59104. readonly replacement: NodeMaterialConnectionPoint;
  59105. /**
  59106. * Gets the output component
  59107. */
  59108. readonly output: NodeMaterialConnectionPoint;
  59109. protected _buildBlock(state: NodeMaterialBuildState): this;
  59110. }
  59111. }
  59112. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  59113. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59114. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59115. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59116. /**
  59117. * Block used to posterize a value
  59118. * @see https://en.wikipedia.org/wiki/Posterization
  59119. */
  59120. export class PosterizeBlock extends NodeMaterialBlock {
  59121. /**
  59122. * Creates a new PosterizeBlock
  59123. * @param name defines the block name
  59124. */
  59125. constructor(name: string);
  59126. /**
  59127. * Gets the current class name
  59128. * @returns the class name
  59129. */
  59130. getClassName(): string;
  59131. /**
  59132. * Gets the value input component
  59133. */
  59134. readonly value: NodeMaterialConnectionPoint;
  59135. /**
  59136. * Gets the steps input component
  59137. */
  59138. readonly steps: NodeMaterialConnectionPoint;
  59139. /**
  59140. * Gets the output component
  59141. */
  59142. readonly output: NodeMaterialConnectionPoint;
  59143. protected _buildBlock(state: NodeMaterialBuildState): this;
  59144. }
  59145. }
  59146. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59147. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59148. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59149. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59150. import { Scene } from "babylonjs/scene";
  59151. /**
  59152. * Operations supported by the Wave block
  59153. */
  59154. export enum WaveBlockKind {
  59155. /** SawTooth */
  59156. SawTooth = 0,
  59157. /** Square */
  59158. Square = 1,
  59159. /** Triangle */
  59160. Triangle = 2
  59161. }
  59162. /**
  59163. * Block used to apply wave operation to floats
  59164. */
  59165. export class WaveBlock extends NodeMaterialBlock {
  59166. /**
  59167. * Gets or sets the kibnd of wave to be applied by the block
  59168. */
  59169. kind: WaveBlockKind;
  59170. /**
  59171. * Creates a new WaveBlock
  59172. * @param name defines the block name
  59173. */
  59174. constructor(name: string);
  59175. /**
  59176. * Gets the current class name
  59177. * @returns the class name
  59178. */
  59179. getClassName(): string;
  59180. /**
  59181. * Gets the input component
  59182. */
  59183. readonly input: NodeMaterialConnectionPoint;
  59184. /**
  59185. * Gets the output component
  59186. */
  59187. readonly output: NodeMaterialConnectionPoint;
  59188. protected _buildBlock(state: NodeMaterialBuildState): this;
  59189. serialize(): any;
  59190. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59191. }
  59192. }
  59193. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59194. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59195. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59196. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59197. import { Color3 } from "babylonjs/Maths/math.color";
  59198. import { Scene } from "babylonjs/scene";
  59199. /**
  59200. * Class used to store a color step for the GradientBlock
  59201. */
  59202. export class GradientBlockColorStep {
  59203. /**
  59204. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59205. */
  59206. step: number;
  59207. /**
  59208. * Gets or sets the color associated with this step
  59209. */
  59210. color: Color3;
  59211. /**
  59212. * Creates a new GradientBlockColorStep
  59213. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59214. * @param color defines the color associated with this step
  59215. */
  59216. constructor(
  59217. /**
  59218. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59219. */
  59220. step: number,
  59221. /**
  59222. * Gets or sets the color associated with this step
  59223. */
  59224. color: Color3);
  59225. }
  59226. /**
  59227. * Block used to return a color from a gradient based on an input value between 0 and 1
  59228. */
  59229. export class GradientBlock extends NodeMaterialBlock {
  59230. /**
  59231. * Gets or sets the list of color steps
  59232. */
  59233. colorSteps: GradientBlockColorStep[];
  59234. /**
  59235. * Creates a new GradientBlock
  59236. * @param name defines the block name
  59237. */
  59238. constructor(name: string);
  59239. /**
  59240. * Gets the current class name
  59241. * @returns the class name
  59242. */
  59243. getClassName(): string;
  59244. /**
  59245. * Gets the gradient input component
  59246. */
  59247. readonly gradient: NodeMaterialConnectionPoint;
  59248. /**
  59249. * Gets the output component
  59250. */
  59251. readonly output: NodeMaterialConnectionPoint;
  59252. private _writeColorConstant;
  59253. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59254. serialize(): any;
  59255. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59256. protected _dumpPropertiesCode(): string;
  59257. }
  59258. }
  59259. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59260. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59261. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59262. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59263. /**
  59264. * Block used to normalize lerp between 2 values
  59265. */
  59266. export class NLerpBlock extends NodeMaterialBlock {
  59267. /**
  59268. * Creates a new NLerpBlock
  59269. * @param name defines the block name
  59270. */
  59271. constructor(name: string);
  59272. /**
  59273. * Gets the current class name
  59274. * @returns the class name
  59275. */
  59276. getClassName(): string;
  59277. /**
  59278. * Gets the left operand input component
  59279. */
  59280. readonly left: NodeMaterialConnectionPoint;
  59281. /**
  59282. * Gets the right operand input component
  59283. */
  59284. readonly right: NodeMaterialConnectionPoint;
  59285. /**
  59286. * Gets the gradient operand input component
  59287. */
  59288. readonly gradient: NodeMaterialConnectionPoint;
  59289. /**
  59290. * Gets the output component
  59291. */
  59292. readonly output: NodeMaterialConnectionPoint;
  59293. protected _buildBlock(state: NodeMaterialBuildState): this;
  59294. }
  59295. }
  59296. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59297. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59298. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59299. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59300. import { Scene } from "babylonjs/scene";
  59301. /**
  59302. * block used to Generate a Worley Noise 3D Noise Pattern
  59303. */
  59304. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59305. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59306. manhattanDistance: boolean;
  59307. /**
  59308. * Creates a new WorleyNoise3DBlock
  59309. * @param name defines the block name
  59310. */
  59311. constructor(name: string);
  59312. /**
  59313. * Gets the current class name
  59314. * @returns the class name
  59315. */
  59316. getClassName(): string;
  59317. /**
  59318. * Gets the seed input component
  59319. */
  59320. readonly seed: NodeMaterialConnectionPoint;
  59321. /**
  59322. * Gets the jitter input component
  59323. */
  59324. readonly jitter: NodeMaterialConnectionPoint;
  59325. /**
  59326. * Gets the output component
  59327. */
  59328. readonly output: NodeMaterialConnectionPoint;
  59329. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59330. /**
  59331. * Exposes the properties to the UI?
  59332. */
  59333. protected _dumpPropertiesCode(): string;
  59334. /**
  59335. * Exposes the properties to the Seralize?
  59336. */
  59337. serialize(): any;
  59338. /**
  59339. * Exposes the properties to the deseralize?
  59340. */
  59341. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59342. }
  59343. }
  59344. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59345. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59346. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59347. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59348. /**
  59349. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59350. */
  59351. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59352. /**
  59353. * Creates a new SimplexPerlin3DBlock
  59354. * @param name defines the block name
  59355. */
  59356. constructor(name: string);
  59357. /**
  59358. * Gets the current class name
  59359. * @returns the class name
  59360. */
  59361. getClassName(): string;
  59362. /**
  59363. * Gets the seed operand input component
  59364. */
  59365. readonly seed: NodeMaterialConnectionPoint;
  59366. /**
  59367. * Gets the output component
  59368. */
  59369. readonly output: NodeMaterialConnectionPoint;
  59370. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59371. }
  59372. }
  59373. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  59374. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59375. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59376. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59377. /**
  59378. * Block used to blend normals
  59379. */
  59380. export class NormalBlendBlock extends NodeMaterialBlock {
  59381. /**
  59382. * Creates a new NormalBlendBlock
  59383. * @param name defines the block name
  59384. */
  59385. constructor(name: string);
  59386. /**
  59387. * Gets the current class name
  59388. * @returns the class name
  59389. */
  59390. getClassName(): string;
  59391. /**
  59392. * Gets the first input component
  59393. */
  59394. readonly input0: NodeMaterialConnectionPoint;
  59395. /**
  59396. * Gets the second input component
  59397. */
  59398. readonly input1: NodeMaterialConnectionPoint;
  59399. /**
  59400. * Gets the output component
  59401. */
  59402. readonly output: NodeMaterialConnectionPoint;
  59403. protected _buildBlock(state: NodeMaterialBuildState): this;
  59404. }
  59405. }
  59406. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  59407. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59408. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59409. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59410. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  59411. /**
  59412. * Block used to rotate a 2d vector by a given angle
  59413. */
  59414. export class Rotate2dBlock extends NodeMaterialBlock {
  59415. /**
  59416. * Creates a new Rotate2dBlock
  59417. * @param name defines the block name
  59418. */
  59419. constructor(name: string);
  59420. /**
  59421. * Gets the current class name
  59422. * @returns the class name
  59423. */
  59424. getClassName(): string;
  59425. /**
  59426. * Gets the input vector
  59427. */
  59428. readonly input: NodeMaterialConnectionPoint;
  59429. /**
  59430. * Gets the input angle
  59431. */
  59432. readonly angle: NodeMaterialConnectionPoint;
  59433. /**
  59434. * Gets the output component
  59435. */
  59436. readonly output: NodeMaterialConnectionPoint;
  59437. autoConfigure(material: NodeMaterial): void;
  59438. protected _buildBlock(state: NodeMaterialBuildState): this;
  59439. }
  59440. }
  59441. declare module "babylonjs/Materials/Node/Blocks/index" {
  59442. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59443. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59444. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59445. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59446. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59447. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59448. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59449. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59450. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59451. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59452. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59453. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59454. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59455. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59456. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59457. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59458. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59459. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59460. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59461. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59462. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59463. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59464. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59465. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59466. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59467. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59468. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59469. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59470. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59471. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59472. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59473. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59474. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59475. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59476. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59477. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59478. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59479. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59480. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59481. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59482. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59483. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59484. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  59485. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  59486. }
  59487. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59488. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59489. }
  59490. declare module "babylonjs/Materials/Node/index" {
  59491. export * from "babylonjs/Materials/Node/Enums/index";
  59492. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59493. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59494. export * from "babylonjs/Materials/Node/nodeMaterial";
  59495. export * from "babylonjs/Materials/Node/Blocks/index";
  59496. export * from "babylonjs/Materials/Node/Optimizers/index";
  59497. }
  59498. declare module "babylonjs/Materials/effectRenderer" {
  59499. import { Nullable } from "babylonjs/types";
  59500. import { Texture } from "babylonjs/Materials/Textures/texture";
  59501. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59502. import { Viewport } from "babylonjs/Maths/math.viewport";
  59503. import { Observable } from "babylonjs/Misc/observable";
  59504. import { Effect } from "babylonjs/Materials/effect";
  59505. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59506. import "babylonjs/Shaders/postprocess.vertex";
  59507. /**
  59508. * Effect Render Options
  59509. */
  59510. export interface IEffectRendererOptions {
  59511. /**
  59512. * Defines the vertices positions.
  59513. */
  59514. positions?: number[];
  59515. /**
  59516. * Defines the indices.
  59517. */
  59518. indices?: number[];
  59519. }
  59520. /**
  59521. * Helper class to render one or more effects
  59522. */
  59523. export class EffectRenderer {
  59524. private engine;
  59525. private static _DefaultOptions;
  59526. private _vertexBuffers;
  59527. private _indexBuffer;
  59528. private _ringBufferIndex;
  59529. private _ringScreenBuffer;
  59530. private _fullscreenViewport;
  59531. private _getNextFrameBuffer;
  59532. /**
  59533. * Creates an effect renderer
  59534. * @param engine the engine to use for rendering
  59535. * @param options defines the options of the effect renderer
  59536. */
  59537. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59538. /**
  59539. * Sets the current viewport in normalized coordinates 0-1
  59540. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59541. */
  59542. setViewport(viewport?: Viewport): void;
  59543. /**
  59544. * Binds the embedded attributes buffer to the effect.
  59545. * @param effect Defines the effect to bind the attributes for
  59546. */
  59547. bindBuffers(effect: Effect): void;
  59548. /**
  59549. * Sets the current effect wrapper to use during draw.
  59550. * The effect needs to be ready before calling this api.
  59551. * This also sets the default full screen position attribute.
  59552. * @param effectWrapper Defines the effect to draw with
  59553. */
  59554. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59555. /**
  59556. * Draws a full screen quad.
  59557. */
  59558. draw(): void;
  59559. /**
  59560. * renders one or more effects to a specified texture
  59561. * @param effectWrappers list of effects to renderer
  59562. * @param outputTexture texture to draw to, if null it will render to the screen
  59563. */
  59564. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59565. /**
  59566. * Disposes of the effect renderer
  59567. */
  59568. dispose(): void;
  59569. }
  59570. /**
  59571. * Options to create an EffectWrapper
  59572. */
  59573. interface EffectWrapperCreationOptions {
  59574. /**
  59575. * Engine to use to create the effect
  59576. */
  59577. engine: ThinEngine;
  59578. /**
  59579. * Fragment shader for the effect
  59580. */
  59581. fragmentShader: string;
  59582. /**
  59583. * Vertex shader for the effect
  59584. */
  59585. vertexShader?: string;
  59586. /**
  59587. * Attributes to use in the shader
  59588. */
  59589. attributeNames?: Array<string>;
  59590. /**
  59591. * Uniforms to use in the shader
  59592. */
  59593. uniformNames?: Array<string>;
  59594. /**
  59595. * Texture sampler names to use in the shader
  59596. */
  59597. samplerNames?: Array<string>;
  59598. /**
  59599. * The friendly name of the effect displayed in Spector.
  59600. */
  59601. name?: string;
  59602. }
  59603. /**
  59604. * Wraps an effect to be used for rendering
  59605. */
  59606. export class EffectWrapper {
  59607. /**
  59608. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59609. */
  59610. onApplyObservable: Observable<{}>;
  59611. /**
  59612. * The underlying effect
  59613. */
  59614. effect: Effect;
  59615. /**
  59616. * Creates an effect to be renderer
  59617. * @param creationOptions options to create the effect
  59618. */
  59619. constructor(creationOptions: EffectWrapperCreationOptions);
  59620. /**
  59621. * Disposes of the effect wrapper
  59622. */
  59623. dispose(): void;
  59624. }
  59625. }
  59626. declare module "babylonjs/Materials/index" {
  59627. export * from "babylonjs/Materials/Background/index";
  59628. export * from "babylonjs/Materials/colorCurves";
  59629. export * from "babylonjs/Materials/iEffectFallbacks";
  59630. export * from "babylonjs/Materials/effectFallbacks";
  59631. export * from "babylonjs/Materials/effect";
  59632. export * from "babylonjs/Materials/fresnelParameters";
  59633. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59634. export * from "babylonjs/Materials/material";
  59635. export * from "babylonjs/Materials/materialDefines";
  59636. export * from "babylonjs/Materials/materialHelper";
  59637. export * from "babylonjs/Materials/multiMaterial";
  59638. export * from "babylonjs/Materials/PBR/index";
  59639. export * from "babylonjs/Materials/pushMaterial";
  59640. export * from "babylonjs/Materials/shaderMaterial";
  59641. export * from "babylonjs/Materials/standardMaterial";
  59642. export * from "babylonjs/Materials/Textures/index";
  59643. export * from "babylonjs/Materials/uniformBuffer";
  59644. export * from "babylonjs/Materials/materialFlags";
  59645. export * from "babylonjs/Materials/Node/index";
  59646. export * from "babylonjs/Materials/effectRenderer";
  59647. }
  59648. declare module "babylonjs/Maths/index" {
  59649. export * from "babylonjs/Maths/math.scalar";
  59650. export * from "babylonjs/Maths/math";
  59651. export * from "babylonjs/Maths/sphericalPolynomial";
  59652. }
  59653. declare module "babylonjs/Misc/workerPool" {
  59654. import { IDisposable } from "babylonjs/scene";
  59655. /**
  59656. * Helper class to push actions to a pool of workers.
  59657. */
  59658. export class WorkerPool implements IDisposable {
  59659. private _workerInfos;
  59660. private _pendingActions;
  59661. /**
  59662. * Constructor
  59663. * @param workers Array of workers to use for actions
  59664. */
  59665. constructor(workers: Array<Worker>);
  59666. /**
  59667. * Terminates all workers and clears any pending actions.
  59668. */
  59669. dispose(): void;
  59670. /**
  59671. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59672. * pended until a worker has completed its action.
  59673. * @param action The action to perform. Call onComplete when the action is complete.
  59674. */
  59675. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59676. private _execute;
  59677. }
  59678. }
  59679. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59680. import { IDisposable } from "babylonjs/scene";
  59681. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59682. /**
  59683. * Configuration for Draco compression
  59684. */
  59685. export interface IDracoCompressionConfiguration {
  59686. /**
  59687. * Configuration for the decoder.
  59688. */
  59689. decoder: {
  59690. /**
  59691. * The url to the WebAssembly module.
  59692. */
  59693. wasmUrl?: string;
  59694. /**
  59695. * The url to the WebAssembly binary.
  59696. */
  59697. wasmBinaryUrl?: string;
  59698. /**
  59699. * The url to the fallback JavaScript module.
  59700. */
  59701. fallbackUrl?: string;
  59702. };
  59703. }
  59704. /**
  59705. * Draco compression (https://google.github.io/draco/)
  59706. *
  59707. * This class wraps the Draco module.
  59708. *
  59709. * **Encoder**
  59710. *
  59711. * The encoder is not currently implemented.
  59712. *
  59713. * **Decoder**
  59714. *
  59715. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  59716. *
  59717. * To update the configuration, use the following code:
  59718. * ```javascript
  59719. * DracoCompression.Configuration = {
  59720. * decoder: {
  59721. * wasmUrl: "<url to the WebAssembly library>",
  59722. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59723. * fallbackUrl: "<url to the fallback JavaScript library>",
  59724. * }
  59725. * };
  59726. * ```
  59727. *
  59728. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  59729. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59730. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59731. *
  59732. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59733. * ```javascript
  59734. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59735. * ```
  59736. *
  59737. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59738. */
  59739. export class DracoCompression implements IDisposable {
  59740. private _workerPoolPromise?;
  59741. private _decoderModulePromise?;
  59742. /**
  59743. * The configuration. Defaults to the following urls:
  59744. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59745. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59746. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59747. */
  59748. static Configuration: IDracoCompressionConfiguration;
  59749. /**
  59750. * Returns true if the decoder configuration is available.
  59751. */
  59752. static readonly DecoderAvailable: boolean;
  59753. /**
  59754. * Default number of workers to create when creating the draco compression object.
  59755. */
  59756. static DefaultNumWorkers: number;
  59757. private static GetDefaultNumWorkers;
  59758. private static _Default;
  59759. /**
  59760. * Default instance for the draco compression object.
  59761. */
  59762. static readonly Default: DracoCompression;
  59763. /**
  59764. * Constructor
  59765. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59766. */
  59767. constructor(numWorkers?: number);
  59768. /**
  59769. * Stop all async operations and release resources.
  59770. */
  59771. dispose(): void;
  59772. /**
  59773. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59774. * @returns a promise that resolves when ready
  59775. */
  59776. whenReadyAsync(): Promise<void>;
  59777. /**
  59778. * Decode Draco compressed mesh data to vertex data.
  59779. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59780. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59781. * @returns A promise that resolves with the decoded vertex data
  59782. */
  59783. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59784. [kind: string]: number;
  59785. }): Promise<VertexData>;
  59786. }
  59787. }
  59788. declare module "babylonjs/Meshes/Compression/index" {
  59789. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59790. }
  59791. declare module "babylonjs/Meshes/csg" {
  59792. import { Nullable } from "babylonjs/types";
  59793. import { Scene } from "babylonjs/scene";
  59794. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59795. import { Mesh } from "babylonjs/Meshes/mesh";
  59796. import { Material } from "babylonjs/Materials/material";
  59797. /**
  59798. * Class for building Constructive Solid Geometry
  59799. */
  59800. export class CSG {
  59801. private polygons;
  59802. /**
  59803. * The world matrix
  59804. */
  59805. matrix: Matrix;
  59806. /**
  59807. * Stores the position
  59808. */
  59809. position: Vector3;
  59810. /**
  59811. * Stores the rotation
  59812. */
  59813. rotation: Vector3;
  59814. /**
  59815. * Stores the rotation quaternion
  59816. */
  59817. rotationQuaternion: Nullable<Quaternion>;
  59818. /**
  59819. * Stores the scaling vector
  59820. */
  59821. scaling: Vector3;
  59822. /**
  59823. * Convert the Mesh to CSG
  59824. * @param mesh The Mesh to convert to CSG
  59825. * @returns A new CSG from the Mesh
  59826. */
  59827. static FromMesh(mesh: Mesh): CSG;
  59828. /**
  59829. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59830. * @param polygons Polygons used to construct a CSG solid
  59831. */
  59832. private static FromPolygons;
  59833. /**
  59834. * Clones, or makes a deep copy, of the CSG
  59835. * @returns A new CSG
  59836. */
  59837. clone(): CSG;
  59838. /**
  59839. * Unions this CSG with another CSG
  59840. * @param csg The CSG to union against this CSG
  59841. * @returns The unioned CSG
  59842. */
  59843. union(csg: CSG): CSG;
  59844. /**
  59845. * Unions this CSG with another CSG in place
  59846. * @param csg The CSG to union against this CSG
  59847. */
  59848. unionInPlace(csg: CSG): void;
  59849. /**
  59850. * Subtracts this CSG with another CSG
  59851. * @param csg The CSG to subtract against this CSG
  59852. * @returns A new CSG
  59853. */
  59854. subtract(csg: CSG): CSG;
  59855. /**
  59856. * Subtracts this CSG with another CSG in place
  59857. * @param csg The CSG to subtact against this CSG
  59858. */
  59859. subtractInPlace(csg: CSG): void;
  59860. /**
  59861. * Intersect this CSG with another CSG
  59862. * @param csg The CSG to intersect against this CSG
  59863. * @returns A new CSG
  59864. */
  59865. intersect(csg: CSG): CSG;
  59866. /**
  59867. * Intersects this CSG with another CSG in place
  59868. * @param csg The CSG to intersect against this CSG
  59869. */
  59870. intersectInPlace(csg: CSG): void;
  59871. /**
  59872. * Return a new CSG solid with solid and empty space switched. This solid is
  59873. * not modified.
  59874. * @returns A new CSG solid with solid and empty space switched
  59875. */
  59876. inverse(): CSG;
  59877. /**
  59878. * Inverses the CSG in place
  59879. */
  59880. inverseInPlace(): void;
  59881. /**
  59882. * This is used to keep meshes transformations so they can be restored
  59883. * when we build back a Babylon Mesh
  59884. * NB : All CSG operations are performed in world coordinates
  59885. * @param csg The CSG to copy the transform attributes from
  59886. * @returns This CSG
  59887. */
  59888. copyTransformAttributes(csg: CSG): CSG;
  59889. /**
  59890. * Build Raw mesh from CSG
  59891. * Coordinates here are in world space
  59892. * @param name The name of the mesh geometry
  59893. * @param scene The Scene
  59894. * @param keepSubMeshes Specifies if the submeshes should be kept
  59895. * @returns A new Mesh
  59896. */
  59897. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59898. /**
  59899. * Build Mesh from CSG taking material and transforms into account
  59900. * @param name The name of the Mesh
  59901. * @param material The material of the Mesh
  59902. * @param scene The Scene
  59903. * @param keepSubMeshes Specifies if submeshes should be kept
  59904. * @returns The new Mesh
  59905. */
  59906. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59907. }
  59908. }
  59909. declare module "babylonjs/Meshes/trailMesh" {
  59910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59911. import { Mesh } from "babylonjs/Meshes/mesh";
  59912. import { Scene } from "babylonjs/scene";
  59913. /**
  59914. * Class used to create a trail following a mesh
  59915. */
  59916. export class TrailMesh extends Mesh {
  59917. private _generator;
  59918. private _autoStart;
  59919. private _running;
  59920. private _diameter;
  59921. private _length;
  59922. private _sectionPolygonPointsCount;
  59923. private _sectionVectors;
  59924. private _sectionNormalVectors;
  59925. private _beforeRenderObserver;
  59926. /**
  59927. * @constructor
  59928. * @param name The value used by scene.getMeshByName() to do a lookup.
  59929. * @param generator The mesh to generate a trail.
  59930. * @param scene The scene to add this mesh to.
  59931. * @param diameter Diameter of trailing mesh. Default is 1.
  59932. * @param length Length of trailing mesh. Default is 60.
  59933. * @param autoStart Automatically start trailing mesh. Default true.
  59934. */
  59935. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59936. /**
  59937. * "TrailMesh"
  59938. * @returns "TrailMesh"
  59939. */
  59940. getClassName(): string;
  59941. private _createMesh;
  59942. /**
  59943. * Start trailing mesh.
  59944. */
  59945. start(): void;
  59946. /**
  59947. * Stop trailing mesh.
  59948. */
  59949. stop(): void;
  59950. /**
  59951. * Update trailing mesh geometry.
  59952. */
  59953. update(): void;
  59954. /**
  59955. * Returns a new TrailMesh object.
  59956. * @param name is a string, the name given to the new mesh
  59957. * @param newGenerator use new generator object for cloned trail mesh
  59958. * @returns a new mesh
  59959. */
  59960. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59961. /**
  59962. * Serializes this trail mesh
  59963. * @param serializationObject object to write serialization to
  59964. */
  59965. serialize(serializationObject: any): void;
  59966. /**
  59967. * Parses a serialized trail mesh
  59968. * @param parsedMesh the serialized mesh
  59969. * @param scene the scene to create the trail mesh in
  59970. * @returns the created trail mesh
  59971. */
  59972. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59973. }
  59974. }
  59975. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59976. import { Nullable } from "babylonjs/types";
  59977. import { Scene } from "babylonjs/scene";
  59978. import { Vector4 } from "babylonjs/Maths/math.vector";
  59979. import { Color4 } from "babylonjs/Maths/math.color";
  59980. import { Mesh } from "babylonjs/Meshes/mesh";
  59981. /**
  59982. * Class containing static functions to help procedurally build meshes
  59983. */
  59984. export class TiledBoxBuilder {
  59985. /**
  59986. * Creates a box mesh
  59987. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  59988. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59989. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59990. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59992. * @param name defines the name of the mesh
  59993. * @param options defines the options used to create the mesh
  59994. * @param scene defines the hosting scene
  59995. * @returns the box mesh
  59996. */
  59997. static CreateTiledBox(name: string, options: {
  59998. pattern?: number;
  59999. width?: number;
  60000. height?: number;
  60001. depth?: number;
  60002. tileSize?: number;
  60003. tileWidth?: number;
  60004. tileHeight?: number;
  60005. alignHorizontal?: number;
  60006. alignVertical?: number;
  60007. faceUV?: Vector4[];
  60008. faceColors?: Color4[];
  60009. sideOrientation?: number;
  60010. updatable?: boolean;
  60011. }, scene?: Nullable<Scene>): Mesh;
  60012. }
  60013. }
  60014. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  60015. import { Vector4 } from "babylonjs/Maths/math.vector";
  60016. import { Mesh } from "babylonjs/Meshes/mesh";
  60017. /**
  60018. * Class containing static functions to help procedurally build meshes
  60019. */
  60020. export class TorusKnotBuilder {
  60021. /**
  60022. * Creates a torus knot mesh
  60023. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60024. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60025. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60026. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60027. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60028. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60030. * @param name defines the name of the mesh
  60031. * @param options defines the options used to create the mesh
  60032. * @param scene defines the hosting scene
  60033. * @returns the torus knot mesh
  60034. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60035. */
  60036. static CreateTorusKnot(name: string, options: {
  60037. radius?: number;
  60038. tube?: number;
  60039. radialSegments?: number;
  60040. tubularSegments?: number;
  60041. p?: number;
  60042. q?: number;
  60043. updatable?: boolean;
  60044. sideOrientation?: number;
  60045. frontUVs?: Vector4;
  60046. backUVs?: Vector4;
  60047. }, scene: any): Mesh;
  60048. }
  60049. }
  60050. declare module "babylonjs/Meshes/polygonMesh" {
  60051. import { Scene } from "babylonjs/scene";
  60052. import { Vector2 } from "babylonjs/Maths/math.vector";
  60053. import { Mesh } from "babylonjs/Meshes/mesh";
  60054. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  60055. import { Path2 } from "babylonjs/Maths/math.path";
  60056. /**
  60057. * Polygon
  60058. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  60059. */
  60060. export class Polygon {
  60061. /**
  60062. * Creates a rectangle
  60063. * @param xmin bottom X coord
  60064. * @param ymin bottom Y coord
  60065. * @param xmax top X coord
  60066. * @param ymax top Y coord
  60067. * @returns points that make the resulting rectation
  60068. */
  60069. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  60070. /**
  60071. * Creates a circle
  60072. * @param radius radius of circle
  60073. * @param cx scale in x
  60074. * @param cy scale in y
  60075. * @param numberOfSides number of sides that make up the circle
  60076. * @returns points that make the resulting circle
  60077. */
  60078. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  60079. /**
  60080. * Creates a polygon from input string
  60081. * @param input Input polygon data
  60082. * @returns the parsed points
  60083. */
  60084. static Parse(input: string): Vector2[];
  60085. /**
  60086. * Starts building a polygon from x and y coordinates
  60087. * @param x x coordinate
  60088. * @param y y coordinate
  60089. * @returns the started path2
  60090. */
  60091. static StartingAt(x: number, y: number): Path2;
  60092. }
  60093. /**
  60094. * Builds a polygon
  60095. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  60096. */
  60097. export class PolygonMeshBuilder {
  60098. private _points;
  60099. private _outlinepoints;
  60100. private _holes;
  60101. private _name;
  60102. private _scene;
  60103. private _epoints;
  60104. private _eholes;
  60105. private _addToepoint;
  60106. /**
  60107. * Babylon reference to the earcut plugin.
  60108. */
  60109. bjsEarcut: any;
  60110. /**
  60111. * Creates a PolygonMeshBuilder
  60112. * @param name name of the builder
  60113. * @param contours Path of the polygon
  60114. * @param scene scene to add to when creating the mesh
  60115. * @param earcutInjection can be used to inject your own earcut reference
  60116. */
  60117. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  60118. /**
  60119. * Adds a whole within the polygon
  60120. * @param hole Array of points defining the hole
  60121. * @returns this
  60122. */
  60123. addHole(hole: Vector2[]): PolygonMeshBuilder;
  60124. /**
  60125. * Creates the polygon
  60126. * @param updatable If the mesh should be updatable
  60127. * @param depth The depth of the mesh created
  60128. * @returns the created mesh
  60129. */
  60130. build(updatable?: boolean, depth?: number): Mesh;
  60131. /**
  60132. * Creates the polygon
  60133. * @param depth The depth of the mesh created
  60134. * @returns the created VertexData
  60135. */
  60136. buildVertexData(depth?: number): VertexData;
  60137. /**
  60138. * Adds a side to the polygon
  60139. * @param positions points that make the polygon
  60140. * @param normals normals of the polygon
  60141. * @param uvs uvs of the polygon
  60142. * @param indices indices of the polygon
  60143. * @param bounds bounds of the polygon
  60144. * @param points points of the polygon
  60145. * @param depth depth of the polygon
  60146. * @param flip flip of the polygon
  60147. */
  60148. private addSide;
  60149. }
  60150. }
  60151. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  60152. import { Scene } from "babylonjs/scene";
  60153. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60154. import { Color4 } from "babylonjs/Maths/math.color";
  60155. import { Mesh } from "babylonjs/Meshes/mesh";
  60156. import { Nullable } from "babylonjs/types";
  60157. /**
  60158. * Class containing static functions to help procedurally build meshes
  60159. */
  60160. export class PolygonBuilder {
  60161. /**
  60162. * Creates a polygon mesh
  60163. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60164. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  60165. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60166. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60167. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60168. * * Remember you can only change the shape positions, not their number when updating a polygon
  60169. * @param name defines the name of the mesh
  60170. * @param options defines the options used to create the mesh
  60171. * @param scene defines the hosting scene
  60172. * @param earcutInjection can be used to inject your own earcut reference
  60173. * @returns the polygon mesh
  60174. */
  60175. static CreatePolygon(name: string, options: {
  60176. shape: Vector3[];
  60177. holes?: Vector3[][];
  60178. depth?: number;
  60179. faceUV?: Vector4[];
  60180. faceColors?: Color4[];
  60181. updatable?: boolean;
  60182. sideOrientation?: number;
  60183. frontUVs?: Vector4;
  60184. backUVs?: Vector4;
  60185. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60186. /**
  60187. * Creates an extruded polygon mesh, with depth in the Y direction.
  60188. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  60189. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60190. * @param name defines the name of the mesh
  60191. * @param options defines the options used to create the mesh
  60192. * @param scene defines the hosting scene
  60193. * @param earcutInjection can be used to inject your own earcut reference
  60194. * @returns the polygon mesh
  60195. */
  60196. static ExtrudePolygon(name: string, options: {
  60197. shape: Vector3[];
  60198. holes?: Vector3[][];
  60199. depth?: number;
  60200. faceUV?: Vector4[];
  60201. faceColors?: Color4[];
  60202. updatable?: boolean;
  60203. sideOrientation?: number;
  60204. frontUVs?: Vector4;
  60205. backUVs?: Vector4;
  60206. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60207. }
  60208. }
  60209. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60210. import { Scene } from "babylonjs/scene";
  60211. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60212. import { Mesh } from "babylonjs/Meshes/mesh";
  60213. import { Nullable } from "babylonjs/types";
  60214. /**
  60215. * Class containing static functions to help procedurally build meshes
  60216. */
  60217. export class LatheBuilder {
  60218. /**
  60219. * Creates lathe mesh.
  60220. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60221. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  60222. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60223. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60224. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60225. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  60226. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60227. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60228. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60229. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60230. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60231. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60232. * @param name defines the name of the mesh
  60233. * @param options defines the options used to create the mesh
  60234. * @param scene defines the hosting scene
  60235. * @returns the lathe mesh
  60236. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60237. */
  60238. static CreateLathe(name: string, options: {
  60239. shape: Vector3[];
  60240. radius?: number;
  60241. tessellation?: number;
  60242. clip?: number;
  60243. arc?: number;
  60244. closed?: boolean;
  60245. updatable?: boolean;
  60246. sideOrientation?: number;
  60247. frontUVs?: Vector4;
  60248. backUVs?: Vector4;
  60249. cap?: number;
  60250. invertUV?: boolean;
  60251. }, scene?: Nullable<Scene>): Mesh;
  60252. }
  60253. }
  60254. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60255. import { Nullable } from "babylonjs/types";
  60256. import { Scene } from "babylonjs/scene";
  60257. import { Vector4 } from "babylonjs/Maths/math.vector";
  60258. import { Mesh } from "babylonjs/Meshes/mesh";
  60259. /**
  60260. * Class containing static functions to help procedurally build meshes
  60261. */
  60262. export class TiledPlaneBuilder {
  60263. /**
  60264. * Creates a tiled plane mesh
  60265. * * The parameter `pattern` will, depending on value, do nothing or
  60266. * * * flip (reflect about central vertical) alternate tiles across and up
  60267. * * * flip every tile on alternate rows
  60268. * * * rotate (180 degs) alternate tiles across and up
  60269. * * * rotate every tile on alternate rows
  60270. * * * flip and rotate alternate tiles across and up
  60271. * * * flip and rotate every tile on alternate rows
  60272. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60273. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60274. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60275. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60276. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  60277. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  60278. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60279. * @param name defines the name of the mesh
  60280. * @param options defines the options used to create the mesh
  60281. * @param scene defines the hosting scene
  60282. * @returns the box mesh
  60283. */
  60284. static CreateTiledPlane(name: string, options: {
  60285. pattern?: number;
  60286. tileSize?: number;
  60287. tileWidth?: number;
  60288. tileHeight?: number;
  60289. size?: number;
  60290. width?: number;
  60291. height?: number;
  60292. alignHorizontal?: number;
  60293. alignVertical?: number;
  60294. sideOrientation?: number;
  60295. frontUVs?: Vector4;
  60296. backUVs?: Vector4;
  60297. updatable?: boolean;
  60298. }, scene?: Nullable<Scene>): Mesh;
  60299. }
  60300. }
  60301. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60302. import { Nullable } from "babylonjs/types";
  60303. import { Scene } from "babylonjs/scene";
  60304. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60305. import { Mesh } from "babylonjs/Meshes/mesh";
  60306. /**
  60307. * Class containing static functions to help procedurally build meshes
  60308. */
  60309. export class TubeBuilder {
  60310. /**
  60311. * Creates a tube mesh.
  60312. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60313. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60314. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60315. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60316. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60317. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  60318. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60319. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60320. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  60321. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60322. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60323. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60324. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60325. * @param name defines the name of the mesh
  60326. * @param options defines the options used to create the mesh
  60327. * @param scene defines the hosting scene
  60328. * @returns the tube mesh
  60329. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60330. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60331. */
  60332. static CreateTube(name: string, options: {
  60333. path: Vector3[];
  60334. radius?: number;
  60335. tessellation?: number;
  60336. radiusFunction?: {
  60337. (i: number, distance: number): number;
  60338. };
  60339. cap?: number;
  60340. arc?: number;
  60341. updatable?: boolean;
  60342. sideOrientation?: number;
  60343. frontUVs?: Vector4;
  60344. backUVs?: Vector4;
  60345. instance?: Mesh;
  60346. invertUV?: boolean;
  60347. }, scene?: Nullable<Scene>): Mesh;
  60348. }
  60349. }
  60350. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60351. import { Scene } from "babylonjs/scene";
  60352. import { Vector4 } from "babylonjs/Maths/math.vector";
  60353. import { Mesh } from "babylonjs/Meshes/mesh";
  60354. import { Nullable } from "babylonjs/types";
  60355. /**
  60356. * Class containing static functions to help procedurally build meshes
  60357. */
  60358. export class IcoSphereBuilder {
  60359. /**
  60360. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60361. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60362. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  60363. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60364. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  60365. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60366. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60367. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60368. * @param name defines the name of the mesh
  60369. * @param options defines the options used to create the mesh
  60370. * @param scene defines the hosting scene
  60371. * @returns the icosahedron mesh
  60372. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60373. */
  60374. static CreateIcoSphere(name: string, options: {
  60375. radius?: number;
  60376. radiusX?: number;
  60377. radiusY?: number;
  60378. radiusZ?: number;
  60379. flat?: boolean;
  60380. subdivisions?: number;
  60381. sideOrientation?: number;
  60382. frontUVs?: Vector4;
  60383. backUVs?: Vector4;
  60384. updatable?: boolean;
  60385. }, scene?: Nullable<Scene>): Mesh;
  60386. }
  60387. }
  60388. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60389. import { Vector3 } from "babylonjs/Maths/math.vector";
  60390. import { Mesh } from "babylonjs/Meshes/mesh";
  60391. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60392. /**
  60393. * Class containing static functions to help procedurally build meshes
  60394. */
  60395. export class DecalBuilder {
  60396. /**
  60397. * Creates a decal mesh.
  60398. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  60399. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60400. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60401. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60402. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60403. * @param name defines the name of the mesh
  60404. * @param sourceMesh defines the mesh where the decal must be applied
  60405. * @param options defines the options used to create the mesh
  60406. * @param scene defines the hosting scene
  60407. * @returns the decal mesh
  60408. * @see https://doc.babylonjs.com/how_to/decals
  60409. */
  60410. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60411. position?: Vector3;
  60412. normal?: Vector3;
  60413. size?: Vector3;
  60414. angle?: number;
  60415. }): Mesh;
  60416. }
  60417. }
  60418. declare module "babylonjs/Meshes/meshBuilder" {
  60419. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60420. import { Nullable } from "babylonjs/types";
  60421. import { Scene } from "babylonjs/scene";
  60422. import { Mesh } from "babylonjs/Meshes/mesh";
  60423. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60424. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60426. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60427. import { Plane } from "babylonjs/Maths/math.plane";
  60428. /**
  60429. * Class containing static functions to help procedurally build meshes
  60430. */
  60431. export class MeshBuilder {
  60432. /**
  60433. * Creates a box mesh
  60434. * * The parameter `size` sets the size (float) of each box side (default 1)
  60435. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60436. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  60437. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60438. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60439. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60440. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60441. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60442. * @param name defines the name of the mesh
  60443. * @param options defines the options used to create the mesh
  60444. * @param scene defines the hosting scene
  60445. * @returns the box mesh
  60446. */
  60447. static CreateBox(name: string, options: {
  60448. size?: number;
  60449. width?: number;
  60450. height?: number;
  60451. depth?: number;
  60452. faceUV?: Vector4[];
  60453. faceColors?: Color4[];
  60454. sideOrientation?: number;
  60455. frontUVs?: Vector4;
  60456. backUVs?: Vector4;
  60457. updatable?: boolean;
  60458. }, scene?: Nullable<Scene>): Mesh;
  60459. /**
  60460. * Creates a tiled box mesh
  60461. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60463. * @param name defines the name of the mesh
  60464. * @param options defines the options used to create the mesh
  60465. * @param scene defines the hosting scene
  60466. * @returns the tiled box mesh
  60467. */
  60468. static CreateTiledBox(name: string, options: {
  60469. pattern?: number;
  60470. size?: number;
  60471. width?: number;
  60472. height?: number;
  60473. depth: number;
  60474. tileSize?: number;
  60475. tileWidth?: number;
  60476. tileHeight?: number;
  60477. faceUV?: Vector4[];
  60478. faceColors?: Color4[];
  60479. alignHorizontal?: number;
  60480. alignVertical?: number;
  60481. sideOrientation?: number;
  60482. updatable?: boolean;
  60483. }, scene?: Nullable<Scene>): Mesh;
  60484. /**
  60485. * Creates a sphere mesh
  60486. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60487. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  60488. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60489. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  60490. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  60491. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60492. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60493. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60494. * @param name defines the name of the mesh
  60495. * @param options defines the options used to create the mesh
  60496. * @param scene defines the hosting scene
  60497. * @returns the sphere mesh
  60498. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60499. */
  60500. static CreateSphere(name: string, options: {
  60501. segments?: number;
  60502. diameter?: number;
  60503. diameterX?: number;
  60504. diameterY?: number;
  60505. diameterZ?: number;
  60506. arc?: number;
  60507. slice?: number;
  60508. sideOrientation?: number;
  60509. frontUVs?: Vector4;
  60510. backUVs?: Vector4;
  60511. updatable?: boolean;
  60512. }, scene?: Nullable<Scene>): Mesh;
  60513. /**
  60514. * Creates a plane polygonal mesh. By default, this is a disc
  60515. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60516. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  60517. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  60518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60519. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60521. * @param name defines the name of the mesh
  60522. * @param options defines the options used to create the mesh
  60523. * @param scene defines the hosting scene
  60524. * @returns the plane polygonal mesh
  60525. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60526. */
  60527. static CreateDisc(name: string, options: {
  60528. radius?: number;
  60529. tessellation?: number;
  60530. arc?: number;
  60531. updatable?: boolean;
  60532. sideOrientation?: number;
  60533. frontUVs?: Vector4;
  60534. backUVs?: Vector4;
  60535. }, scene?: Nullable<Scene>): Mesh;
  60536. /**
  60537. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60538. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60539. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  60540. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60541. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  60542. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60543. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60544. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60545. * @param name defines the name of the mesh
  60546. * @param options defines the options used to create the mesh
  60547. * @param scene defines the hosting scene
  60548. * @returns the icosahedron mesh
  60549. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60550. */
  60551. static CreateIcoSphere(name: string, options: {
  60552. radius?: number;
  60553. radiusX?: number;
  60554. radiusY?: number;
  60555. radiusZ?: number;
  60556. flat?: boolean;
  60557. subdivisions?: number;
  60558. sideOrientation?: number;
  60559. frontUVs?: Vector4;
  60560. backUVs?: Vector4;
  60561. updatable?: boolean;
  60562. }, scene?: Nullable<Scene>): Mesh;
  60563. /**
  60564. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60565. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60566. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60567. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60568. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  60569. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  60570. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  60571. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60572. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60573. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60574. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  60575. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60576. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  60577. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60579. * @param name defines the name of the mesh
  60580. * @param options defines the options used to create the mesh
  60581. * @param scene defines the hosting scene
  60582. * @returns the ribbon mesh
  60583. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60584. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60585. */
  60586. static CreateRibbon(name: string, options: {
  60587. pathArray: Vector3[][];
  60588. closeArray?: boolean;
  60589. closePath?: boolean;
  60590. offset?: number;
  60591. updatable?: boolean;
  60592. sideOrientation?: number;
  60593. frontUVs?: Vector4;
  60594. backUVs?: Vector4;
  60595. instance?: Mesh;
  60596. invertUV?: boolean;
  60597. uvs?: Vector2[];
  60598. colors?: Color4[];
  60599. }, scene?: Nullable<Scene>): Mesh;
  60600. /**
  60601. * Creates a cylinder or a cone mesh
  60602. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60603. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60604. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  60605. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60606. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60607. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60608. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60609. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  60610. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60611. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  60612. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  60613. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60614. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  60615. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  60616. * * If `enclose` is false, a ring surface is one element.
  60617. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60618. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  60619. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60620. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60622. * @param name defines the name of the mesh
  60623. * @param options defines the options used to create the mesh
  60624. * @param scene defines the hosting scene
  60625. * @returns the cylinder mesh
  60626. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60627. */
  60628. static CreateCylinder(name: string, options: {
  60629. height?: number;
  60630. diameterTop?: number;
  60631. diameterBottom?: number;
  60632. diameter?: number;
  60633. tessellation?: number;
  60634. subdivisions?: number;
  60635. arc?: number;
  60636. faceColors?: Color4[];
  60637. faceUV?: Vector4[];
  60638. updatable?: boolean;
  60639. hasRings?: boolean;
  60640. enclose?: boolean;
  60641. cap?: number;
  60642. sideOrientation?: number;
  60643. frontUVs?: Vector4;
  60644. backUVs?: Vector4;
  60645. }, scene?: Nullable<Scene>): Mesh;
  60646. /**
  60647. * Creates a torus mesh
  60648. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60649. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60650. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60652. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60654. * @param name defines the name of the mesh
  60655. * @param options defines the options used to create the mesh
  60656. * @param scene defines the hosting scene
  60657. * @returns the torus mesh
  60658. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60659. */
  60660. static CreateTorus(name: string, options: {
  60661. diameter?: number;
  60662. thickness?: number;
  60663. tessellation?: number;
  60664. updatable?: boolean;
  60665. sideOrientation?: number;
  60666. frontUVs?: Vector4;
  60667. backUVs?: Vector4;
  60668. }, scene?: Nullable<Scene>): Mesh;
  60669. /**
  60670. * Creates a torus knot mesh
  60671. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60672. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60673. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60674. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60675. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60676. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60677. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60678. * @param name defines the name of the mesh
  60679. * @param options defines the options used to create the mesh
  60680. * @param scene defines the hosting scene
  60681. * @returns the torus knot mesh
  60682. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60683. */
  60684. static CreateTorusKnot(name: string, options: {
  60685. radius?: number;
  60686. tube?: number;
  60687. radialSegments?: number;
  60688. tubularSegments?: number;
  60689. p?: number;
  60690. q?: number;
  60691. updatable?: boolean;
  60692. sideOrientation?: number;
  60693. frontUVs?: Vector4;
  60694. backUVs?: Vector4;
  60695. }, scene?: Nullable<Scene>): Mesh;
  60696. /**
  60697. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60698. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  60699. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60700. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60701. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60702. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60703. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60704. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60705. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60706. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60707. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60708. * @param name defines the name of the new line system
  60709. * @param options defines the options used to create the line system
  60710. * @param scene defines the hosting scene
  60711. * @returns a new line system mesh
  60712. */
  60713. static CreateLineSystem(name: string, options: {
  60714. lines: Vector3[][];
  60715. updatable?: boolean;
  60716. instance?: Nullable<LinesMesh>;
  60717. colors?: Nullable<Color4[][]>;
  60718. useVertexAlpha?: boolean;
  60719. }, scene: Nullable<Scene>): LinesMesh;
  60720. /**
  60721. * Creates a line mesh
  60722. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  60723. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60724. * * The parameter `points` is an array successive Vector3
  60725. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60726. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60727. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60728. * * When updating an instance, remember that only point positions can change, not the number of points
  60729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60730. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60731. * @param name defines the name of the new line system
  60732. * @param options defines the options used to create the line system
  60733. * @param scene defines the hosting scene
  60734. * @returns a new line mesh
  60735. */
  60736. static CreateLines(name: string, options: {
  60737. points: Vector3[];
  60738. updatable?: boolean;
  60739. instance?: Nullable<LinesMesh>;
  60740. colors?: Color4[];
  60741. useVertexAlpha?: boolean;
  60742. }, scene?: Nullable<Scene>): LinesMesh;
  60743. /**
  60744. * Creates a dashed line mesh
  60745. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  60746. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60747. * * The parameter `points` is an array successive Vector3
  60748. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60749. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60750. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60751. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60752. * * When updating an instance, remember that only point positions can change, not the number of points
  60753. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60754. * @param name defines the name of the mesh
  60755. * @param options defines the options used to create the mesh
  60756. * @param scene defines the hosting scene
  60757. * @returns the dashed line mesh
  60758. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60759. */
  60760. static CreateDashedLines(name: string, options: {
  60761. points: Vector3[];
  60762. dashSize?: number;
  60763. gapSize?: number;
  60764. dashNb?: number;
  60765. updatable?: boolean;
  60766. instance?: LinesMesh;
  60767. }, scene?: Nullable<Scene>): LinesMesh;
  60768. /**
  60769. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60770. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  60771. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60772. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  60773. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60774. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60775. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  60776. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60777. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60778. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60779. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60780. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60781. * @param name defines the name of the mesh
  60782. * @param options defines the options used to create the mesh
  60783. * @param scene defines the hosting scene
  60784. * @returns the extruded shape mesh
  60785. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60786. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60787. */
  60788. static ExtrudeShape(name: string, options: {
  60789. shape: Vector3[];
  60790. path: Vector3[];
  60791. scale?: number;
  60792. rotation?: number;
  60793. cap?: number;
  60794. updatable?: boolean;
  60795. sideOrientation?: number;
  60796. frontUVs?: Vector4;
  60797. backUVs?: Vector4;
  60798. instance?: Mesh;
  60799. invertUV?: boolean;
  60800. }, scene?: Nullable<Scene>): Mesh;
  60801. /**
  60802. * Creates an custom extruded shape mesh.
  60803. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60804. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  60805. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60806. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  60807. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60808. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  60809. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60810. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60811. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60812. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60813. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  60814. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60815. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60816. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60817. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60818. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60819. * @param name defines the name of the mesh
  60820. * @param options defines the options used to create the mesh
  60821. * @param scene defines the hosting scene
  60822. * @returns the custom extruded shape mesh
  60823. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60824. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60825. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60826. */
  60827. static ExtrudeShapeCustom(name: string, options: {
  60828. shape: Vector3[];
  60829. path: Vector3[];
  60830. scaleFunction?: any;
  60831. rotationFunction?: any;
  60832. ribbonCloseArray?: boolean;
  60833. ribbonClosePath?: boolean;
  60834. cap?: number;
  60835. updatable?: boolean;
  60836. sideOrientation?: number;
  60837. frontUVs?: Vector4;
  60838. backUVs?: Vector4;
  60839. instance?: Mesh;
  60840. invertUV?: boolean;
  60841. }, scene?: Nullable<Scene>): Mesh;
  60842. /**
  60843. * Creates lathe mesh.
  60844. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60845. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  60846. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60847. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60848. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60849. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  60850. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60851. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60852. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60853. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60854. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60856. * @param name defines the name of the mesh
  60857. * @param options defines the options used to create the mesh
  60858. * @param scene defines the hosting scene
  60859. * @returns the lathe mesh
  60860. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60861. */
  60862. static CreateLathe(name: string, options: {
  60863. shape: Vector3[];
  60864. radius?: number;
  60865. tessellation?: number;
  60866. clip?: number;
  60867. arc?: number;
  60868. closed?: boolean;
  60869. updatable?: boolean;
  60870. sideOrientation?: number;
  60871. frontUVs?: Vector4;
  60872. backUVs?: Vector4;
  60873. cap?: number;
  60874. invertUV?: boolean;
  60875. }, scene?: Nullable<Scene>): Mesh;
  60876. /**
  60877. * Creates a tiled plane mesh
  60878. * * You can set a limited pattern arrangement with the tiles
  60879. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60880. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60881. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60882. * @param name defines the name of the mesh
  60883. * @param options defines the options used to create the mesh
  60884. * @param scene defines the hosting scene
  60885. * @returns the plane mesh
  60886. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60887. */
  60888. static CreateTiledPlane(name: string, options: {
  60889. pattern?: number;
  60890. tileSize?: number;
  60891. tileWidth?: number;
  60892. tileHeight?: number;
  60893. size?: number;
  60894. width?: number;
  60895. height?: number;
  60896. alignHorizontal?: number;
  60897. alignVertical?: number;
  60898. sideOrientation?: number;
  60899. frontUVs?: Vector4;
  60900. backUVs?: Vector4;
  60901. updatable?: boolean;
  60902. }, scene?: Nullable<Scene>): Mesh;
  60903. /**
  60904. * Creates a plane mesh
  60905. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60906. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60907. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60909. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60911. * @param name defines the name of the mesh
  60912. * @param options defines the options used to create the mesh
  60913. * @param scene defines the hosting scene
  60914. * @returns the plane mesh
  60915. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60916. */
  60917. static CreatePlane(name: string, options: {
  60918. size?: number;
  60919. width?: number;
  60920. height?: number;
  60921. sideOrientation?: number;
  60922. frontUVs?: Vector4;
  60923. backUVs?: Vector4;
  60924. updatable?: boolean;
  60925. sourcePlane?: Plane;
  60926. }, scene?: Nullable<Scene>): Mesh;
  60927. /**
  60928. * Creates a ground mesh
  60929. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60930. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60932. * @param name defines the name of the mesh
  60933. * @param options defines the options used to create the mesh
  60934. * @param scene defines the hosting scene
  60935. * @returns the ground mesh
  60936. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60937. */
  60938. static CreateGround(name: string, options: {
  60939. width?: number;
  60940. height?: number;
  60941. subdivisions?: number;
  60942. subdivisionsX?: number;
  60943. subdivisionsY?: number;
  60944. updatable?: boolean;
  60945. }, scene?: Nullable<Scene>): Mesh;
  60946. /**
  60947. * Creates a tiled ground mesh
  60948. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60949. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60950. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  60951. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  60952. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60953. * @param name defines the name of the mesh
  60954. * @param options defines the options used to create the mesh
  60955. * @param scene defines the hosting scene
  60956. * @returns the tiled ground mesh
  60957. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60958. */
  60959. static CreateTiledGround(name: string, options: {
  60960. xmin: number;
  60961. zmin: number;
  60962. xmax: number;
  60963. zmax: number;
  60964. subdivisions?: {
  60965. w: number;
  60966. h: number;
  60967. };
  60968. precision?: {
  60969. w: number;
  60970. h: number;
  60971. };
  60972. updatable?: boolean;
  60973. }, scene?: Nullable<Scene>): Mesh;
  60974. /**
  60975. * Creates a ground mesh from a height map
  60976. * * The parameter `url` sets the URL of the height map image resource.
  60977. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60978. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60979. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60980. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60981. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  60982. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  60983. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60984. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60985. * @param name defines the name of the mesh
  60986. * @param url defines the url to the height map
  60987. * @param options defines the options used to create the mesh
  60988. * @param scene defines the hosting scene
  60989. * @returns the ground mesh
  60990. * @see https://doc.babylonjs.com/babylon101/height_map
  60991. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60992. */
  60993. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60994. width?: number;
  60995. height?: number;
  60996. subdivisions?: number;
  60997. minHeight?: number;
  60998. maxHeight?: number;
  60999. colorFilter?: Color3;
  61000. alphaFilter?: number;
  61001. updatable?: boolean;
  61002. onReady?: (mesh: GroundMesh) => void;
  61003. }, scene?: Nullable<Scene>): GroundMesh;
  61004. /**
  61005. * Creates a polygon mesh
  61006. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  61007. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  61008. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  61009. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61010. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  61011. * * Remember you can only change the shape positions, not their number when updating a polygon
  61012. * @param name defines the name of the mesh
  61013. * @param options defines the options used to create the mesh
  61014. * @param scene defines the hosting scene
  61015. * @param earcutInjection can be used to inject your own earcut reference
  61016. * @returns the polygon mesh
  61017. */
  61018. static CreatePolygon(name: string, options: {
  61019. shape: Vector3[];
  61020. holes?: Vector3[][];
  61021. depth?: number;
  61022. faceUV?: Vector4[];
  61023. faceColors?: Color4[];
  61024. updatable?: boolean;
  61025. sideOrientation?: number;
  61026. frontUVs?: Vector4;
  61027. backUVs?: Vector4;
  61028. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61029. /**
  61030. * Creates an extruded polygon mesh, with depth in the Y direction.
  61031. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  61032. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61033. * @param name defines the name of the mesh
  61034. * @param options defines the options used to create the mesh
  61035. * @param scene defines the hosting scene
  61036. * @param earcutInjection can be used to inject your own earcut reference
  61037. * @returns the polygon mesh
  61038. */
  61039. static ExtrudePolygon(name: string, options: {
  61040. shape: Vector3[];
  61041. holes?: Vector3[][];
  61042. depth?: number;
  61043. faceUV?: Vector4[];
  61044. faceColors?: Color4[];
  61045. updatable?: boolean;
  61046. sideOrientation?: number;
  61047. frontUVs?: Vector4;
  61048. backUVs?: Vector4;
  61049. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61050. /**
  61051. * Creates a tube mesh.
  61052. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  61053. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  61054. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  61055. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  61056. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  61057. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  61058. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  61059. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  61060. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  61061. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61062. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61063. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61064. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61065. * @param name defines the name of the mesh
  61066. * @param options defines the options used to create the mesh
  61067. * @param scene defines the hosting scene
  61068. * @returns the tube mesh
  61069. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  61070. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  61071. */
  61072. static CreateTube(name: string, options: {
  61073. path: Vector3[];
  61074. radius?: number;
  61075. tessellation?: number;
  61076. radiusFunction?: {
  61077. (i: number, distance: number): number;
  61078. };
  61079. cap?: number;
  61080. arc?: number;
  61081. updatable?: boolean;
  61082. sideOrientation?: number;
  61083. frontUVs?: Vector4;
  61084. backUVs?: Vector4;
  61085. instance?: Mesh;
  61086. invertUV?: boolean;
  61087. }, scene?: Nullable<Scene>): Mesh;
  61088. /**
  61089. * Creates a polyhedron mesh
  61090. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  61091. * * The parameter `size` (positive float, default 1) sets the polygon size
  61092. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  61093. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  61094. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  61095. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  61096. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61097. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  61098. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61099. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61100. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61101. * @param name defines the name of the mesh
  61102. * @param options defines the options used to create the mesh
  61103. * @param scene defines the hosting scene
  61104. * @returns the polyhedron mesh
  61105. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  61106. */
  61107. static CreatePolyhedron(name: string, options: {
  61108. type?: number;
  61109. size?: number;
  61110. sizeX?: number;
  61111. sizeY?: number;
  61112. sizeZ?: number;
  61113. custom?: any;
  61114. faceUV?: Vector4[];
  61115. faceColors?: Color4[];
  61116. flat?: boolean;
  61117. updatable?: boolean;
  61118. sideOrientation?: number;
  61119. frontUVs?: Vector4;
  61120. backUVs?: Vector4;
  61121. }, scene?: Nullable<Scene>): Mesh;
  61122. /**
  61123. * Creates a decal mesh.
  61124. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  61125. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61126. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61127. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61128. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61129. * @param name defines the name of the mesh
  61130. * @param sourceMesh defines the mesh where the decal must be applied
  61131. * @param options defines the options used to create the mesh
  61132. * @param scene defines the hosting scene
  61133. * @returns the decal mesh
  61134. * @see https://doc.babylonjs.com/how_to/decals
  61135. */
  61136. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  61137. position?: Vector3;
  61138. normal?: Vector3;
  61139. size?: Vector3;
  61140. angle?: number;
  61141. }): Mesh;
  61142. }
  61143. }
  61144. declare module "babylonjs/Meshes/meshSimplification" {
  61145. import { Mesh } from "babylonjs/Meshes/mesh";
  61146. /**
  61147. * A simplifier interface for future simplification implementations
  61148. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61149. */
  61150. export interface ISimplifier {
  61151. /**
  61152. * Simplification of a given mesh according to the given settings.
  61153. * Since this requires computation, it is assumed that the function runs async.
  61154. * @param settings The settings of the simplification, including quality and distance
  61155. * @param successCallback A callback that will be called after the mesh was simplified.
  61156. * @param errorCallback in case of an error, this callback will be called. optional.
  61157. */
  61158. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  61159. }
  61160. /**
  61161. * Expected simplification settings.
  61162. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  61163. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61164. */
  61165. export interface ISimplificationSettings {
  61166. /**
  61167. * Gets or sets the expected quality
  61168. */
  61169. quality: number;
  61170. /**
  61171. * Gets or sets the distance when this optimized version should be used
  61172. */
  61173. distance: number;
  61174. /**
  61175. * Gets an already optimized mesh
  61176. */
  61177. optimizeMesh?: boolean;
  61178. }
  61179. /**
  61180. * Class used to specify simplification options
  61181. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61182. */
  61183. export class SimplificationSettings implements ISimplificationSettings {
  61184. /** expected quality */
  61185. quality: number;
  61186. /** distance when this optimized version should be used */
  61187. distance: number;
  61188. /** already optimized mesh */
  61189. optimizeMesh?: boolean | undefined;
  61190. /**
  61191. * Creates a SimplificationSettings
  61192. * @param quality expected quality
  61193. * @param distance distance when this optimized version should be used
  61194. * @param optimizeMesh already optimized mesh
  61195. */
  61196. constructor(
  61197. /** expected quality */
  61198. quality: number,
  61199. /** distance when this optimized version should be used */
  61200. distance: number,
  61201. /** already optimized mesh */
  61202. optimizeMesh?: boolean | undefined);
  61203. }
  61204. /**
  61205. * Interface used to define a simplification task
  61206. */
  61207. export interface ISimplificationTask {
  61208. /**
  61209. * Array of settings
  61210. */
  61211. settings: Array<ISimplificationSettings>;
  61212. /**
  61213. * Simplification type
  61214. */
  61215. simplificationType: SimplificationType;
  61216. /**
  61217. * Mesh to simplify
  61218. */
  61219. mesh: Mesh;
  61220. /**
  61221. * Callback called on success
  61222. */
  61223. successCallback?: () => void;
  61224. /**
  61225. * Defines if parallel processing can be used
  61226. */
  61227. parallelProcessing: boolean;
  61228. }
  61229. /**
  61230. * Queue used to order the simplification tasks
  61231. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61232. */
  61233. export class SimplificationQueue {
  61234. private _simplificationArray;
  61235. /**
  61236. * Gets a boolean indicating that the process is still running
  61237. */
  61238. running: boolean;
  61239. /**
  61240. * Creates a new queue
  61241. */
  61242. constructor();
  61243. /**
  61244. * Adds a new simplification task
  61245. * @param task defines a task to add
  61246. */
  61247. addTask(task: ISimplificationTask): void;
  61248. /**
  61249. * Execute next task
  61250. */
  61251. executeNext(): void;
  61252. /**
  61253. * Execute a simplification task
  61254. * @param task defines the task to run
  61255. */
  61256. runSimplification(task: ISimplificationTask): void;
  61257. private getSimplifier;
  61258. }
  61259. /**
  61260. * The implemented types of simplification
  61261. * At the moment only Quadratic Error Decimation is implemented
  61262. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61263. */
  61264. export enum SimplificationType {
  61265. /** Quadratic error decimation */
  61266. QUADRATIC = 0
  61267. }
  61268. }
  61269. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61270. import { Scene } from "babylonjs/scene";
  61271. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61272. import { ISceneComponent } from "babylonjs/sceneComponent";
  61273. module "babylonjs/scene" {
  61274. interface Scene {
  61275. /** @hidden (Backing field) */
  61276. _simplificationQueue: SimplificationQueue;
  61277. /**
  61278. * Gets or sets the simplification queue attached to the scene
  61279. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61280. */
  61281. simplificationQueue: SimplificationQueue;
  61282. }
  61283. }
  61284. module "babylonjs/Meshes/mesh" {
  61285. interface Mesh {
  61286. /**
  61287. * Simplify the mesh according to the given array of settings.
  61288. * Function will return immediately and will simplify async
  61289. * @param settings a collection of simplification settings
  61290. * @param parallelProcessing should all levels calculate parallel or one after the other
  61291. * @param simplificationType the type of simplification to run
  61292. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61293. * @returns the current mesh
  61294. */
  61295. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61296. }
  61297. }
  61298. /**
  61299. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61300. * created in a scene
  61301. */
  61302. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61303. /**
  61304. * The component name helpfull to identify the component in the list of scene components.
  61305. */
  61306. readonly name: string;
  61307. /**
  61308. * The scene the component belongs to.
  61309. */
  61310. scene: Scene;
  61311. /**
  61312. * Creates a new instance of the component for the given scene
  61313. * @param scene Defines the scene to register the component in
  61314. */
  61315. constructor(scene: Scene);
  61316. /**
  61317. * Registers the component in a given scene
  61318. */
  61319. register(): void;
  61320. /**
  61321. * Rebuilds the elements related to this component in case of
  61322. * context lost for instance.
  61323. */
  61324. rebuild(): void;
  61325. /**
  61326. * Disposes the component and the associated ressources
  61327. */
  61328. dispose(): void;
  61329. private _beforeCameraUpdate;
  61330. }
  61331. }
  61332. declare module "babylonjs/Meshes/Builders/index" {
  61333. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61334. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61335. export * from "babylonjs/Meshes/Builders/discBuilder";
  61336. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61337. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61338. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61339. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61340. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61341. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61342. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61343. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61344. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61345. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61346. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61347. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61348. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61349. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61350. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61351. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61352. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61353. }
  61354. declare module "babylonjs/Meshes/index" {
  61355. export * from "babylonjs/Meshes/abstractMesh";
  61356. export * from "babylonjs/Meshes/buffer";
  61357. export * from "babylonjs/Meshes/Compression/index";
  61358. export * from "babylonjs/Meshes/csg";
  61359. export * from "babylonjs/Meshes/geometry";
  61360. export * from "babylonjs/Meshes/groundMesh";
  61361. export * from "babylonjs/Meshes/trailMesh";
  61362. export * from "babylonjs/Meshes/instancedMesh";
  61363. export * from "babylonjs/Meshes/linesMesh";
  61364. export * from "babylonjs/Meshes/mesh";
  61365. export * from "babylonjs/Meshes/mesh.vertexData";
  61366. export * from "babylonjs/Meshes/meshBuilder";
  61367. export * from "babylonjs/Meshes/meshSimplification";
  61368. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61369. export * from "babylonjs/Meshes/polygonMesh";
  61370. export * from "babylonjs/Meshes/subMesh";
  61371. export * from "babylonjs/Meshes/meshLODLevel";
  61372. export * from "babylonjs/Meshes/transformNode";
  61373. export * from "babylonjs/Meshes/Builders/index";
  61374. export * from "babylonjs/Meshes/dataBuffer";
  61375. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61376. }
  61377. declare module "babylonjs/Morph/index" {
  61378. export * from "babylonjs/Morph/morphTarget";
  61379. export * from "babylonjs/Morph/morphTargetManager";
  61380. }
  61381. declare module "babylonjs/Navigation/INavigationEngine" {
  61382. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61383. import { Vector3 } from "babylonjs/Maths/math";
  61384. import { Mesh } from "babylonjs/Meshes/mesh";
  61385. import { Scene } from "babylonjs/scene";
  61386. /**
  61387. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61388. */
  61389. export interface INavigationEnginePlugin {
  61390. /**
  61391. * plugin name
  61392. */
  61393. name: string;
  61394. /**
  61395. * Creates a navigation mesh
  61396. * @param meshes array of all the geometry used to compute the navigatio mesh
  61397. * @param parameters bunch of parameters used to filter geometry
  61398. */
  61399. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61400. /**
  61401. * Create a navigation mesh debug mesh
  61402. * @param scene is where the mesh will be added
  61403. * @returns debug display mesh
  61404. */
  61405. createDebugNavMesh(scene: Scene): Mesh;
  61406. /**
  61407. * Get a navigation mesh constrained position, closest to the parameter position
  61408. * @param position world position
  61409. * @returns the closest point to position constrained by the navigation mesh
  61410. */
  61411. getClosestPoint(position: Vector3): Vector3;
  61412. /**
  61413. * Get a navigation mesh constrained position, within a particular radius
  61414. * @param position world position
  61415. * @param maxRadius the maximum distance to the constrained world position
  61416. * @returns the closest point to position constrained by the navigation mesh
  61417. */
  61418. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61419. /**
  61420. * Compute the final position from a segment made of destination-position
  61421. * @param position world position
  61422. * @param destination world position
  61423. * @returns the resulting point along the navmesh
  61424. */
  61425. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61426. /**
  61427. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61428. * @param start world position
  61429. * @param end world position
  61430. * @returns array containing world position composing the path
  61431. */
  61432. computePath(start: Vector3, end: Vector3): Vector3[];
  61433. /**
  61434. * If this plugin is supported
  61435. * @returns true if plugin is supported
  61436. */
  61437. isSupported(): boolean;
  61438. /**
  61439. * Create a new Crowd so you can add agents
  61440. * @param maxAgents the maximum agent count in the crowd
  61441. * @param maxAgentRadius the maximum radius an agent can have
  61442. * @param scene to attach the crowd to
  61443. * @returns the crowd you can add agents to
  61444. */
  61445. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61446. /**
  61447. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61448. * The queries will try to find a solution within those bounds
  61449. * default is (1,1,1)
  61450. * @param extent x,y,z value that define the extent around the queries point of reference
  61451. */
  61452. setDefaultQueryExtent(extent: Vector3): void;
  61453. /**
  61454. * Get the Bounding box extent specified by setDefaultQueryExtent
  61455. * @returns the box extent values
  61456. */
  61457. getDefaultQueryExtent(): Vector3;
  61458. /**
  61459. * Release all resources
  61460. */
  61461. dispose(): void;
  61462. }
  61463. /**
  61464. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61465. */
  61466. export interface ICrowd {
  61467. /**
  61468. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61469. * You can attach anything to that node. The node position is updated in the scene update tick.
  61470. * @param pos world position that will be constrained by the navigation mesh
  61471. * @param parameters agent parameters
  61472. * @param transform hooked to the agent that will be update by the scene
  61473. * @returns agent index
  61474. */
  61475. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61476. /**
  61477. * Returns the agent position in world space
  61478. * @param index agent index returned by addAgent
  61479. * @returns world space position
  61480. */
  61481. getAgentPosition(index: number): Vector3;
  61482. /**
  61483. * Gets the agent velocity in world space
  61484. * @param index agent index returned by addAgent
  61485. * @returns world space velocity
  61486. */
  61487. getAgentVelocity(index: number): Vector3;
  61488. /**
  61489. * remove a particular agent previously created
  61490. * @param index agent index returned by addAgent
  61491. */
  61492. removeAgent(index: number): void;
  61493. /**
  61494. * get the list of all agents attached to this crowd
  61495. * @returns list of agent indices
  61496. */
  61497. getAgents(): number[];
  61498. /**
  61499. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61500. * @param deltaTime in seconds
  61501. */
  61502. update(deltaTime: number): void;
  61503. /**
  61504. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61505. * @param index agent index returned by addAgent
  61506. * @param destination targeted world position
  61507. */
  61508. agentGoto(index: number, destination: Vector3): void;
  61509. /**
  61510. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61511. * The queries will try to find a solution within those bounds
  61512. * default is (1,1,1)
  61513. * @param extent x,y,z value that define the extent around the queries point of reference
  61514. */
  61515. setDefaultQueryExtent(extent: Vector3): void;
  61516. /**
  61517. * Get the Bounding box extent specified by setDefaultQueryExtent
  61518. * @returns the box extent values
  61519. */
  61520. getDefaultQueryExtent(): Vector3;
  61521. /**
  61522. * Release all resources
  61523. */
  61524. dispose(): void;
  61525. }
  61526. /**
  61527. * Configures an agent
  61528. */
  61529. export interface IAgentParameters {
  61530. /**
  61531. * Agent radius. [Limit: >= 0]
  61532. */
  61533. radius: number;
  61534. /**
  61535. * Agent height. [Limit: > 0]
  61536. */
  61537. height: number;
  61538. /**
  61539. * Maximum allowed acceleration. [Limit: >= 0]
  61540. */
  61541. maxAcceleration: number;
  61542. /**
  61543. * Maximum allowed speed. [Limit: >= 0]
  61544. */
  61545. maxSpeed: number;
  61546. /**
  61547. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61548. */
  61549. collisionQueryRange: number;
  61550. /**
  61551. * The path visibility optimization range. [Limit: > 0]
  61552. */
  61553. pathOptimizationRange: number;
  61554. /**
  61555. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61556. */
  61557. separationWeight: number;
  61558. }
  61559. /**
  61560. * Configures the navigation mesh creation
  61561. */
  61562. export interface INavMeshParameters {
  61563. /**
  61564. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61565. */
  61566. cs: number;
  61567. /**
  61568. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61569. */
  61570. ch: number;
  61571. /**
  61572. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61573. */
  61574. walkableSlopeAngle: number;
  61575. /**
  61576. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61577. * be considered walkable. [Limit: >= 3] [Units: vx]
  61578. */
  61579. walkableHeight: number;
  61580. /**
  61581. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61582. */
  61583. walkableClimb: number;
  61584. /**
  61585. * The distance to erode/shrink the walkable area of the heightfield away from
  61586. * obstructions. [Limit: >=0] [Units: vx]
  61587. */
  61588. walkableRadius: number;
  61589. /**
  61590. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61591. */
  61592. maxEdgeLen: number;
  61593. /**
  61594. * The maximum distance a simplfied contour's border edges should deviate
  61595. * the original raw contour. [Limit: >=0] [Units: vx]
  61596. */
  61597. maxSimplificationError: number;
  61598. /**
  61599. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61600. */
  61601. minRegionArea: number;
  61602. /**
  61603. * Any regions with a span count smaller than this value will, if possible,
  61604. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61605. */
  61606. mergeRegionArea: number;
  61607. /**
  61608. * The maximum number of vertices allowed for polygons generated during the
  61609. * contour to polygon conversion process. [Limit: >= 3]
  61610. */
  61611. maxVertsPerPoly: number;
  61612. /**
  61613. * Sets the sampling distance to use when generating the detail mesh.
  61614. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61615. */
  61616. detailSampleDist: number;
  61617. /**
  61618. * The maximum distance the detail mesh surface should deviate from heightfield
  61619. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61620. */
  61621. detailSampleMaxError: number;
  61622. }
  61623. }
  61624. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61625. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61626. import { Mesh } from "babylonjs/Meshes/mesh";
  61627. import { Scene } from "babylonjs/scene";
  61628. import { Vector3 } from "babylonjs/Maths/math";
  61629. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61630. /**
  61631. * RecastJS navigation plugin
  61632. */
  61633. export class RecastJSPlugin implements INavigationEnginePlugin {
  61634. /**
  61635. * Reference to the Recast library
  61636. */
  61637. bjsRECAST: any;
  61638. /**
  61639. * plugin name
  61640. */
  61641. name: string;
  61642. /**
  61643. * the first navmesh created. We might extend this to support multiple navmeshes
  61644. */
  61645. navMesh: any;
  61646. /**
  61647. * Initializes the recastJS plugin
  61648. * @param recastInjection can be used to inject your own recast reference
  61649. */
  61650. constructor(recastInjection?: any);
  61651. /**
  61652. * Creates a navigation mesh
  61653. * @param meshes array of all the geometry used to compute the navigatio mesh
  61654. * @param parameters bunch of parameters used to filter geometry
  61655. */
  61656. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61657. /**
  61658. * Create a navigation mesh debug mesh
  61659. * @param scene is where the mesh will be added
  61660. * @returns debug display mesh
  61661. */
  61662. createDebugNavMesh(scene: Scene): Mesh;
  61663. /**
  61664. * Get a navigation mesh constrained position, closest to the parameter position
  61665. * @param position world position
  61666. * @returns the closest point to position constrained by the navigation mesh
  61667. */
  61668. getClosestPoint(position: Vector3): Vector3;
  61669. /**
  61670. * Get a navigation mesh constrained position, within a particular radius
  61671. * @param position world position
  61672. * @param maxRadius the maximum distance to the constrained world position
  61673. * @returns the closest point to position constrained by the navigation mesh
  61674. */
  61675. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61676. /**
  61677. * Compute the final position from a segment made of destination-position
  61678. * @param position world position
  61679. * @param destination world position
  61680. * @returns the resulting point along the navmesh
  61681. */
  61682. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61683. /**
  61684. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61685. * @param start world position
  61686. * @param end world position
  61687. * @returns array containing world position composing the path
  61688. */
  61689. computePath(start: Vector3, end: Vector3): Vector3[];
  61690. /**
  61691. * Create a new Crowd so you can add agents
  61692. * @param maxAgents the maximum agent count in the crowd
  61693. * @param maxAgentRadius the maximum radius an agent can have
  61694. * @param scene to attach the crowd to
  61695. * @returns the crowd you can add agents to
  61696. */
  61697. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61698. /**
  61699. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61700. * The queries will try to find a solution within those bounds
  61701. * default is (1,1,1)
  61702. * @param extent x,y,z value that define the extent around the queries point of reference
  61703. */
  61704. setDefaultQueryExtent(extent: Vector3): void;
  61705. /**
  61706. * Get the Bounding box extent specified by setDefaultQueryExtent
  61707. * @returns the box extent values
  61708. */
  61709. getDefaultQueryExtent(): Vector3;
  61710. /**
  61711. * Disposes
  61712. */
  61713. dispose(): void;
  61714. /**
  61715. * If this plugin is supported
  61716. * @returns true if plugin is supported
  61717. */
  61718. isSupported(): boolean;
  61719. }
  61720. /**
  61721. * Recast detour crowd implementation
  61722. */
  61723. export class RecastJSCrowd implements ICrowd {
  61724. /**
  61725. * Recast/detour plugin
  61726. */
  61727. bjsRECASTPlugin: RecastJSPlugin;
  61728. /**
  61729. * Link to the detour crowd
  61730. */
  61731. recastCrowd: any;
  61732. /**
  61733. * One transform per agent
  61734. */
  61735. transforms: TransformNode[];
  61736. /**
  61737. * All agents created
  61738. */
  61739. agents: number[];
  61740. /**
  61741. * Link to the scene is kept to unregister the crowd from the scene
  61742. */
  61743. private _scene;
  61744. /**
  61745. * Observer for crowd updates
  61746. */
  61747. private _onBeforeAnimationsObserver;
  61748. /**
  61749. * Constructor
  61750. * @param plugin recastJS plugin
  61751. * @param maxAgents the maximum agent count in the crowd
  61752. * @param maxAgentRadius the maximum radius an agent can have
  61753. * @param scene to attach the crowd to
  61754. * @returns the crowd you can add agents to
  61755. */
  61756. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61757. /**
  61758. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61759. * You can attach anything to that node. The node position is updated in the scene update tick.
  61760. * @param pos world position that will be constrained by the navigation mesh
  61761. * @param parameters agent parameters
  61762. * @param transform hooked to the agent that will be update by the scene
  61763. * @returns agent index
  61764. */
  61765. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61766. /**
  61767. * Returns the agent position in world space
  61768. * @param index agent index returned by addAgent
  61769. * @returns world space position
  61770. */
  61771. getAgentPosition(index: number): Vector3;
  61772. /**
  61773. * Returns the agent velocity in world space
  61774. * @param index agent index returned by addAgent
  61775. * @returns world space velocity
  61776. */
  61777. getAgentVelocity(index: number): Vector3;
  61778. /**
  61779. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61780. * @param index agent index returned by addAgent
  61781. * @param destination targeted world position
  61782. */
  61783. agentGoto(index: number, destination: Vector3): void;
  61784. /**
  61785. * remove a particular agent previously created
  61786. * @param index agent index returned by addAgent
  61787. */
  61788. removeAgent(index: number): void;
  61789. /**
  61790. * get the list of all agents attached to this crowd
  61791. * @returns list of agent indices
  61792. */
  61793. getAgents(): number[];
  61794. /**
  61795. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61796. * @param deltaTime in seconds
  61797. */
  61798. update(deltaTime: number): void;
  61799. /**
  61800. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61801. * The queries will try to find a solution within those bounds
  61802. * default is (1,1,1)
  61803. * @param extent x,y,z value that define the extent around the queries point of reference
  61804. */
  61805. setDefaultQueryExtent(extent: Vector3): void;
  61806. /**
  61807. * Get the Bounding box extent specified by setDefaultQueryExtent
  61808. * @returns the box extent values
  61809. */
  61810. getDefaultQueryExtent(): Vector3;
  61811. /**
  61812. * Release all resources
  61813. */
  61814. dispose(): void;
  61815. }
  61816. }
  61817. declare module "babylonjs/Navigation/Plugins/index" {
  61818. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61819. }
  61820. declare module "babylonjs/Navigation/index" {
  61821. export * from "babylonjs/Navigation/INavigationEngine";
  61822. export * from "babylonjs/Navigation/Plugins/index";
  61823. }
  61824. declare module "babylonjs/Offline/database" {
  61825. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61826. /**
  61827. * Class used to enable access to IndexedDB
  61828. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61829. */
  61830. export class Database implements IOfflineProvider {
  61831. private _callbackManifestChecked;
  61832. private _currentSceneUrl;
  61833. private _db;
  61834. private _enableSceneOffline;
  61835. private _enableTexturesOffline;
  61836. private _manifestVersionFound;
  61837. private _mustUpdateRessources;
  61838. private _hasReachedQuota;
  61839. private _isSupported;
  61840. private _idbFactory;
  61841. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61842. private static IsUASupportingBlobStorage;
  61843. /**
  61844. * Gets a boolean indicating if Database storate is enabled (off by default)
  61845. */
  61846. static IDBStorageEnabled: boolean;
  61847. /**
  61848. * Gets a boolean indicating if scene must be saved in the database
  61849. */
  61850. readonly enableSceneOffline: boolean;
  61851. /**
  61852. * Gets a boolean indicating if textures must be saved in the database
  61853. */
  61854. readonly enableTexturesOffline: boolean;
  61855. /**
  61856. * Creates a new Database
  61857. * @param urlToScene defines the url to load the scene
  61858. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61859. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61860. */
  61861. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61862. private static _ParseURL;
  61863. private static _ReturnFullUrlLocation;
  61864. private _checkManifestFile;
  61865. /**
  61866. * Open the database and make it available
  61867. * @param successCallback defines the callback to call on success
  61868. * @param errorCallback defines the callback to call on error
  61869. */
  61870. open(successCallback: () => void, errorCallback: () => void): void;
  61871. /**
  61872. * Loads an image from the database
  61873. * @param url defines the url to load from
  61874. * @param image defines the target DOM image
  61875. */
  61876. loadImage(url: string, image: HTMLImageElement): void;
  61877. private _loadImageFromDBAsync;
  61878. private _saveImageIntoDBAsync;
  61879. private _checkVersionFromDB;
  61880. private _loadVersionFromDBAsync;
  61881. private _saveVersionIntoDBAsync;
  61882. /**
  61883. * Loads a file from database
  61884. * @param url defines the URL to load from
  61885. * @param sceneLoaded defines a callback to call on success
  61886. * @param progressCallBack defines a callback to call when progress changed
  61887. * @param errorCallback defines a callback to call on error
  61888. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61889. */
  61890. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61891. private _loadFileAsync;
  61892. private _saveFileAsync;
  61893. /**
  61894. * Validates if xhr data is correct
  61895. * @param xhr defines the request to validate
  61896. * @param dataType defines the expected data type
  61897. * @returns true if data is correct
  61898. */
  61899. private static _ValidateXHRData;
  61900. }
  61901. }
  61902. declare module "babylonjs/Offline/index" {
  61903. export * from "babylonjs/Offline/database";
  61904. export * from "babylonjs/Offline/IOfflineProvider";
  61905. }
  61906. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61907. /** @hidden */
  61908. export var gpuUpdateParticlesPixelShader: {
  61909. name: string;
  61910. shader: string;
  61911. };
  61912. }
  61913. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61914. /** @hidden */
  61915. export var gpuUpdateParticlesVertexShader: {
  61916. name: string;
  61917. shader: string;
  61918. };
  61919. }
  61920. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61921. /** @hidden */
  61922. export var clipPlaneFragmentDeclaration2: {
  61923. name: string;
  61924. shader: string;
  61925. };
  61926. }
  61927. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61928. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61929. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61930. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61931. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61932. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61933. /** @hidden */
  61934. export var gpuRenderParticlesPixelShader: {
  61935. name: string;
  61936. shader: string;
  61937. };
  61938. }
  61939. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61940. /** @hidden */
  61941. export var clipPlaneVertexDeclaration2: {
  61942. name: string;
  61943. shader: string;
  61944. };
  61945. }
  61946. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61947. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61948. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61949. /** @hidden */
  61950. export var gpuRenderParticlesVertexShader: {
  61951. name: string;
  61952. shader: string;
  61953. };
  61954. }
  61955. declare module "babylonjs/Particles/gpuParticleSystem" {
  61956. import { Nullable } from "babylonjs/types";
  61957. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61958. import { Observable } from "babylonjs/Misc/observable";
  61959. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61960. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61961. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61962. import { Scene, IDisposable } from "babylonjs/scene";
  61963. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61964. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61965. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61966. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61967. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61968. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61969. /**
  61970. * This represents a GPU particle system in Babylon
  61971. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61972. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61973. */
  61974. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61975. /**
  61976. * The layer mask we are rendering the particles through.
  61977. */
  61978. layerMask: number;
  61979. private _capacity;
  61980. private _activeCount;
  61981. private _currentActiveCount;
  61982. private _accumulatedCount;
  61983. private _renderEffect;
  61984. private _updateEffect;
  61985. private _buffer0;
  61986. private _buffer1;
  61987. private _spriteBuffer;
  61988. private _updateVAO;
  61989. private _renderVAO;
  61990. private _targetIndex;
  61991. private _sourceBuffer;
  61992. private _targetBuffer;
  61993. private _engine;
  61994. private _currentRenderId;
  61995. private _started;
  61996. private _stopped;
  61997. private _timeDelta;
  61998. private _randomTexture;
  61999. private _randomTexture2;
  62000. private _attributesStrideSize;
  62001. private _updateEffectOptions;
  62002. private _randomTextureSize;
  62003. private _actualFrame;
  62004. private readonly _rawTextureWidth;
  62005. /**
  62006. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  62007. */
  62008. static readonly IsSupported: boolean;
  62009. /**
  62010. * An event triggered when the system is disposed.
  62011. */
  62012. onDisposeObservable: Observable<GPUParticleSystem>;
  62013. /**
  62014. * Gets the maximum number of particles active at the same time.
  62015. * @returns The max number of active particles.
  62016. */
  62017. getCapacity(): number;
  62018. /**
  62019. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  62020. * to override the particles.
  62021. */
  62022. forceDepthWrite: boolean;
  62023. /**
  62024. * Gets or set the number of active particles
  62025. */
  62026. activeParticleCount: number;
  62027. private _preWarmDone;
  62028. /**
  62029. * Is this system ready to be used/rendered
  62030. * @return true if the system is ready
  62031. */
  62032. isReady(): boolean;
  62033. /**
  62034. * Gets if the system has been started. (Note: this will still be true after stop is called)
  62035. * @returns True if it has been started, otherwise false.
  62036. */
  62037. isStarted(): boolean;
  62038. /**
  62039. * Starts the particle system and begins to emit
  62040. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  62041. */
  62042. start(delay?: number): void;
  62043. /**
  62044. * Stops the particle system.
  62045. */
  62046. stop(): void;
  62047. /**
  62048. * Remove all active particles
  62049. */
  62050. reset(): void;
  62051. /**
  62052. * Returns the string "GPUParticleSystem"
  62053. * @returns a string containing the class name
  62054. */
  62055. getClassName(): string;
  62056. private _colorGradientsTexture;
  62057. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  62058. /**
  62059. * Adds a new color gradient
  62060. * @param gradient defines the gradient to use (between 0 and 1)
  62061. * @param color1 defines the color to affect to the specified gradient
  62062. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  62063. * @returns the current particle system
  62064. */
  62065. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  62066. /**
  62067. * Remove a specific color gradient
  62068. * @param gradient defines the gradient to remove
  62069. * @returns the current particle system
  62070. */
  62071. removeColorGradient(gradient: number): GPUParticleSystem;
  62072. private _angularSpeedGradientsTexture;
  62073. private _sizeGradientsTexture;
  62074. private _velocityGradientsTexture;
  62075. private _limitVelocityGradientsTexture;
  62076. private _dragGradientsTexture;
  62077. private _addFactorGradient;
  62078. /**
  62079. * Adds a new size gradient
  62080. * @param gradient defines the gradient to use (between 0 and 1)
  62081. * @param factor defines the size factor to affect to the specified gradient
  62082. * @returns the current particle system
  62083. */
  62084. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  62085. /**
  62086. * Remove a specific size gradient
  62087. * @param gradient defines the gradient to remove
  62088. * @returns the current particle system
  62089. */
  62090. removeSizeGradient(gradient: number): GPUParticleSystem;
  62091. /**
  62092. * Adds a new angular speed gradient
  62093. * @param gradient defines the gradient to use (between 0 and 1)
  62094. * @param factor defines the angular speed to affect to the specified gradient
  62095. * @returns the current particle system
  62096. */
  62097. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  62098. /**
  62099. * Remove a specific angular speed gradient
  62100. * @param gradient defines the gradient to remove
  62101. * @returns the current particle system
  62102. */
  62103. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  62104. /**
  62105. * Adds a new velocity gradient
  62106. * @param gradient defines the gradient to use (between 0 and 1)
  62107. * @param factor defines the velocity to affect to the specified gradient
  62108. * @returns the current particle system
  62109. */
  62110. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62111. /**
  62112. * Remove a specific velocity gradient
  62113. * @param gradient defines the gradient to remove
  62114. * @returns the current particle system
  62115. */
  62116. removeVelocityGradient(gradient: number): GPUParticleSystem;
  62117. /**
  62118. * Adds a new limit velocity gradient
  62119. * @param gradient defines the gradient to use (between 0 and 1)
  62120. * @param factor defines the limit velocity value to affect to the specified gradient
  62121. * @returns the current particle system
  62122. */
  62123. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62124. /**
  62125. * Remove a specific limit velocity gradient
  62126. * @param gradient defines the gradient to remove
  62127. * @returns the current particle system
  62128. */
  62129. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  62130. /**
  62131. * Adds a new drag gradient
  62132. * @param gradient defines the gradient to use (between 0 and 1)
  62133. * @param factor defines the drag value to affect to the specified gradient
  62134. * @returns the current particle system
  62135. */
  62136. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  62137. /**
  62138. * Remove a specific drag gradient
  62139. * @param gradient defines the gradient to remove
  62140. * @returns the current particle system
  62141. */
  62142. removeDragGradient(gradient: number): GPUParticleSystem;
  62143. /**
  62144. * Not supported by GPUParticleSystem
  62145. * @param gradient defines the gradient to use (between 0 and 1)
  62146. * @param factor defines the emit rate value to affect to the specified gradient
  62147. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62148. * @returns the current particle system
  62149. */
  62150. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62151. /**
  62152. * Not supported by GPUParticleSystem
  62153. * @param gradient defines the gradient to remove
  62154. * @returns the current particle system
  62155. */
  62156. removeEmitRateGradient(gradient: number): IParticleSystem;
  62157. /**
  62158. * Not supported by GPUParticleSystem
  62159. * @param gradient defines the gradient to use (between 0 and 1)
  62160. * @param factor defines the start size value to affect to the specified gradient
  62161. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62162. * @returns the current particle system
  62163. */
  62164. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62165. /**
  62166. * Not supported by GPUParticleSystem
  62167. * @param gradient defines the gradient to remove
  62168. * @returns the current particle system
  62169. */
  62170. removeStartSizeGradient(gradient: number): IParticleSystem;
  62171. /**
  62172. * Not supported by GPUParticleSystem
  62173. * @param gradient defines the gradient to use (between 0 and 1)
  62174. * @param min defines the color remap minimal range
  62175. * @param max defines the color remap maximal range
  62176. * @returns the current particle system
  62177. */
  62178. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62179. /**
  62180. * Not supported by GPUParticleSystem
  62181. * @param gradient defines the gradient to remove
  62182. * @returns the current particle system
  62183. */
  62184. removeColorRemapGradient(): IParticleSystem;
  62185. /**
  62186. * Not supported by GPUParticleSystem
  62187. * @param gradient defines the gradient to use (between 0 and 1)
  62188. * @param min defines the alpha remap minimal range
  62189. * @param max defines the alpha remap maximal range
  62190. * @returns the current particle system
  62191. */
  62192. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62193. /**
  62194. * Not supported by GPUParticleSystem
  62195. * @param gradient defines the gradient to remove
  62196. * @returns the current particle system
  62197. */
  62198. removeAlphaRemapGradient(): IParticleSystem;
  62199. /**
  62200. * Not supported by GPUParticleSystem
  62201. * @param gradient defines the gradient to use (between 0 and 1)
  62202. * @param color defines the color to affect to the specified gradient
  62203. * @returns the current particle system
  62204. */
  62205. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62206. /**
  62207. * Not supported by GPUParticleSystem
  62208. * @param gradient defines the gradient to remove
  62209. * @returns the current particle system
  62210. */
  62211. removeRampGradient(): IParticleSystem;
  62212. /**
  62213. * Not supported by GPUParticleSystem
  62214. * @returns the list of ramp gradients
  62215. */
  62216. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62217. /**
  62218. * Not supported by GPUParticleSystem
  62219. * Gets or sets a boolean indicating that ramp gradients must be used
  62220. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62221. */
  62222. useRampGradients: boolean;
  62223. /**
  62224. * Not supported by GPUParticleSystem
  62225. * @param gradient defines the gradient to use (between 0 and 1)
  62226. * @param factor defines the life time factor to affect to the specified gradient
  62227. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62228. * @returns the current particle system
  62229. */
  62230. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62231. /**
  62232. * Not supported by GPUParticleSystem
  62233. * @param gradient defines the gradient to remove
  62234. * @returns the current particle system
  62235. */
  62236. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62237. /**
  62238. * Instantiates a GPU particle system.
  62239. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  62240. * @param name The name of the particle system
  62241. * @param options The options used to create the system
  62242. * @param scene The scene the particle system belongs to
  62243. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62244. */
  62245. constructor(name: string, options: Partial<{
  62246. capacity: number;
  62247. randomTextureSize: number;
  62248. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62249. protected _reset(): void;
  62250. private _createUpdateVAO;
  62251. private _createRenderVAO;
  62252. private _initialize;
  62253. /** @hidden */
  62254. _recreateUpdateEffect(): void;
  62255. /** @hidden */
  62256. _recreateRenderEffect(): void;
  62257. /**
  62258. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62259. * @param preWarm defines if we are in the pre-warmimg phase
  62260. */
  62261. animate(preWarm?: boolean): void;
  62262. private _createFactorGradientTexture;
  62263. private _createSizeGradientTexture;
  62264. private _createAngularSpeedGradientTexture;
  62265. private _createVelocityGradientTexture;
  62266. private _createLimitVelocityGradientTexture;
  62267. private _createDragGradientTexture;
  62268. private _createColorGradientTexture;
  62269. /**
  62270. * Renders the particle system in its current state
  62271. * @param preWarm defines if the system should only update the particles but not render them
  62272. * @returns the current number of particles
  62273. */
  62274. render(preWarm?: boolean): number;
  62275. /**
  62276. * Rebuilds the particle system
  62277. */
  62278. rebuild(): void;
  62279. private _releaseBuffers;
  62280. private _releaseVAOs;
  62281. /**
  62282. * Disposes the particle system and free the associated resources
  62283. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62284. */
  62285. dispose(disposeTexture?: boolean): void;
  62286. /**
  62287. * Clones the particle system.
  62288. * @param name The name of the cloned object
  62289. * @param newEmitter The new emitter to use
  62290. * @returns the cloned particle system
  62291. */
  62292. clone(name: string, newEmitter: any): GPUParticleSystem;
  62293. /**
  62294. * Serializes the particle system to a JSON object.
  62295. * @returns the JSON object
  62296. */
  62297. serialize(): any;
  62298. /**
  62299. * Parses a JSON object to create a GPU particle system.
  62300. * @param parsedParticleSystem The JSON object to parse
  62301. * @param scene The scene to create the particle system in
  62302. * @param rootUrl The root url to use to load external dependencies like texture
  62303. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62304. * @returns the parsed GPU particle system
  62305. */
  62306. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62307. }
  62308. }
  62309. declare module "babylonjs/Particles/particleSystemSet" {
  62310. import { Nullable } from "babylonjs/types";
  62311. import { Color3 } from "babylonjs/Maths/math.color";
  62312. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62313. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62314. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62315. import { Scene, IDisposable } from "babylonjs/scene";
  62316. /**
  62317. * Represents a set of particle systems working together to create a specific effect
  62318. */
  62319. export class ParticleSystemSet implements IDisposable {
  62320. /**
  62321. * Gets or sets base Assets URL
  62322. */
  62323. static BaseAssetsUrl: string;
  62324. private _emitterCreationOptions;
  62325. private _emitterNode;
  62326. /**
  62327. * Gets the particle system list
  62328. */
  62329. systems: IParticleSystem[];
  62330. /**
  62331. * Gets the emitter node used with this set
  62332. */
  62333. readonly emitterNode: Nullable<TransformNode>;
  62334. /**
  62335. * Creates a new emitter mesh as a sphere
  62336. * @param options defines the options used to create the sphere
  62337. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62338. * @param scene defines the hosting scene
  62339. */
  62340. setEmitterAsSphere(options: {
  62341. diameter: number;
  62342. segments: number;
  62343. color: Color3;
  62344. }, renderingGroupId: number, scene: Scene): void;
  62345. /**
  62346. * Starts all particle systems of the set
  62347. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62348. */
  62349. start(emitter?: AbstractMesh): void;
  62350. /**
  62351. * Release all associated resources
  62352. */
  62353. dispose(): void;
  62354. /**
  62355. * Serialize the set into a JSON compatible object
  62356. * @returns a JSON compatible representation of the set
  62357. */
  62358. serialize(): any;
  62359. /**
  62360. * Parse a new ParticleSystemSet from a serialized source
  62361. * @param data defines a JSON compatible representation of the set
  62362. * @param scene defines the hosting scene
  62363. * @param gpu defines if we want GPU particles or CPU particles
  62364. * @returns a new ParticleSystemSet
  62365. */
  62366. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62367. }
  62368. }
  62369. declare module "babylonjs/Particles/particleHelper" {
  62370. import { Nullable } from "babylonjs/types";
  62371. import { Scene } from "babylonjs/scene";
  62372. import { Vector3 } from "babylonjs/Maths/math.vector";
  62373. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62374. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62375. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62376. /**
  62377. * This class is made for on one-liner static method to help creating particle system set.
  62378. */
  62379. export class ParticleHelper {
  62380. /**
  62381. * Gets or sets base Assets URL
  62382. */
  62383. static BaseAssetsUrl: string;
  62384. /**
  62385. * Create a default particle system that you can tweak
  62386. * @param emitter defines the emitter to use
  62387. * @param capacity defines the system capacity (default is 500 particles)
  62388. * @param scene defines the hosting scene
  62389. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62390. * @returns the new Particle system
  62391. */
  62392. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62393. /**
  62394. * This is the main static method (one-liner) of this helper to create different particle systems
  62395. * @param type This string represents the type to the particle system to create
  62396. * @param scene The scene where the particle system should live
  62397. * @param gpu If the system will use gpu
  62398. * @returns the ParticleSystemSet created
  62399. */
  62400. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62401. /**
  62402. * Static function used to export a particle system to a ParticleSystemSet variable.
  62403. * Please note that the emitter shape is not exported
  62404. * @param systems defines the particle systems to export
  62405. * @returns the created particle system set
  62406. */
  62407. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62408. }
  62409. }
  62410. declare module "babylonjs/Particles/particleSystemComponent" {
  62411. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62412. import { Effect } from "babylonjs/Materials/effect";
  62413. import "babylonjs/Shaders/particles.vertex";
  62414. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62415. module "babylonjs/Engines/engine" {
  62416. interface Engine {
  62417. /**
  62418. * Create an effect to use with particle systems.
  62419. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62420. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62421. * @param uniformsNames defines a list of attribute names
  62422. * @param samplers defines an array of string used to represent textures
  62423. * @param defines defines the string containing the defines to use to compile the shaders
  62424. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62425. * @param onCompiled defines a function to call when the effect creation is successful
  62426. * @param onError defines a function to call when the effect creation has failed
  62427. * @returns the new Effect
  62428. */
  62429. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62430. }
  62431. }
  62432. module "babylonjs/Meshes/mesh" {
  62433. interface Mesh {
  62434. /**
  62435. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62436. * @returns an array of IParticleSystem
  62437. */
  62438. getEmittedParticleSystems(): IParticleSystem[];
  62439. /**
  62440. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62441. * @returns an array of IParticleSystem
  62442. */
  62443. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62444. }
  62445. }
  62446. /**
  62447. * @hidden
  62448. */
  62449. export var _IDoNeedToBeInTheBuild: number;
  62450. }
  62451. declare module "babylonjs/Particles/pointsCloudSystem" {
  62452. import { Color4 } from "babylonjs/Maths/math";
  62453. import { Mesh } from "babylonjs/Meshes/mesh";
  62454. import { Scene, IDisposable } from "babylonjs/scene";
  62455. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62456. /** Defines the 4 color options */
  62457. export enum PointColor {
  62458. /** color value */
  62459. Color = 2,
  62460. /** uv value */
  62461. UV = 1,
  62462. /** random value */
  62463. Random = 0,
  62464. /** stated value */
  62465. Stated = 3
  62466. }
  62467. /**
  62468. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62469. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  62470. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62471. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62472. *
  62473. * Full documentation here : TO BE ENTERED
  62474. */
  62475. export class PointsCloudSystem implements IDisposable {
  62476. /**
  62477. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62478. * Example : var p = SPS.particles[i];
  62479. */
  62480. particles: CloudPoint[];
  62481. /**
  62482. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62483. */
  62484. nbParticles: number;
  62485. /**
  62486. * This a counter for your own usage. It's not set by any SPS functions.
  62487. */
  62488. counter: number;
  62489. /**
  62490. * The PCS name. This name is also given to the underlying mesh.
  62491. */
  62492. name: string;
  62493. /**
  62494. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62495. */
  62496. mesh: Mesh;
  62497. /**
  62498. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62499. * Please read :
  62500. */
  62501. vars: any;
  62502. /**
  62503. * @hidden
  62504. */
  62505. _size: number;
  62506. private _scene;
  62507. private _promises;
  62508. private _positions;
  62509. private _indices;
  62510. private _normals;
  62511. private _colors;
  62512. private _uvs;
  62513. private _indices32;
  62514. private _positions32;
  62515. private _colors32;
  62516. private _uvs32;
  62517. private _updatable;
  62518. private _isVisibilityBoxLocked;
  62519. private _alwaysVisible;
  62520. private _groups;
  62521. private _groupCounter;
  62522. private _computeParticleColor;
  62523. private _computeParticleTexture;
  62524. private _computeParticleRotation;
  62525. private _computeBoundingBox;
  62526. private _isReady;
  62527. /**
  62528. * Creates a PCS (Points Cloud System) object
  62529. * @param name (String) is the PCS name, this will be the underlying mesh name
  62530. * @param pointSize (number) is the size for each point
  62531. * @param scene (Scene) is the scene in which the PCS is added
  62532. * @param options defines the options of the PCS e.g.
  62533. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62534. */
  62535. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62536. updatable?: boolean;
  62537. });
  62538. /**
  62539. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62540. * If no points were added to the PCS, the returned mesh is just a single point.
  62541. * @returns a promise for the created mesh
  62542. */
  62543. buildMeshAsync(): Promise<Mesh>;
  62544. /**
  62545. * @hidden
  62546. */
  62547. private _buildMesh;
  62548. private _addParticle;
  62549. private _randomUnitVector;
  62550. private _getColorIndicesForCoord;
  62551. private _setPointsColorOrUV;
  62552. private _colorFromTexture;
  62553. private _calculateDensity;
  62554. /**
  62555. * Adds points to the PCS in random positions within a unit sphere
  62556. * @param nb (positive integer) the number of particles to be created from this model
  62557. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62558. * @returns the number of groups in the system
  62559. */
  62560. addPoints(nb: number, pointFunction?: any): number;
  62561. /**
  62562. * Adds points to the PCS from the surface of the model shape
  62563. * @param mesh is any Mesh object that will be used as a surface model for the points
  62564. * @param nb (positive integer) the number of particles to be created from this model
  62565. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62566. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62567. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62568. * @returns the number of groups in the system
  62569. */
  62570. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62571. /**
  62572. * Adds points to the PCS inside the model shape
  62573. * @param mesh is any Mesh object that will be used as a surface model for the points
  62574. * @param nb (positive integer) the number of particles to be created from this model
  62575. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62576. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62577. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62578. * @returns the number of groups in the system
  62579. */
  62580. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62581. /**
  62582. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62583. * This method calls `updateParticle()` for each particle of the SPS.
  62584. * For an animated SPS, it is usually called within the render loop.
  62585. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62586. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62587. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62588. * @returns the PCS.
  62589. */
  62590. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62591. /**
  62592. * Disposes the PCS.
  62593. */
  62594. dispose(): void;
  62595. /**
  62596. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62597. * doc :
  62598. * @returns the PCS.
  62599. */
  62600. refreshVisibleSize(): PointsCloudSystem;
  62601. /**
  62602. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62603. * @param size the size (float) of the visibility box
  62604. * note : this doesn't lock the PCS mesh bounding box.
  62605. * doc :
  62606. */
  62607. setVisibilityBox(size: number): void;
  62608. /**
  62609. * Gets whether the PCS is always visible or not
  62610. * doc :
  62611. */
  62612. /**
  62613. * Sets the PCS as always visible or not
  62614. * doc :
  62615. */
  62616. isAlwaysVisible: boolean;
  62617. /**
  62618. * Tells to `setParticles()` to compute the particle rotations or not
  62619. * Default value : false. The PCS is faster when it's set to false
  62620. * Note : particle rotations are only applied to parent particles
  62621. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62622. */
  62623. computeParticleRotation: boolean;
  62624. /**
  62625. * Tells to `setParticles()` to compute the particle colors or not.
  62626. * Default value : true. The PCS is faster when it's set to false.
  62627. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62628. */
  62629. /**
  62630. * Gets if `setParticles()` computes the particle colors or not.
  62631. * Default value : false. The PCS is faster when it's set to false.
  62632. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62633. */
  62634. computeParticleColor: boolean;
  62635. /**
  62636. * Gets if `setParticles()` computes the particle textures or not.
  62637. * Default value : false. The PCS is faster when it's set to false.
  62638. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62639. */
  62640. computeParticleTexture: boolean;
  62641. /**
  62642. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62643. */
  62644. /**
  62645. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62646. */
  62647. computeBoundingBox: boolean;
  62648. /**
  62649. * This function does nothing. It may be overwritten to set all the particle first values.
  62650. * The PCS doesn't call this function, you may have to call it by your own.
  62651. * doc :
  62652. */
  62653. initParticles(): void;
  62654. /**
  62655. * This function does nothing. It may be overwritten to recycle a particle
  62656. * The PCS doesn't call this function, you can to call it
  62657. * doc :
  62658. * @param particle The particle to recycle
  62659. * @returns the recycled particle
  62660. */
  62661. recycleParticle(particle: CloudPoint): CloudPoint;
  62662. /**
  62663. * Updates a particle : this function should be overwritten by the user.
  62664. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62665. * doc :
  62666. * @example : just set a particle position or velocity and recycle conditions
  62667. * @param particle The particle to update
  62668. * @returns the updated particle
  62669. */
  62670. updateParticle(particle: CloudPoint): CloudPoint;
  62671. /**
  62672. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62673. * This does nothing and may be overwritten by the user.
  62674. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62675. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62676. * @param update the boolean update value actually passed to setParticles()
  62677. */
  62678. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62679. /**
  62680. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62681. * This will be passed three parameters.
  62682. * This does nothing and may be overwritten by the user.
  62683. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62684. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62685. * @param update the boolean update value actually passed to setParticles()
  62686. */
  62687. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62688. }
  62689. }
  62690. declare module "babylonjs/Particles/cloudPoint" {
  62691. import { Nullable } from "babylonjs/types";
  62692. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62693. import { Mesh } from "babylonjs/Meshes/mesh";
  62694. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62695. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62696. /**
  62697. * Represents one particle of a points cloud system.
  62698. */
  62699. export class CloudPoint {
  62700. /**
  62701. * particle global index
  62702. */
  62703. idx: number;
  62704. /**
  62705. * The color of the particle
  62706. */
  62707. color: Nullable<Color4>;
  62708. /**
  62709. * The world space position of the particle.
  62710. */
  62711. position: Vector3;
  62712. /**
  62713. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62714. */
  62715. rotation: Vector3;
  62716. /**
  62717. * The world space rotation quaternion of the particle.
  62718. */
  62719. rotationQuaternion: Nullable<Quaternion>;
  62720. /**
  62721. * The uv of the particle.
  62722. */
  62723. uv: Nullable<Vector2>;
  62724. /**
  62725. * The current speed of the particle.
  62726. */
  62727. velocity: Vector3;
  62728. /**
  62729. * The pivot point in the particle local space.
  62730. */
  62731. pivot: Vector3;
  62732. /**
  62733. * Must the particle be translated from its pivot point in its local space ?
  62734. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62735. * Default : false
  62736. */
  62737. translateFromPivot: boolean;
  62738. /**
  62739. * Index of this particle in the global "positions" array (Internal use)
  62740. * @hidden
  62741. */
  62742. _pos: number;
  62743. /**
  62744. * @hidden Index of this particle in the global "indices" array (Internal use)
  62745. */
  62746. _ind: number;
  62747. /**
  62748. * Group this particle belongs to
  62749. */
  62750. _group: PointsGroup;
  62751. /**
  62752. * Group id of this particle
  62753. */
  62754. groupId: number;
  62755. /**
  62756. * Index of the particle in its group id (Internal use)
  62757. */
  62758. idxInGroup: number;
  62759. /**
  62760. * @hidden Particle BoundingInfo object (Internal use)
  62761. */
  62762. _boundingInfo: BoundingInfo;
  62763. /**
  62764. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62765. */
  62766. _pcs: PointsCloudSystem;
  62767. /**
  62768. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62769. */
  62770. _stillInvisible: boolean;
  62771. /**
  62772. * @hidden Last computed particle rotation matrix
  62773. */
  62774. _rotationMatrix: number[];
  62775. /**
  62776. * Parent particle Id, if any.
  62777. * Default null.
  62778. */
  62779. parentId: Nullable<number>;
  62780. /**
  62781. * @hidden Internal global position in the PCS.
  62782. */
  62783. _globalPosition: Vector3;
  62784. /**
  62785. * Creates a Point Cloud object.
  62786. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62787. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62788. * @param group (PointsGroup) is the group the particle belongs to
  62789. * @param groupId (integer) is the group identifier in the PCS.
  62790. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62791. * @param pcs defines the PCS it is associated to
  62792. */
  62793. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62794. /**
  62795. * get point size
  62796. */
  62797. /**
  62798. * Set point size
  62799. */
  62800. size: Vector3;
  62801. /**
  62802. * Legacy support, changed quaternion to rotationQuaternion
  62803. */
  62804. /**
  62805. * Legacy support, changed quaternion to rotationQuaternion
  62806. */
  62807. quaternion: Nullable<Quaternion>;
  62808. /**
  62809. * Returns a boolean. True if the particle intersects a mesh, else false
  62810. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62811. * @param target is the object (point or mesh) what the intersection is computed against
  62812. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62813. * @returns true if it intersects
  62814. */
  62815. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62816. /**
  62817. * get the rotation matrix of the particle
  62818. * @hidden
  62819. */
  62820. getRotationMatrix(m: Matrix): void;
  62821. }
  62822. /**
  62823. * Represents a group of points in a points cloud system
  62824. * * PCS internal tool, don't use it manually.
  62825. */
  62826. export class PointsGroup {
  62827. /**
  62828. * The group id
  62829. * @hidden
  62830. */
  62831. groupID: number;
  62832. /**
  62833. * image data for group (internal use)
  62834. * @hidden
  62835. */
  62836. _groupImageData: Nullable<ArrayBufferView>;
  62837. /**
  62838. * Image Width (internal use)
  62839. * @hidden
  62840. */
  62841. _groupImgWidth: number;
  62842. /**
  62843. * Image Height (internal use)
  62844. * @hidden
  62845. */
  62846. _groupImgHeight: number;
  62847. /**
  62848. * Custom position function (internal use)
  62849. * @hidden
  62850. */
  62851. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62852. /**
  62853. * density per facet for surface points
  62854. * @hidden
  62855. */
  62856. _groupDensity: number[];
  62857. /**
  62858. * Only when points are colored by texture carries pointer to texture list array
  62859. * @hidden
  62860. */
  62861. _textureNb: number;
  62862. /**
  62863. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62864. * PCS internal tool, don't use it manually.
  62865. * @hidden
  62866. */
  62867. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62868. }
  62869. }
  62870. declare module "babylonjs/Particles/index" {
  62871. export * from "babylonjs/Particles/baseParticleSystem";
  62872. export * from "babylonjs/Particles/EmitterTypes/index";
  62873. export * from "babylonjs/Particles/gpuParticleSystem";
  62874. export * from "babylonjs/Particles/IParticleSystem";
  62875. export * from "babylonjs/Particles/particle";
  62876. export * from "babylonjs/Particles/particleHelper";
  62877. export * from "babylonjs/Particles/particleSystem";
  62878. export * from "babylonjs/Particles/particleSystemComponent";
  62879. export * from "babylonjs/Particles/particleSystemSet";
  62880. export * from "babylonjs/Particles/solidParticle";
  62881. export * from "babylonjs/Particles/solidParticleSystem";
  62882. export * from "babylonjs/Particles/cloudPoint";
  62883. export * from "babylonjs/Particles/pointsCloudSystem";
  62884. export * from "babylonjs/Particles/subEmitter";
  62885. }
  62886. declare module "babylonjs/Physics/physicsEngineComponent" {
  62887. import { Nullable } from "babylonjs/types";
  62888. import { Observable, Observer } from "babylonjs/Misc/observable";
  62889. import { Vector3 } from "babylonjs/Maths/math.vector";
  62890. import { Mesh } from "babylonjs/Meshes/mesh";
  62891. import { ISceneComponent } from "babylonjs/sceneComponent";
  62892. import { Scene } from "babylonjs/scene";
  62893. import { Node } from "babylonjs/node";
  62894. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62895. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62896. module "babylonjs/scene" {
  62897. interface Scene {
  62898. /** @hidden (Backing field) */
  62899. _physicsEngine: Nullable<IPhysicsEngine>;
  62900. /**
  62901. * Gets the current physics engine
  62902. * @returns a IPhysicsEngine or null if none attached
  62903. */
  62904. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62905. /**
  62906. * Enables physics to the current scene
  62907. * @param gravity defines the scene's gravity for the physics engine
  62908. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62909. * @return a boolean indicating if the physics engine was initialized
  62910. */
  62911. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62912. /**
  62913. * Disables and disposes the physics engine associated with the scene
  62914. */
  62915. disablePhysicsEngine(): void;
  62916. /**
  62917. * Gets a boolean indicating if there is an active physics engine
  62918. * @returns a boolean indicating if there is an active physics engine
  62919. */
  62920. isPhysicsEnabled(): boolean;
  62921. /**
  62922. * Deletes a physics compound impostor
  62923. * @param compound defines the compound to delete
  62924. */
  62925. deleteCompoundImpostor(compound: any): void;
  62926. /**
  62927. * An event triggered when physic simulation is about to be run
  62928. */
  62929. onBeforePhysicsObservable: Observable<Scene>;
  62930. /**
  62931. * An event triggered when physic simulation has been done
  62932. */
  62933. onAfterPhysicsObservable: Observable<Scene>;
  62934. }
  62935. }
  62936. module "babylonjs/Meshes/abstractMesh" {
  62937. interface AbstractMesh {
  62938. /** @hidden */
  62939. _physicsImpostor: Nullable<PhysicsImpostor>;
  62940. /**
  62941. * Gets or sets impostor used for physic simulation
  62942. * @see http://doc.babylonjs.com/features/physics_engine
  62943. */
  62944. physicsImpostor: Nullable<PhysicsImpostor>;
  62945. /**
  62946. * Gets the current physics impostor
  62947. * @see http://doc.babylonjs.com/features/physics_engine
  62948. * @returns a physics impostor or null
  62949. */
  62950. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62951. /** Apply a physic impulse to the mesh
  62952. * @param force defines the force to apply
  62953. * @param contactPoint defines where to apply the force
  62954. * @returns the current mesh
  62955. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62956. */
  62957. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62958. /**
  62959. * Creates a physic joint between two meshes
  62960. * @param otherMesh defines the other mesh to use
  62961. * @param pivot1 defines the pivot to use on this mesh
  62962. * @param pivot2 defines the pivot to use on the other mesh
  62963. * @param options defines additional options (can be plugin dependent)
  62964. * @returns the current mesh
  62965. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62966. */
  62967. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62968. /** @hidden */
  62969. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62970. }
  62971. }
  62972. /**
  62973. * Defines the physics engine scene component responsible to manage a physics engine
  62974. */
  62975. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62976. /**
  62977. * The component name helpful to identify the component in the list of scene components.
  62978. */
  62979. readonly name: string;
  62980. /**
  62981. * The scene the component belongs to.
  62982. */
  62983. scene: Scene;
  62984. /**
  62985. * Creates a new instance of the component for the given scene
  62986. * @param scene Defines the scene to register the component in
  62987. */
  62988. constructor(scene: Scene);
  62989. /**
  62990. * Registers the component in a given scene
  62991. */
  62992. register(): void;
  62993. /**
  62994. * Rebuilds the elements related to this component in case of
  62995. * context lost for instance.
  62996. */
  62997. rebuild(): void;
  62998. /**
  62999. * Disposes the component and the associated ressources
  63000. */
  63001. dispose(): void;
  63002. }
  63003. }
  63004. declare module "babylonjs/Physics/physicsHelper" {
  63005. import { Nullable } from "babylonjs/types";
  63006. import { Vector3 } from "babylonjs/Maths/math.vector";
  63007. import { Mesh } from "babylonjs/Meshes/mesh";
  63008. import { Scene } from "babylonjs/scene";
  63009. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63010. /**
  63011. * A helper for physics simulations
  63012. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63013. */
  63014. export class PhysicsHelper {
  63015. private _scene;
  63016. private _physicsEngine;
  63017. /**
  63018. * Initializes the Physics helper
  63019. * @param scene Babylon.js scene
  63020. */
  63021. constructor(scene: Scene);
  63022. /**
  63023. * Applies a radial explosion impulse
  63024. * @param origin the origin of the explosion
  63025. * @param radiusOrEventOptions the radius or the options of radial explosion
  63026. * @param strength the explosion strength
  63027. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63028. * @returns A physics radial explosion event, or null
  63029. */
  63030. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63031. /**
  63032. * Applies a radial explosion force
  63033. * @param origin the origin of the explosion
  63034. * @param radiusOrEventOptions the radius or the options of radial explosion
  63035. * @param strength the explosion strength
  63036. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63037. * @returns A physics radial explosion event, or null
  63038. */
  63039. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63040. /**
  63041. * Creates a gravitational field
  63042. * @param origin the origin of the explosion
  63043. * @param radiusOrEventOptions the radius or the options of radial explosion
  63044. * @param strength the explosion strength
  63045. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63046. * @returns A physics gravitational field event, or null
  63047. */
  63048. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  63049. /**
  63050. * Creates a physics updraft event
  63051. * @param origin the origin of the updraft
  63052. * @param radiusOrEventOptions the radius or the options of the updraft
  63053. * @param strength the strength of the updraft
  63054. * @param height the height of the updraft
  63055. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  63056. * @returns A physics updraft event, or null
  63057. */
  63058. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  63059. /**
  63060. * Creates a physics vortex event
  63061. * @param origin the of the vortex
  63062. * @param radiusOrEventOptions the radius or the options of the vortex
  63063. * @param strength the strength of the vortex
  63064. * @param height the height of the vortex
  63065. * @returns a Physics vortex event, or null
  63066. * A physics vortex event or null
  63067. */
  63068. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  63069. }
  63070. /**
  63071. * Represents a physics radial explosion event
  63072. */
  63073. class PhysicsRadialExplosionEvent {
  63074. private _scene;
  63075. private _options;
  63076. private _sphere;
  63077. private _dataFetched;
  63078. /**
  63079. * Initializes a radial explosioin event
  63080. * @param _scene BabylonJS scene
  63081. * @param _options The options for the vortex event
  63082. */
  63083. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  63084. /**
  63085. * Returns the data related to the radial explosion event (sphere).
  63086. * @returns The radial explosion event data
  63087. */
  63088. getData(): PhysicsRadialExplosionEventData;
  63089. /**
  63090. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  63091. * @param impostor A physics imposter
  63092. * @param origin the origin of the explosion
  63093. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  63094. */
  63095. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  63096. /**
  63097. * Triggers affecterd impostors callbacks
  63098. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  63099. */
  63100. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  63101. /**
  63102. * Disposes the sphere.
  63103. * @param force Specifies if the sphere should be disposed by force
  63104. */
  63105. dispose(force?: boolean): void;
  63106. /*** Helpers ***/
  63107. private _prepareSphere;
  63108. private _intersectsWithSphere;
  63109. }
  63110. /**
  63111. * Represents a gravitational field event
  63112. */
  63113. class PhysicsGravitationalFieldEvent {
  63114. private _physicsHelper;
  63115. private _scene;
  63116. private _origin;
  63117. private _options;
  63118. private _tickCallback;
  63119. private _sphere;
  63120. private _dataFetched;
  63121. /**
  63122. * Initializes the physics gravitational field event
  63123. * @param _physicsHelper A physics helper
  63124. * @param _scene BabylonJS scene
  63125. * @param _origin The origin position of the gravitational field event
  63126. * @param _options The options for the vortex event
  63127. */
  63128. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  63129. /**
  63130. * Returns the data related to the gravitational field event (sphere).
  63131. * @returns A gravitational field event
  63132. */
  63133. getData(): PhysicsGravitationalFieldEventData;
  63134. /**
  63135. * Enables the gravitational field.
  63136. */
  63137. enable(): void;
  63138. /**
  63139. * Disables the gravitational field.
  63140. */
  63141. disable(): void;
  63142. /**
  63143. * Disposes the sphere.
  63144. * @param force The force to dispose from the gravitational field event
  63145. */
  63146. dispose(force?: boolean): void;
  63147. private _tick;
  63148. }
  63149. /**
  63150. * Represents a physics updraft event
  63151. */
  63152. class PhysicsUpdraftEvent {
  63153. private _scene;
  63154. private _origin;
  63155. private _options;
  63156. private _physicsEngine;
  63157. private _originTop;
  63158. private _originDirection;
  63159. private _tickCallback;
  63160. private _cylinder;
  63161. private _cylinderPosition;
  63162. private _dataFetched;
  63163. /**
  63164. * Initializes the physics updraft event
  63165. * @param _scene BabylonJS scene
  63166. * @param _origin The origin position of the updraft
  63167. * @param _options The options for the updraft event
  63168. */
  63169. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  63170. /**
  63171. * Returns the data related to the updraft event (cylinder).
  63172. * @returns A physics updraft event
  63173. */
  63174. getData(): PhysicsUpdraftEventData;
  63175. /**
  63176. * Enables the updraft.
  63177. */
  63178. enable(): void;
  63179. /**
  63180. * Disables the updraft.
  63181. */
  63182. disable(): void;
  63183. /**
  63184. * Disposes the cylinder.
  63185. * @param force Specifies if the updraft should be disposed by force
  63186. */
  63187. dispose(force?: boolean): void;
  63188. private getImpostorHitData;
  63189. private _tick;
  63190. /*** Helpers ***/
  63191. private _prepareCylinder;
  63192. private _intersectsWithCylinder;
  63193. }
  63194. /**
  63195. * Represents a physics vortex event
  63196. */
  63197. class PhysicsVortexEvent {
  63198. private _scene;
  63199. private _origin;
  63200. private _options;
  63201. private _physicsEngine;
  63202. private _originTop;
  63203. private _tickCallback;
  63204. private _cylinder;
  63205. private _cylinderPosition;
  63206. private _dataFetched;
  63207. /**
  63208. * Initializes the physics vortex event
  63209. * @param _scene The BabylonJS scene
  63210. * @param _origin The origin position of the vortex
  63211. * @param _options The options for the vortex event
  63212. */
  63213. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63214. /**
  63215. * Returns the data related to the vortex event (cylinder).
  63216. * @returns The physics vortex event data
  63217. */
  63218. getData(): PhysicsVortexEventData;
  63219. /**
  63220. * Enables the vortex.
  63221. */
  63222. enable(): void;
  63223. /**
  63224. * Disables the cortex.
  63225. */
  63226. disable(): void;
  63227. /**
  63228. * Disposes the sphere.
  63229. * @param force
  63230. */
  63231. dispose(force?: boolean): void;
  63232. private getImpostorHitData;
  63233. private _tick;
  63234. /*** Helpers ***/
  63235. private _prepareCylinder;
  63236. private _intersectsWithCylinder;
  63237. }
  63238. /**
  63239. * Options fot the radial explosion event
  63240. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63241. */
  63242. export class PhysicsRadialExplosionEventOptions {
  63243. /**
  63244. * The radius of the sphere for the radial explosion.
  63245. */
  63246. radius: number;
  63247. /**
  63248. * The strenth of the explosion.
  63249. */
  63250. strength: number;
  63251. /**
  63252. * The strenght of the force in correspondence to the distance of the affected object
  63253. */
  63254. falloff: PhysicsRadialImpulseFalloff;
  63255. /**
  63256. * Sphere options for the radial explosion.
  63257. */
  63258. sphere: {
  63259. segments: number;
  63260. diameter: number;
  63261. };
  63262. /**
  63263. * Sphere options for the radial explosion.
  63264. */
  63265. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63266. }
  63267. /**
  63268. * Options fot the updraft event
  63269. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63270. */
  63271. export class PhysicsUpdraftEventOptions {
  63272. /**
  63273. * The radius of the cylinder for the vortex
  63274. */
  63275. radius: number;
  63276. /**
  63277. * The strenth of the updraft.
  63278. */
  63279. strength: number;
  63280. /**
  63281. * The height of the cylinder for the updraft.
  63282. */
  63283. height: number;
  63284. /**
  63285. * The mode for the the updraft.
  63286. */
  63287. updraftMode: PhysicsUpdraftMode;
  63288. }
  63289. /**
  63290. * Options fot the vortex event
  63291. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63292. */
  63293. export class PhysicsVortexEventOptions {
  63294. /**
  63295. * The radius of the cylinder for the vortex
  63296. */
  63297. radius: number;
  63298. /**
  63299. * The strenth of the vortex.
  63300. */
  63301. strength: number;
  63302. /**
  63303. * The height of the cylinder for the vortex.
  63304. */
  63305. height: number;
  63306. /**
  63307. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63308. */
  63309. centripetalForceThreshold: number;
  63310. /**
  63311. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63312. */
  63313. centripetalForceMultiplier: number;
  63314. /**
  63315. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63316. */
  63317. centrifugalForceMultiplier: number;
  63318. /**
  63319. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63320. */
  63321. updraftForceMultiplier: number;
  63322. }
  63323. /**
  63324. * The strenght of the force in correspondence to the distance of the affected object
  63325. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63326. */
  63327. export enum PhysicsRadialImpulseFalloff {
  63328. /** Defines that impulse is constant in strength across it's whole radius */
  63329. Constant = 0,
  63330. /** Defines that impulse gets weaker if it's further from the origin */
  63331. Linear = 1
  63332. }
  63333. /**
  63334. * The strength of the force in correspondence to the distance of the affected object
  63335. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63336. */
  63337. export enum PhysicsUpdraftMode {
  63338. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63339. Center = 0,
  63340. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63341. Perpendicular = 1
  63342. }
  63343. /**
  63344. * Interface for a physics hit data
  63345. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63346. */
  63347. export interface PhysicsHitData {
  63348. /**
  63349. * The force applied at the contact point
  63350. */
  63351. force: Vector3;
  63352. /**
  63353. * The contact point
  63354. */
  63355. contactPoint: Vector3;
  63356. /**
  63357. * The distance from the origin to the contact point
  63358. */
  63359. distanceFromOrigin: number;
  63360. }
  63361. /**
  63362. * Interface for radial explosion event data
  63363. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63364. */
  63365. export interface PhysicsRadialExplosionEventData {
  63366. /**
  63367. * A sphere used for the radial explosion event
  63368. */
  63369. sphere: Mesh;
  63370. }
  63371. /**
  63372. * Interface for gravitational field event data
  63373. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63374. */
  63375. export interface PhysicsGravitationalFieldEventData {
  63376. /**
  63377. * A sphere mesh used for the gravitational field event
  63378. */
  63379. sphere: Mesh;
  63380. }
  63381. /**
  63382. * Interface for updraft event data
  63383. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63384. */
  63385. export interface PhysicsUpdraftEventData {
  63386. /**
  63387. * A cylinder used for the updraft event
  63388. */
  63389. cylinder: Mesh;
  63390. }
  63391. /**
  63392. * Interface for vortex event data
  63393. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63394. */
  63395. export interface PhysicsVortexEventData {
  63396. /**
  63397. * A cylinder used for the vortex event
  63398. */
  63399. cylinder: Mesh;
  63400. }
  63401. /**
  63402. * Interface for an affected physics impostor
  63403. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63404. */
  63405. export interface PhysicsAffectedImpostorWithData {
  63406. /**
  63407. * The impostor affected by the effect
  63408. */
  63409. impostor: PhysicsImpostor;
  63410. /**
  63411. * The data about the hit/horce from the explosion
  63412. */
  63413. hitData: PhysicsHitData;
  63414. }
  63415. }
  63416. declare module "babylonjs/Physics/Plugins/index" {
  63417. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63418. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63419. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63420. }
  63421. declare module "babylonjs/Physics/index" {
  63422. export * from "babylonjs/Physics/IPhysicsEngine";
  63423. export * from "babylonjs/Physics/physicsEngine";
  63424. export * from "babylonjs/Physics/physicsEngineComponent";
  63425. export * from "babylonjs/Physics/physicsHelper";
  63426. export * from "babylonjs/Physics/physicsImpostor";
  63427. export * from "babylonjs/Physics/physicsJoint";
  63428. export * from "babylonjs/Physics/Plugins/index";
  63429. }
  63430. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63431. /** @hidden */
  63432. export var blackAndWhitePixelShader: {
  63433. name: string;
  63434. shader: string;
  63435. };
  63436. }
  63437. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63438. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63439. import { Camera } from "babylonjs/Cameras/camera";
  63440. import { Engine } from "babylonjs/Engines/engine";
  63441. import "babylonjs/Shaders/blackAndWhite.fragment";
  63442. /**
  63443. * Post process used to render in black and white
  63444. */
  63445. export class BlackAndWhitePostProcess extends PostProcess {
  63446. /**
  63447. * Linear about to convert he result to black and white (default: 1)
  63448. */
  63449. degree: number;
  63450. /**
  63451. * Creates a black and white post process
  63452. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63453. * @param name The name of the effect.
  63454. * @param options The required width/height ratio to downsize to before computing the render pass.
  63455. * @param camera The camera to apply the render pass to.
  63456. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63457. * @param engine The engine which the post process will be applied. (default: current engine)
  63458. * @param reusable If the post process can be reused on the same frame. (default: false)
  63459. */
  63460. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63461. }
  63462. }
  63463. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63464. import { Nullable } from "babylonjs/types";
  63465. import { Camera } from "babylonjs/Cameras/camera";
  63466. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63467. import { Engine } from "babylonjs/Engines/engine";
  63468. /**
  63469. * This represents a set of one or more post processes in Babylon.
  63470. * A post process can be used to apply a shader to a texture after it is rendered.
  63471. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63472. */
  63473. export class PostProcessRenderEffect {
  63474. private _postProcesses;
  63475. private _getPostProcesses;
  63476. private _singleInstance;
  63477. private _cameras;
  63478. private _indicesForCamera;
  63479. /**
  63480. * Name of the effect
  63481. * @hidden
  63482. */
  63483. _name: string;
  63484. /**
  63485. * Instantiates a post process render effect.
  63486. * A post process can be used to apply a shader to a texture after it is rendered.
  63487. * @param engine The engine the effect is tied to
  63488. * @param name The name of the effect
  63489. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63490. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63491. */
  63492. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63493. /**
  63494. * Checks if all the post processes in the effect are supported.
  63495. */
  63496. readonly isSupported: boolean;
  63497. /**
  63498. * Updates the current state of the effect
  63499. * @hidden
  63500. */
  63501. _update(): void;
  63502. /**
  63503. * Attaches the effect on cameras
  63504. * @param cameras The camera to attach to.
  63505. * @hidden
  63506. */
  63507. _attachCameras(cameras: Camera): void;
  63508. /**
  63509. * Attaches the effect on cameras
  63510. * @param cameras The camera to attach to.
  63511. * @hidden
  63512. */
  63513. _attachCameras(cameras: Camera[]): void;
  63514. /**
  63515. * Detaches the effect on cameras
  63516. * @param cameras The camera to detatch from.
  63517. * @hidden
  63518. */
  63519. _detachCameras(cameras: Camera): void;
  63520. /**
  63521. * Detatches the effect on cameras
  63522. * @param cameras The camera to detatch from.
  63523. * @hidden
  63524. */
  63525. _detachCameras(cameras: Camera[]): void;
  63526. /**
  63527. * Enables the effect on given cameras
  63528. * @param cameras The camera to enable.
  63529. * @hidden
  63530. */
  63531. _enable(cameras: Camera): void;
  63532. /**
  63533. * Enables the effect on given cameras
  63534. * @param cameras The camera to enable.
  63535. * @hidden
  63536. */
  63537. _enable(cameras: Nullable<Camera[]>): void;
  63538. /**
  63539. * Disables the effect on the given cameras
  63540. * @param cameras The camera to disable.
  63541. * @hidden
  63542. */
  63543. _disable(cameras: Camera): void;
  63544. /**
  63545. * Disables the effect on the given cameras
  63546. * @param cameras The camera to disable.
  63547. * @hidden
  63548. */
  63549. _disable(cameras: Nullable<Camera[]>): void;
  63550. /**
  63551. * Gets a list of the post processes contained in the effect.
  63552. * @param camera The camera to get the post processes on.
  63553. * @returns The list of the post processes in the effect.
  63554. */
  63555. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63556. }
  63557. }
  63558. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63559. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63560. /** @hidden */
  63561. export var extractHighlightsPixelShader: {
  63562. name: string;
  63563. shader: string;
  63564. };
  63565. }
  63566. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63567. import { Nullable } from "babylonjs/types";
  63568. import { Camera } from "babylonjs/Cameras/camera";
  63569. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63570. import { Engine } from "babylonjs/Engines/engine";
  63571. import "babylonjs/Shaders/extractHighlights.fragment";
  63572. /**
  63573. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  63574. */
  63575. export class ExtractHighlightsPostProcess extends PostProcess {
  63576. /**
  63577. * The luminance threshold, pixels below this value will be set to black.
  63578. */
  63579. threshold: number;
  63580. /** @hidden */
  63581. _exposure: number;
  63582. /**
  63583. * Post process which has the input texture to be used when performing highlight extraction
  63584. * @hidden
  63585. */
  63586. _inputPostProcess: Nullable<PostProcess>;
  63587. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63588. }
  63589. }
  63590. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63591. /** @hidden */
  63592. export var bloomMergePixelShader: {
  63593. name: string;
  63594. shader: string;
  63595. };
  63596. }
  63597. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63598. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63599. import { Nullable } from "babylonjs/types";
  63600. import { Engine } from "babylonjs/Engines/engine";
  63601. import { Camera } from "babylonjs/Cameras/camera";
  63602. import "babylonjs/Shaders/bloomMerge.fragment";
  63603. /**
  63604. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63605. */
  63606. export class BloomMergePostProcess extends PostProcess {
  63607. /** Weight of the bloom to be added to the original input. */
  63608. weight: number;
  63609. /**
  63610. * Creates a new instance of @see BloomMergePostProcess
  63611. * @param name The name of the effect.
  63612. * @param originalFromInput Post process which's input will be used for the merge.
  63613. * @param blurred Blurred highlights post process which's output will be used.
  63614. * @param weight Weight of the bloom to be added to the original input.
  63615. * @param options The required width/height ratio to downsize to before computing the render pass.
  63616. * @param camera The camera to apply the render pass to.
  63617. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63618. * @param engine The engine which the post process will be applied. (default: current engine)
  63619. * @param reusable If the post process can be reused on the same frame. (default: false)
  63620. * @param textureType Type of textures used when performing the post process. (default: 0)
  63621. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63622. */
  63623. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63624. /** Weight of the bloom to be added to the original input. */
  63625. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63626. }
  63627. }
  63628. declare module "babylonjs/PostProcesses/bloomEffect" {
  63629. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63630. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63631. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63632. import { Camera } from "babylonjs/Cameras/camera";
  63633. import { Scene } from "babylonjs/scene";
  63634. /**
  63635. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63636. */
  63637. export class BloomEffect extends PostProcessRenderEffect {
  63638. private bloomScale;
  63639. /**
  63640. * @hidden Internal
  63641. */
  63642. _effects: Array<PostProcess>;
  63643. /**
  63644. * @hidden Internal
  63645. */
  63646. _downscale: ExtractHighlightsPostProcess;
  63647. private _blurX;
  63648. private _blurY;
  63649. private _merge;
  63650. /**
  63651. * The luminance threshold to find bright areas of the image to bloom.
  63652. */
  63653. threshold: number;
  63654. /**
  63655. * The strength of the bloom.
  63656. */
  63657. weight: number;
  63658. /**
  63659. * Specifies the size of the bloom blur kernel, relative to the final output size
  63660. */
  63661. kernel: number;
  63662. /**
  63663. * Creates a new instance of @see BloomEffect
  63664. * @param scene The scene the effect belongs to.
  63665. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63666. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63667. * @param bloomWeight The the strength of bloom.
  63668. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63669. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63670. */
  63671. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63672. /**
  63673. * Disposes each of the internal effects for a given camera.
  63674. * @param camera The camera to dispose the effect on.
  63675. */
  63676. disposeEffects(camera: Camera): void;
  63677. /**
  63678. * @hidden Internal
  63679. */
  63680. _updateEffects(): void;
  63681. /**
  63682. * Internal
  63683. * @returns if all the contained post processes are ready.
  63684. * @hidden
  63685. */
  63686. _isReady(): boolean;
  63687. }
  63688. }
  63689. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63690. /** @hidden */
  63691. export var chromaticAberrationPixelShader: {
  63692. name: string;
  63693. shader: string;
  63694. };
  63695. }
  63696. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63697. import { Vector2 } from "babylonjs/Maths/math.vector";
  63698. import { Nullable } from "babylonjs/types";
  63699. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63700. import { Camera } from "babylonjs/Cameras/camera";
  63701. import { Engine } from "babylonjs/Engines/engine";
  63702. import "babylonjs/Shaders/chromaticAberration.fragment";
  63703. /**
  63704. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63705. */
  63706. export class ChromaticAberrationPostProcess extends PostProcess {
  63707. /**
  63708. * The amount of seperation of rgb channels (default: 30)
  63709. */
  63710. aberrationAmount: number;
  63711. /**
  63712. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63713. */
  63714. radialIntensity: number;
  63715. /**
  63716. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  63717. */
  63718. direction: Vector2;
  63719. /**
  63720. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  63721. */
  63722. centerPosition: Vector2;
  63723. /**
  63724. * Creates a new instance ChromaticAberrationPostProcess
  63725. * @param name The name of the effect.
  63726. * @param screenWidth The width of the screen to apply the effect on.
  63727. * @param screenHeight The height of the screen to apply the effect on.
  63728. * @param options The required width/height ratio to downsize to before computing the render pass.
  63729. * @param camera The camera to apply the render pass to.
  63730. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63731. * @param engine The engine which the post process will be applied. (default: current engine)
  63732. * @param reusable If the post process can be reused on the same frame. (default: false)
  63733. * @param textureType Type of textures used when performing the post process. (default: 0)
  63734. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63735. */
  63736. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63737. }
  63738. }
  63739. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63740. /** @hidden */
  63741. export var circleOfConfusionPixelShader: {
  63742. name: string;
  63743. shader: string;
  63744. };
  63745. }
  63746. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63747. import { Nullable } from "babylonjs/types";
  63748. import { Engine } from "babylonjs/Engines/engine";
  63749. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63750. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63751. import { Camera } from "babylonjs/Cameras/camera";
  63752. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63753. /**
  63754. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63755. */
  63756. export class CircleOfConfusionPostProcess extends PostProcess {
  63757. /**
  63758. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  63759. */
  63760. lensSize: number;
  63761. /**
  63762. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63763. */
  63764. fStop: number;
  63765. /**
  63766. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63767. */
  63768. focusDistance: number;
  63769. /**
  63770. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63771. */
  63772. focalLength: number;
  63773. private _depthTexture;
  63774. /**
  63775. * Creates a new instance CircleOfConfusionPostProcess
  63776. * @param name The name of the effect.
  63777. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  63778. * @param options The required width/height ratio to downsize to before computing the render pass.
  63779. * @param camera The camera to apply the render pass to.
  63780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63781. * @param engine The engine which the post process will be applied. (default: current engine)
  63782. * @param reusable If the post process can be reused on the same frame. (default: false)
  63783. * @param textureType Type of textures used when performing the post process. (default: 0)
  63784. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63785. */
  63786. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63787. /**
  63788. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  63789. */
  63790. depthTexture: RenderTargetTexture;
  63791. }
  63792. }
  63793. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63794. /** @hidden */
  63795. export var colorCorrectionPixelShader: {
  63796. name: string;
  63797. shader: string;
  63798. };
  63799. }
  63800. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63801. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63802. import { Engine } from "babylonjs/Engines/engine";
  63803. import { Camera } from "babylonjs/Cameras/camera";
  63804. import "babylonjs/Shaders/colorCorrection.fragment";
  63805. /**
  63806. *
  63807. * This post-process allows the modification of rendered colors by using
  63808. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63809. *
  63810. * The object needs to be provided an url to a texture containing the color
  63811. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63812. * Use an image editing software to tweak the LUT to match your needs.
  63813. *
  63814. * For an example of a color LUT, see here:
  63815. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63816. * For explanations on color grading, see here:
  63817. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63818. *
  63819. */
  63820. export class ColorCorrectionPostProcess extends PostProcess {
  63821. private _colorTableTexture;
  63822. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63823. }
  63824. }
  63825. declare module "babylonjs/Shaders/convolution.fragment" {
  63826. /** @hidden */
  63827. export var convolutionPixelShader: {
  63828. name: string;
  63829. shader: string;
  63830. };
  63831. }
  63832. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63833. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63834. import { Nullable } from "babylonjs/types";
  63835. import { Camera } from "babylonjs/Cameras/camera";
  63836. import { Engine } from "babylonjs/Engines/engine";
  63837. import "babylonjs/Shaders/convolution.fragment";
  63838. /**
  63839. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63840. * input texture to perform effects such as edge detection or sharpening
  63841. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63842. */
  63843. export class ConvolutionPostProcess extends PostProcess {
  63844. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63845. kernel: number[];
  63846. /**
  63847. * Creates a new instance ConvolutionPostProcess
  63848. * @param name The name of the effect.
  63849. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63850. * @param options The required width/height ratio to downsize to before computing the render pass.
  63851. * @param camera The camera to apply the render pass to.
  63852. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63853. * @param engine The engine which the post process will be applied. (default: current engine)
  63854. * @param reusable If the post process can be reused on the same frame. (default: false)
  63855. * @param textureType Type of textures used when performing the post process. (default: 0)
  63856. */
  63857. constructor(name: string,
  63858. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63859. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63860. /**
  63861. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63862. */
  63863. static EdgeDetect0Kernel: number[];
  63864. /**
  63865. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63866. */
  63867. static EdgeDetect1Kernel: number[];
  63868. /**
  63869. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63870. */
  63871. static EdgeDetect2Kernel: number[];
  63872. /**
  63873. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63874. */
  63875. static SharpenKernel: number[];
  63876. /**
  63877. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63878. */
  63879. static EmbossKernel: number[];
  63880. /**
  63881. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63882. */
  63883. static GaussianKernel: number[];
  63884. }
  63885. }
  63886. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63887. import { Nullable } from "babylonjs/types";
  63888. import { Vector2 } from "babylonjs/Maths/math.vector";
  63889. import { Camera } from "babylonjs/Cameras/camera";
  63890. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63891. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63892. import { Engine } from "babylonjs/Engines/engine";
  63893. import { Scene } from "babylonjs/scene";
  63894. /**
  63895. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63896. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63897. * based on samples that have a large difference in distance than the center pixel.
  63898. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63899. */
  63900. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63901. direction: Vector2;
  63902. /**
  63903. * Creates a new instance CircleOfConfusionPostProcess
  63904. * @param name The name of the effect.
  63905. * @param scene The scene the effect belongs to.
  63906. * @param direction The direction the blur should be applied.
  63907. * @param kernel The size of the kernel used to blur.
  63908. * @param options The required width/height ratio to downsize to before computing the render pass.
  63909. * @param camera The camera to apply the render pass to.
  63910. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63911. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63912. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63913. * @param engine The engine which the post process will be applied. (default: current engine)
  63914. * @param reusable If the post process can be reused on the same frame. (default: false)
  63915. * @param textureType Type of textures used when performing the post process. (default: 0)
  63916. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63917. */
  63918. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63919. }
  63920. }
  63921. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63922. /** @hidden */
  63923. export var depthOfFieldMergePixelShader: {
  63924. name: string;
  63925. shader: string;
  63926. };
  63927. }
  63928. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63929. import { Nullable } from "babylonjs/types";
  63930. import { Camera } from "babylonjs/Cameras/camera";
  63931. import { Effect } from "babylonjs/Materials/effect";
  63932. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63933. import { Engine } from "babylonjs/Engines/engine";
  63934. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63935. /**
  63936. * Options to be set when merging outputs from the default pipeline.
  63937. */
  63938. export class DepthOfFieldMergePostProcessOptions {
  63939. /**
  63940. * The original image to merge on top of
  63941. */
  63942. originalFromInput: PostProcess;
  63943. /**
  63944. * Parameters to perform the merge of the depth of field effect
  63945. */
  63946. depthOfField?: {
  63947. circleOfConfusion: PostProcess;
  63948. blurSteps: Array<PostProcess>;
  63949. };
  63950. /**
  63951. * Parameters to perform the merge of bloom effect
  63952. */
  63953. bloom?: {
  63954. blurred: PostProcess;
  63955. weight: number;
  63956. };
  63957. }
  63958. /**
  63959. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63960. */
  63961. export class DepthOfFieldMergePostProcess extends PostProcess {
  63962. private blurSteps;
  63963. /**
  63964. * Creates a new instance of DepthOfFieldMergePostProcess
  63965. * @param name The name of the effect.
  63966. * @param originalFromInput Post process which's input will be used for the merge.
  63967. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63968. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63969. * @param options The required width/height ratio to downsize to before computing the render pass.
  63970. * @param camera The camera to apply the render pass to.
  63971. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63972. * @param engine The engine which the post process will be applied. (default: current engine)
  63973. * @param reusable If the post process can be reused on the same frame. (default: false)
  63974. * @param textureType Type of textures used when performing the post process. (default: 0)
  63975. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63976. */
  63977. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63978. /**
  63979. * Updates the effect with the current post process compile time values and recompiles the shader.
  63980. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63981. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63982. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63983. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  63984. * @param onCompiled Called when the shader has been compiled.
  63985. * @param onError Called if there is an error when compiling a shader.
  63986. */
  63987. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63988. }
  63989. }
  63990. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63991. import { Nullable } from "babylonjs/types";
  63992. import { Camera } from "babylonjs/Cameras/camera";
  63993. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63994. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63995. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63996. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63997. import { Scene } from "babylonjs/scene";
  63998. /**
  63999. * Specifies the level of max blur that should be applied when using the depth of field effect
  64000. */
  64001. export enum DepthOfFieldEffectBlurLevel {
  64002. /**
  64003. * Subtle blur
  64004. */
  64005. Low = 0,
  64006. /**
  64007. * Medium blur
  64008. */
  64009. Medium = 1,
  64010. /**
  64011. * Large blur
  64012. */
  64013. High = 2
  64014. }
  64015. /**
  64016. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  64017. */
  64018. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  64019. private _circleOfConfusion;
  64020. /**
  64021. * @hidden Internal, blurs from high to low
  64022. */
  64023. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  64024. private _depthOfFieldBlurY;
  64025. private _dofMerge;
  64026. /**
  64027. * @hidden Internal post processes in depth of field effect
  64028. */
  64029. _effects: Array<PostProcess>;
  64030. /**
  64031. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  64032. */
  64033. focalLength: number;
  64034. /**
  64035. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  64036. */
  64037. fStop: number;
  64038. /**
  64039. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  64040. */
  64041. focusDistance: number;
  64042. /**
  64043. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  64044. */
  64045. lensSize: number;
  64046. /**
  64047. * Creates a new instance DepthOfFieldEffect
  64048. * @param scene The scene the effect belongs to.
  64049. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  64050. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  64051. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64052. */
  64053. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  64054. /**
  64055. * Get the current class name of the current effet
  64056. * @returns "DepthOfFieldEffect"
  64057. */
  64058. getClassName(): string;
  64059. /**
  64060. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  64061. */
  64062. depthTexture: RenderTargetTexture;
  64063. /**
  64064. * Disposes each of the internal effects for a given camera.
  64065. * @param camera The camera to dispose the effect on.
  64066. */
  64067. disposeEffects(camera: Camera): void;
  64068. /**
  64069. * @hidden Internal
  64070. */
  64071. _updateEffects(): void;
  64072. /**
  64073. * Internal
  64074. * @returns if all the contained post processes are ready.
  64075. * @hidden
  64076. */
  64077. _isReady(): boolean;
  64078. }
  64079. }
  64080. declare module "babylonjs/Shaders/displayPass.fragment" {
  64081. /** @hidden */
  64082. export var displayPassPixelShader: {
  64083. name: string;
  64084. shader: string;
  64085. };
  64086. }
  64087. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  64088. import { Nullable } from "babylonjs/types";
  64089. import { Camera } from "babylonjs/Cameras/camera";
  64090. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64091. import { Engine } from "babylonjs/Engines/engine";
  64092. import "babylonjs/Shaders/displayPass.fragment";
  64093. /**
  64094. * DisplayPassPostProcess which produces an output the same as it's input
  64095. */
  64096. export class DisplayPassPostProcess extends PostProcess {
  64097. /**
  64098. * Creates the DisplayPassPostProcess
  64099. * @param name The name of the effect.
  64100. * @param options The required width/height ratio to downsize to before computing the render pass.
  64101. * @param camera The camera to apply the render pass to.
  64102. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64103. * @param engine The engine which the post process will be applied. (default: current engine)
  64104. * @param reusable If the post process can be reused on the same frame. (default: false)
  64105. */
  64106. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64107. }
  64108. }
  64109. declare module "babylonjs/Shaders/filter.fragment" {
  64110. /** @hidden */
  64111. export var filterPixelShader: {
  64112. name: string;
  64113. shader: string;
  64114. };
  64115. }
  64116. declare module "babylonjs/PostProcesses/filterPostProcess" {
  64117. import { Nullable } from "babylonjs/types";
  64118. import { Matrix } from "babylonjs/Maths/math.vector";
  64119. import { Camera } from "babylonjs/Cameras/camera";
  64120. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64121. import { Engine } from "babylonjs/Engines/engine";
  64122. import "babylonjs/Shaders/filter.fragment";
  64123. /**
  64124. * Applies a kernel filter to the image
  64125. */
  64126. export class FilterPostProcess extends PostProcess {
  64127. /** The matrix to be applied to the image */
  64128. kernelMatrix: Matrix;
  64129. /**
  64130. *
  64131. * @param name The name of the effect.
  64132. * @param kernelMatrix The matrix to be applied to the image
  64133. * @param options The required width/height ratio to downsize to before computing the render pass.
  64134. * @param camera The camera to apply the render pass to.
  64135. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64136. * @param engine The engine which the post process will be applied. (default: current engine)
  64137. * @param reusable If the post process can be reused on the same frame. (default: false)
  64138. */
  64139. constructor(name: string,
  64140. /** The matrix to be applied to the image */
  64141. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64142. }
  64143. }
  64144. declare module "babylonjs/Shaders/fxaa.fragment" {
  64145. /** @hidden */
  64146. export var fxaaPixelShader: {
  64147. name: string;
  64148. shader: string;
  64149. };
  64150. }
  64151. declare module "babylonjs/Shaders/fxaa.vertex" {
  64152. /** @hidden */
  64153. export var fxaaVertexShader: {
  64154. name: string;
  64155. shader: string;
  64156. };
  64157. }
  64158. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  64159. import { Nullable } from "babylonjs/types";
  64160. import { Camera } from "babylonjs/Cameras/camera";
  64161. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64162. import { Engine } from "babylonjs/Engines/engine";
  64163. import "babylonjs/Shaders/fxaa.fragment";
  64164. import "babylonjs/Shaders/fxaa.vertex";
  64165. /**
  64166. * Fxaa post process
  64167. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  64168. */
  64169. export class FxaaPostProcess extends PostProcess {
  64170. /** @hidden */
  64171. texelWidth: number;
  64172. /** @hidden */
  64173. texelHeight: number;
  64174. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64175. private _getDefines;
  64176. }
  64177. }
  64178. declare module "babylonjs/Shaders/grain.fragment" {
  64179. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  64180. /** @hidden */
  64181. export var grainPixelShader: {
  64182. name: string;
  64183. shader: string;
  64184. };
  64185. }
  64186. declare module "babylonjs/PostProcesses/grainPostProcess" {
  64187. import { Nullable } from "babylonjs/types";
  64188. import { Camera } from "babylonjs/Cameras/camera";
  64189. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64190. import { Engine } from "babylonjs/Engines/engine";
  64191. import "babylonjs/Shaders/grain.fragment";
  64192. /**
  64193. * The GrainPostProcess adds noise to the image at mid luminance levels
  64194. */
  64195. export class GrainPostProcess extends PostProcess {
  64196. /**
  64197. * The intensity of the grain added (default: 30)
  64198. */
  64199. intensity: number;
  64200. /**
  64201. * If the grain should be randomized on every frame
  64202. */
  64203. animated: boolean;
  64204. /**
  64205. * Creates a new instance of @see GrainPostProcess
  64206. * @param name The name of the effect.
  64207. * @param options The required width/height ratio to downsize to before computing the render pass.
  64208. * @param camera The camera to apply the render pass to.
  64209. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64210. * @param engine The engine which the post process will be applied. (default: current engine)
  64211. * @param reusable If the post process can be reused on the same frame. (default: false)
  64212. * @param textureType Type of textures used when performing the post process. (default: 0)
  64213. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64214. */
  64215. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64216. }
  64217. }
  64218. declare module "babylonjs/Shaders/highlights.fragment" {
  64219. /** @hidden */
  64220. export var highlightsPixelShader: {
  64221. name: string;
  64222. shader: string;
  64223. };
  64224. }
  64225. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64226. import { Nullable } from "babylonjs/types";
  64227. import { Camera } from "babylonjs/Cameras/camera";
  64228. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64229. import { Engine } from "babylonjs/Engines/engine";
  64230. import "babylonjs/Shaders/highlights.fragment";
  64231. /**
  64232. * Extracts highlights from the image
  64233. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64234. */
  64235. export class HighlightsPostProcess extends PostProcess {
  64236. /**
  64237. * Extracts highlights from the image
  64238. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64239. * @param name The name of the effect.
  64240. * @param options The required width/height ratio to downsize to before computing the render pass.
  64241. * @param camera The camera to apply the render pass to.
  64242. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64243. * @param engine The engine which the post process will be applied. (default: current engine)
  64244. * @param reusable If the post process can be reused on the same frame. (default: false)
  64245. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64246. */
  64247. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64248. }
  64249. }
  64250. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64251. /** @hidden */
  64252. export var mrtFragmentDeclaration: {
  64253. name: string;
  64254. shader: string;
  64255. };
  64256. }
  64257. declare module "babylonjs/Shaders/geometry.fragment" {
  64258. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64259. /** @hidden */
  64260. export var geometryPixelShader: {
  64261. name: string;
  64262. shader: string;
  64263. };
  64264. }
  64265. declare module "babylonjs/Shaders/geometry.vertex" {
  64266. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64267. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64268. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64269. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64270. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64271. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64272. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64273. /** @hidden */
  64274. export var geometryVertexShader: {
  64275. name: string;
  64276. shader: string;
  64277. };
  64278. }
  64279. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64280. import { Matrix } from "babylonjs/Maths/math.vector";
  64281. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64282. import { Mesh } from "babylonjs/Meshes/mesh";
  64283. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64284. import { Effect } from "babylonjs/Materials/effect";
  64285. import { Scene } from "babylonjs/scene";
  64286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64287. import "babylonjs/Shaders/geometry.fragment";
  64288. import "babylonjs/Shaders/geometry.vertex";
  64289. /** @hidden */
  64290. interface ISavedTransformationMatrix {
  64291. world: Matrix;
  64292. viewProjection: Matrix;
  64293. }
  64294. /**
  64295. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64296. */
  64297. export class GeometryBufferRenderer {
  64298. /**
  64299. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64300. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64301. */
  64302. static readonly POSITION_TEXTURE_TYPE: number;
  64303. /**
  64304. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64305. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64306. */
  64307. static readonly VELOCITY_TEXTURE_TYPE: number;
  64308. /**
  64309. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64310. * in order to compute objects velocities when enableVelocity is set to "true"
  64311. * @hidden
  64312. */
  64313. _previousTransformationMatrices: {
  64314. [index: number]: ISavedTransformationMatrix;
  64315. };
  64316. /**
  64317. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64318. * in order to compute objects velocities when enableVelocity is set to "true"
  64319. * @hidden
  64320. */
  64321. _previousBonesTransformationMatrices: {
  64322. [index: number]: Float32Array;
  64323. };
  64324. /**
  64325. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64326. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64327. */
  64328. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64329. private _scene;
  64330. private _multiRenderTarget;
  64331. private _ratio;
  64332. private _enablePosition;
  64333. private _enableVelocity;
  64334. private _positionIndex;
  64335. private _velocityIndex;
  64336. protected _effect: Effect;
  64337. protected _cachedDefines: string;
  64338. /**
  64339. * Set the render list (meshes to be rendered) used in the G buffer.
  64340. */
  64341. renderList: Mesh[];
  64342. /**
  64343. * Gets wether or not G buffer are supported by the running hardware.
  64344. * This requires draw buffer supports
  64345. */
  64346. readonly isSupported: boolean;
  64347. /**
  64348. * Returns the index of the given texture type in the G-Buffer textures array
  64349. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64350. * @returns the index of the given texture type in the G-Buffer textures array
  64351. */
  64352. getTextureIndex(textureType: number): number;
  64353. /**
  64354. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64355. */
  64356. /**
  64357. * Sets whether or not objects positions are enabled for the G buffer.
  64358. */
  64359. enablePosition: boolean;
  64360. /**
  64361. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64362. */
  64363. /**
  64364. * Sets wether or not objects velocities are enabled for the G buffer.
  64365. */
  64366. enableVelocity: boolean;
  64367. /**
  64368. * Gets the scene associated with the buffer.
  64369. */
  64370. readonly scene: Scene;
  64371. /**
  64372. * Gets the ratio used by the buffer during its creation.
  64373. * How big is the buffer related to the main canvas.
  64374. */
  64375. readonly ratio: number;
  64376. /** @hidden */
  64377. static _SceneComponentInitialization: (scene: Scene) => void;
  64378. /**
  64379. * Creates a new G Buffer for the scene
  64380. * @param scene The scene the buffer belongs to
  64381. * @param ratio How big is the buffer related to the main canvas.
  64382. */
  64383. constructor(scene: Scene, ratio?: number);
  64384. /**
  64385. * Checks wether everything is ready to render a submesh to the G buffer.
  64386. * @param subMesh the submesh to check readiness for
  64387. * @param useInstances is the mesh drawn using instance or not
  64388. * @returns true if ready otherwise false
  64389. */
  64390. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64391. /**
  64392. * Gets the current underlying G Buffer.
  64393. * @returns the buffer
  64394. */
  64395. getGBuffer(): MultiRenderTarget;
  64396. /**
  64397. * Gets the number of samples used to render the buffer (anti aliasing).
  64398. */
  64399. /**
  64400. * Sets the number of samples used to render the buffer (anti aliasing).
  64401. */
  64402. samples: number;
  64403. /**
  64404. * Disposes the renderer and frees up associated resources.
  64405. */
  64406. dispose(): void;
  64407. protected _createRenderTargets(): void;
  64408. private _copyBonesTransformationMatrices;
  64409. }
  64410. }
  64411. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64412. import { Nullable } from "babylonjs/types";
  64413. import { Scene } from "babylonjs/scene";
  64414. import { ISceneComponent } from "babylonjs/sceneComponent";
  64415. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64416. module "babylonjs/scene" {
  64417. interface Scene {
  64418. /** @hidden (Backing field) */
  64419. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64420. /**
  64421. * Gets or Sets the current geometry buffer associated to the scene.
  64422. */
  64423. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64424. /**
  64425. * Enables a GeometryBufferRender and associates it with the scene
  64426. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64427. * @returns the GeometryBufferRenderer
  64428. */
  64429. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64430. /**
  64431. * Disables the GeometryBufferRender associated with the scene
  64432. */
  64433. disableGeometryBufferRenderer(): void;
  64434. }
  64435. }
  64436. /**
  64437. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64438. * in several rendering techniques.
  64439. */
  64440. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64441. /**
  64442. * The component name helpful to identify the component in the list of scene components.
  64443. */
  64444. readonly name: string;
  64445. /**
  64446. * The scene the component belongs to.
  64447. */
  64448. scene: Scene;
  64449. /**
  64450. * Creates a new instance of the component for the given scene
  64451. * @param scene Defines the scene to register the component in
  64452. */
  64453. constructor(scene: Scene);
  64454. /**
  64455. * Registers the component in a given scene
  64456. */
  64457. register(): void;
  64458. /**
  64459. * Rebuilds the elements related to this component in case of
  64460. * context lost for instance.
  64461. */
  64462. rebuild(): void;
  64463. /**
  64464. * Disposes the component and the associated ressources
  64465. */
  64466. dispose(): void;
  64467. private _gatherRenderTargets;
  64468. }
  64469. }
  64470. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64471. /** @hidden */
  64472. export var motionBlurPixelShader: {
  64473. name: string;
  64474. shader: string;
  64475. };
  64476. }
  64477. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64478. import { Nullable } from "babylonjs/types";
  64479. import { Camera } from "babylonjs/Cameras/camera";
  64480. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64481. import { Scene } from "babylonjs/scene";
  64482. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64483. import "babylonjs/Animations/animatable";
  64484. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64485. import "babylonjs/Shaders/motionBlur.fragment";
  64486. import { Engine } from "babylonjs/Engines/engine";
  64487. /**
  64488. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64489. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64490. * As an example, all you have to do is to create the post-process:
  64491. * var mb = new BABYLON.MotionBlurPostProcess(
  64492. * 'mb', // The name of the effect.
  64493. * scene, // The scene containing the objects to blur according to their velocity.
  64494. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64495. * camera // The camera to apply the render pass to.
  64496. * );
  64497. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64498. */
  64499. export class MotionBlurPostProcess extends PostProcess {
  64500. /**
  64501. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64502. */
  64503. motionStrength: number;
  64504. /**
  64505. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64506. */
  64507. /**
  64508. * Sets the number of iterations to be used for motion blur quality
  64509. */
  64510. motionBlurSamples: number;
  64511. private _motionBlurSamples;
  64512. private _geometryBufferRenderer;
  64513. /**
  64514. * Creates a new instance MotionBlurPostProcess
  64515. * @param name The name of the effect.
  64516. * @param scene The scene containing the objects to blur according to their velocity.
  64517. * @param options The required width/height ratio to downsize to before computing the render pass.
  64518. * @param camera The camera to apply the render pass to.
  64519. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64520. * @param engine The engine which the post process will be applied. (default: current engine)
  64521. * @param reusable If the post process can be reused on the same frame. (default: false)
  64522. * @param textureType Type of textures used when performing the post process. (default: 0)
  64523. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64524. */
  64525. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64526. /**
  64527. * Excludes the given skinned mesh from computing bones velocities.
  64528. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  64529. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64530. */
  64531. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64532. /**
  64533. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64534. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64535. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64536. */
  64537. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64538. /**
  64539. * Disposes the post process.
  64540. * @param camera The camera to dispose the post process on.
  64541. */
  64542. dispose(camera?: Camera): void;
  64543. }
  64544. }
  64545. declare module "babylonjs/Shaders/refraction.fragment" {
  64546. /** @hidden */
  64547. export var refractionPixelShader: {
  64548. name: string;
  64549. shader: string;
  64550. };
  64551. }
  64552. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64553. import { Color3 } from "babylonjs/Maths/math.color";
  64554. import { Camera } from "babylonjs/Cameras/camera";
  64555. import { Texture } from "babylonjs/Materials/Textures/texture";
  64556. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64557. import { Engine } from "babylonjs/Engines/engine";
  64558. import "babylonjs/Shaders/refraction.fragment";
  64559. /**
  64560. * Post process which applies a refractin texture
  64561. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64562. */
  64563. export class RefractionPostProcess extends PostProcess {
  64564. /** the base color of the refraction (used to taint the rendering) */
  64565. color: Color3;
  64566. /** simulated refraction depth */
  64567. depth: number;
  64568. /** the coefficient of the base color (0 to remove base color tainting) */
  64569. colorLevel: number;
  64570. private _refTexture;
  64571. private _ownRefractionTexture;
  64572. /**
  64573. * Gets or sets the refraction texture
  64574. * Please note that you are responsible for disposing the texture if you set it manually
  64575. */
  64576. refractionTexture: Texture;
  64577. /**
  64578. * Initializes the RefractionPostProcess
  64579. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64580. * @param name The name of the effect.
  64581. * @param refractionTextureUrl Url of the refraction texture to use
  64582. * @param color the base color of the refraction (used to taint the rendering)
  64583. * @param depth simulated refraction depth
  64584. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64585. * @param camera The camera to apply the render pass to.
  64586. * @param options The required width/height ratio to downsize to before computing the render pass.
  64587. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64588. * @param engine The engine which the post process will be applied. (default: current engine)
  64589. * @param reusable If the post process can be reused on the same frame. (default: false)
  64590. */
  64591. constructor(name: string, refractionTextureUrl: string,
  64592. /** the base color of the refraction (used to taint the rendering) */
  64593. color: Color3,
  64594. /** simulated refraction depth */
  64595. depth: number,
  64596. /** the coefficient of the base color (0 to remove base color tainting) */
  64597. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64598. /**
  64599. * Disposes of the post process
  64600. * @param camera Camera to dispose post process on
  64601. */
  64602. dispose(camera: Camera): void;
  64603. }
  64604. }
  64605. declare module "babylonjs/Shaders/sharpen.fragment" {
  64606. /** @hidden */
  64607. export var sharpenPixelShader: {
  64608. name: string;
  64609. shader: string;
  64610. };
  64611. }
  64612. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64613. import { Nullable } from "babylonjs/types";
  64614. import { Camera } from "babylonjs/Cameras/camera";
  64615. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64616. import "babylonjs/Shaders/sharpen.fragment";
  64617. import { Engine } from "babylonjs/Engines/engine";
  64618. /**
  64619. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64620. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64621. */
  64622. export class SharpenPostProcess extends PostProcess {
  64623. /**
  64624. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64625. */
  64626. colorAmount: number;
  64627. /**
  64628. * How much sharpness should be applied (default: 0.3)
  64629. */
  64630. edgeAmount: number;
  64631. /**
  64632. * Creates a new instance ConvolutionPostProcess
  64633. * @param name The name of the effect.
  64634. * @param options The required width/height ratio to downsize to before computing the render pass.
  64635. * @param camera The camera to apply the render pass to.
  64636. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64637. * @param engine The engine which the post process will be applied. (default: current engine)
  64638. * @param reusable If the post process can be reused on the same frame. (default: false)
  64639. * @param textureType Type of textures used when performing the post process. (default: 0)
  64640. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64641. */
  64642. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64643. }
  64644. }
  64645. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64646. import { Nullable } from "babylonjs/types";
  64647. import { Camera } from "babylonjs/Cameras/camera";
  64648. import { Engine } from "babylonjs/Engines/engine";
  64649. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64650. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64651. /**
  64652. * PostProcessRenderPipeline
  64653. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64654. */
  64655. export class PostProcessRenderPipeline {
  64656. private engine;
  64657. private _renderEffects;
  64658. private _renderEffectsForIsolatedPass;
  64659. /**
  64660. * List of inspectable custom properties (used by the Inspector)
  64661. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64662. */
  64663. inspectableCustomProperties: IInspectable[];
  64664. /**
  64665. * @hidden
  64666. */
  64667. protected _cameras: Camera[];
  64668. /** @hidden */
  64669. _name: string;
  64670. /**
  64671. * Gets pipeline name
  64672. */
  64673. readonly name: string;
  64674. /** Gets the list of attached cameras */
  64675. readonly cameras: Camera[];
  64676. /**
  64677. * Initializes a PostProcessRenderPipeline
  64678. * @param engine engine to add the pipeline to
  64679. * @param name name of the pipeline
  64680. */
  64681. constructor(engine: Engine, name: string);
  64682. /**
  64683. * Gets the class name
  64684. * @returns "PostProcessRenderPipeline"
  64685. */
  64686. getClassName(): string;
  64687. /**
  64688. * If all the render effects in the pipeline are supported
  64689. */
  64690. readonly isSupported: boolean;
  64691. /**
  64692. * Adds an effect to the pipeline
  64693. * @param renderEffect the effect to add
  64694. */
  64695. addEffect(renderEffect: PostProcessRenderEffect): void;
  64696. /** @hidden */
  64697. _rebuild(): void;
  64698. /** @hidden */
  64699. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64700. /** @hidden */
  64701. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64702. /** @hidden */
  64703. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64704. /** @hidden */
  64705. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64706. /** @hidden */
  64707. _attachCameras(cameras: Camera, unique: boolean): void;
  64708. /** @hidden */
  64709. _attachCameras(cameras: Camera[], unique: boolean): void;
  64710. /** @hidden */
  64711. _detachCameras(cameras: Camera): void;
  64712. /** @hidden */
  64713. _detachCameras(cameras: Nullable<Camera[]>): void;
  64714. /** @hidden */
  64715. _update(): void;
  64716. /** @hidden */
  64717. _reset(): void;
  64718. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64719. /**
  64720. * Disposes of the pipeline
  64721. */
  64722. dispose(): void;
  64723. }
  64724. }
  64725. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64726. import { Camera } from "babylonjs/Cameras/camera";
  64727. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64728. /**
  64729. * PostProcessRenderPipelineManager class
  64730. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64731. */
  64732. export class PostProcessRenderPipelineManager {
  64733. private _renderPipelines;
  64734. /**
  64735. * Initializes a PostProcessRenderPipelineManager
  64736. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64737. */
  64738. constructor();
  64739. /**
  64740. * Gets the list of supported render pipelines
  64741. */
  64742. readonly supportedPipelines: PostProcessRenderPipeline[];
  64743. /**
  64744. * Adds a pipeline to the manager
  64745. * @param renderPipeline The pipeline to add
  64746. */
  64747. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64748. /**
  64749. * Attaches a camera to the pipeline
  64750. * @param renderPipelineName The name of the pipeline to attach to
  64751. * @param cameras the camera to attach
  64752. * @param unique if the camera can be attached multiple times to the pipeline
  64753. */
  64754. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64755. /**
  64756. * Detaches a camera from the pipeline
  64757. * @param renderPipelineName The name of the pipeline to detach from
  64758. * @param cameras the camera to detach
  64759. */
  64760. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64761. /**
  64762. * Enables an effect by name on a pipeline
  64763. * @param renderPipelineName the name of the pipeline to enable the effect in
  64764. * @param renderEffectName the name of the effect to enable
  64765. * @param cameras the cameras that the effect should be enabled on
  64766. */
  64767. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64768. /**
  64769. * Disables an effect by name on a pipeline
  64770. * @param renderPipelineName the name of the pipeline to disable the effect in
  64771. * @param renderEffectName the name of the effect to disable
  64772. * @param cameras the cameras that the effect should be disabled on
  64773. */
  64774. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64775. /**
  64776. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64777. */
  64778. update(): void;
  64779. /** @hidden */
  64780. _rebuild(): void;
  64781. /**
  64782. * Disposes of the manager and pipelines
  64783. */
  64784. dispose(): void;
  64785. }
  64786. }
  64787. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64788. import { ISceneComponent } from "babylonjs/sceneComponent";
  64789. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64790. import { Scene } from "babylonjs/scene";
  64791. module "babylonjs/scene" {
  64792. interface Scene {
  64793. /** @hidden (Backing field) */
  64794. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64795. /**
  64796. * Gets the postprocess render pipeline manager
  64797. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64798. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64799. */
  64800. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64801. }
  64802. }
  64803. /**
  64804. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64805. */
  64806. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64807. /**
  64808. * The component name helpfull to identify the component in the list of scene components.
  64809. */
  64810. readonly name: string;
  64811. /**
  64812. * The scene the component belongs to.
  64813. */
  64814. scene: Scene;
  64815. /**
  64816. * Creates a new instance of the component for the given scene
  64817. * @param scene Defines the scene to register the component in
  64818. */
  64819. constructor(scene: Scene);
  64820. /**
  64821. * Registers the component in a given scene
  64822. */
  64823. register(): void;
  64824. /**
  64825. * Rebuilds the elements related to this component in case of
  64826. * context lost for instance.
  64827. */
  64828. rebuild(): void;
  64829. /**
  64830. * Disposes the component and the associated ressources
  64831. */
  64832. dispose(): void;
  64833. private _gatherRenderTargets;
  64834. }
  64835. }
  64836. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64837. import { Nullable } from "babylonjs/types";
  64838. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64839. import { Camera } from "babylonjs/Cameras/camera";
  64840. import { IDisposable } from "babylonjs/scene";
  64841. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64842. import { Scene } from "babylonjs/scene";
  64843. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64844. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64845. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64846. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64847. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64848. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64849. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64850. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64851. import { Animation } from "babylonjs/Animations/animation";
  64852. /**
  64853. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64854. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64855. */
  64856. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64857. private _scene;
  64858. private _camerasToBeAttached;
  64859. /**
  64860. * ID of the sharpen post process,
  64861. */
  64862. private readonly SharpenPostProcessId;
  64863. /**
  64864. * @ignore
  64865. * ID of the image processing post process;
  64866. */
  64867. readonly ImageProcessingPostProcessId: string;
  64868. /**
  64869. * @ignore
  64870. * ID of the Fast Approximate Anti-Aliasing post process;
  64871. */
  64872. readonly FxaaPostProcessId: string;
  64873. /**
  64874. * ID of the chromatic aberration post process,
  64875. */
  64876. private readonly ChromaticAberrationPostProcessId;
  64877. /**
  64878. * ID of the grain post process
  64879. */
  64880. private readonly GrainPostProcessId;
  64881. /**
  64882. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64883. */
  64884. sharpen: SharpenPostProcess;
  64885. private _sharpenEffect;
  64886. private bloom;
  64887. /**
  64888. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64889. */
  64890. depthOfField: DepthOfFieldEffect;
  64891. /**
  64892. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64893. */
  64894. fxaa: FxaaPostProcess;
  64895. /**
  64896. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64897. */
  64898. imageProcessing: ImageProcessingPostProcess;
  64899. /**
  64900. * Chromatic aberration post process which will shift rgb colors in the image
  64901. */
  64902. chromaticAberration: ChromaticAberrationPostProcess;
  64903. private _chromaticAberrationEffect;
  64904. /**
  64905. * Grain post process which add noise to the image
  64906. */
  64907. grain: GrainPostProcess;
  64908. private _grainEffect;
  64909. /**
  64910. * Glow post process which adds a glow to emissive areas of the image
  64911. */
  64912. private _glowLayer;
  64913. /**
  64914. * Animations which can be used to tweak settings over a period of time
  64915. */
  64916. animations: Animation[];
  64917. private _imageProcessingConfigurationObserver;
  64918. private _sharpenEnabled;
  64919. private _bloomEnabled;
  64920. private _depthOfFieldEnabled;
  64921. private _depthOfFieldBlurLevel;
  64922. private _fxaaEnabled;
  64923. private _imageProcessingEnabled;
  64924. private _defaultPipelineTextureType;
  64925. private _bloomScale;
  64926. private _chromaticAberrationEnabled;
  64927. private _grainEnabled;
  64928. private _buildAllowed;
  64929. /**
  64930. * Gets active scene
  64931. */
  64932. readonly scene: Scene;
  64933. /**
  64934. * Enable or disable the sharpen process from the pipeline
  64935. */
  64936. sharpenEnabled: boolean;
  64937. private _resizeObserver;
  64938. private _hardwareScaleLevel;
  64939. private _bloomKernel;
  64940. /**
  64941. * Specifies the size of the bloom blur kernel, relative to the final output size
  64942. */
  64943. bloomKernel: number;
  64944. /**
  64945. * Specifies the weight of the bloom in the final rendering
  64946. */
  64947. private _bloomWeight;
  64948. /**
  64949. * Specifies the luma threshold for the area that will be blurred by the bloom
  64950. */
  64951. private _bloomThreshold;
  64952. private _hdr;
  64953. /**
  64954. * The strength of the bloom.
  64955. */
  64956. bloomWeight: number;
  64957. /**
  64958. * The strength of the bloom.
  64959. */
  64960. bloomThreshold: number;
  64961. /**
  64962. * The scale of the bloom, lower value will provide better performance.
  64963. */
  64964. bloomScale: number;
  64965. /**
  64966. * Enable or disable the bloom from the pipeline
  64967. */
  64968. bloomEnabled: boolean;
  64969. private _rebuildBloom;
  64970. /**
  64971. * If the depth of field is enabled.
  64972. */
  64973. depthOfFieldEnabled: boolean;
  64974. /**
  64975. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64976. */
  64977. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64978. /**
  64979. * If the anti aliasing is enabled.
  64980. */
  64981. fxaaEnabled: boolean;
  64982. private _samples;
  64983. /**
  64984. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64985. */
  64986. samples: number;
  64987. /**
  64988. * If image processing is enabled.
  64989. */
  64990. imageProcessingEnabled: boolean;
  64991. /**
  64992. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64993. */
  64994. glowLayerEnabled: boolean;
  64995. /**
  64996. * Gets the glow layer (or null if not defined)
  64997. */
  64998. readonly glowLayer: Nullable<GlowLayer>;
  64999. /**
  65000. * Enable or disable the chromaticAberration process from the pipeline
  65001. */
  65002. chromaticAberrationEnabled: boolean;
  65003. /**
  65004. * Enable or disable the grain process from the pipeline
  65005. */
  65006. grainEnabled: boolean;
  65007. /**
  65008. * @constructor
  65009. * @param name - The rendering pipeline name (default: "")
  65010. * @param hdr - If high dynamic range textures should be used (default: true)
  65011. * @param scene - The scene linked to this pipeline (default: the last created scene)
  65012. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  65013. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  65014. */
  65015. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  65016. /**
  65017. * Get the class name
  65018. * @returns "DefaultRenderingPipeline"
  65019. */
  65020. getClassName(): string;
  65021. /**
  65022. * Force the compilation of the entire pipeline.
  65023. */
  65024. prepare(): void;
  65025. private _hasCleared;
  65026. private _prevPostProcess;
  65027. private _prevPrevPostProcess;
  65028. private _setAutoClearAndTextureSharing;
  65029. private _depthOfFieldSceneObserver;
  65030. private _buildPipeline;
  65031. private _disposePostProcesses;
  65032. /**
  65033. * Adds a camera to the pipeline
  65034. * @param camera the camera to be added
  65035. */
  65036. addCamera(camera: Camera): void;
  65037. /**
  65038. * Removes a camera from the pipeline
  65039. * @param camera the camera to remove
  65040. */
  65041. removeCamera(camera: Camera): void;
  65042. /**
  65043. * Dispose of the pipeline and stop all post processes
  65044. */
  65045. dispose(): void;
  65046. /**
  65047. * Serialize the rendering pipeline (Used when exporting)
  65048. * @returns the serialized object
  65049. */
  65050. serialize(): any;
  65051. /**
  65052. * Parse the serialized pipeline
  65053. * @param source Source pipeline.
  65054. * @param scene The scene to load the pipeline to.
  65055. * @param rootUrl The URL of the serialized pipeline.
  65056. * @returns An instantiated pipeline from the serialized object.
  65057. */
  65058. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  65059. }
  65060. }
  65061. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  65062. /** @hidden */
  65063. export var lensHighlightsPixelShader: {
  65064. name: string;
  65065. shader: string;
  65066. };
  65067. }
  65068. declare module "babylonjs/Shaders/depthOfField.fragment" {
  65069. /** @hidden */
  65070. export var depthOfFieldPixelShader: {
  65071. name: string;
  65072. shader: string;
  65073. };
  65074. }
  65075. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  65076. import { Camera } from "babylonjs/Cameras/camera";
  65077. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65078. import { Scene } from "babylonjs/scene";
  65079. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65080. import "babylonjs/Shaders/chromaticAberration.fragment";
  65081. import "babylonjs/Shaders/lensHighlights.fragment";
  65082. import "babylonjs/Shaders/depthOfField.fragment";
  65083. /**
  65084. * BABYLON.JS Chromatic Aberration GLSL Shader
  65085. * Author: Olivier Guyot
  65086. * Separates very slightly R, G and B colors on the edges of the screen
  65087. * Inspired by Francois Tarlier & Martins Upitis
  65088. */
  65089. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  65090. /**
  65091. * @ignore
  65092. * The chromatic aberration PostProcess id in the pipeline
  65093. */
  65094. LensChromaticAberrationEffect: string;
  65095. /**
  65096. * @ignore
  65097. * The highlights enhancing PostProcess id in the pipeline
  65098. */
  65099. HighlightsEnhancingEffect: string;
  65100. /**
  65101. * @ignore
  65102. * The depth-of-field PostProcess id in the pipeline
  65103. */
  65104. LensDepthOfFieldEffect: string;
  65105. private _scene;
  65106. private _depthTexture;
  65107. private _grainTexture;
  65108. private _chromaticAberrationPostProcess;
  65109. private _highlightsPostProcess;
  65110. private _depthOfFieldPostProcess;
  65111. private _edgeBlur;
  65112. private _grainAmount;
  65113. private _chromaticAberration;
  65114. private _distortion;
  65115. private _highlightsGain;
  65116. private _highlightsThreshold;
  65117. private _dofDistance;
  65118. private _dofAperture;
  65119. private _dofDarken;
  65120. private _dofPentagon;
  65121. private _blurNoise;
  65122. /**
  65123. * @constructor
  65124. *
  65125. * Effect parameters are as follow:
  65126. * {
  65127. * chromatic_aberration: number; // from 0 to x (1 for realism)
  65128. * edge_blur: number; // from 0 to x (1 for realism)
  65129. * distortion: number; // from 0 to x (1 for realism)
  65130. * grain_amount: number; // from 0 to 1
  65131. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  65132. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  65133. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  65134. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  65135. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  65136. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  65137. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  65138. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  65139. * }
  65140. * Note: if an effect parameter is unset, effect is disabled
  65141. *
  65142. * @param name The rendering pipeline name
  65143. * @param parameters - An object containing all parameters (see above)
  65144. * @param scene The scene linked to this pipeline
  65145. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  65146. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65147. */
  65148. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  65149. /**
  65150. * Get the class name
  65151. * @returns "LensRenderingPipeline"
  65152. */
  65153. getClassName(): string;
  65154. /**
  65155. * Gets associated scene
  65156. */
  65157. readonly scene: Scene;
  65158. /**
  65159. * Gets or sets the edge blur
  65160. */
  65161. edgeBlur: number;
  65162. /**
  65163. * Gets or sets the grain amount
  65164. */
  65165. grainAmount: number;
  65166. /**
  65167. * Gets or sets the chromatic aberration amount
  65168. */
  65169. chromaticAberration: number;
  65170. /**
  65171. * Gets or sets the depth of field aperture
  65172. */
  65173. dofAperture: number;
  65174. /**
  65175. * Gets or sets the edge distortion
  65176. */
  65177. edgeDistortion: number;
  65178. /**
  65179. * Gets or sets the depth of field distortion
  65180. */
  65181. dofDistortion: number;
  65182. /**
  65183. * Gets or sets the darken out of focus amount
  65184. */
  65185. darkenOutOfFocus: number;
  65186. /**
  65187. * Gets or sets a boolean indicating if blur noise is enabled
  65188. */
  65189. blurNoise: boolean;
  65190. /**
  65191. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65192. */
  65193. pentagonBokeh: boolean;
  65194. /**
  65195. * Gets or sets the highlight grain amount
  65196. */
  65197. highlightsGain: number;
  65198. /**
  65199. * Gets or sets the highlight threshold
  65200. */
  65201. highlightsThreshold: number;
  65202. /**
  65203. * Sets the amount of blur at the edges
  65204. * @param amount blur amount
  65205. */
  65206. setEdgeBlur(amount: number): void;
  65207. /**
  65208. * Sets edge blur to 0
  65209. */
  65210. disableEdgeBlur(): void;
  65211. /**
  65212. * Sets the amout of grain
  65213. * @param amount Amount of grain
  65214. */
  65215. setGrainAmount(amount: number): void;
  65216. /**
  65217. * Set grain amount to 0
  65218. */
  65219. disableGrain(): void;
  65220. /**
  65221. * Sets the chromatic aberration amount
  65222. * @param amount amount of chromatic aberration
  65223. */
  65224. setChromaticAberration(amount: number): void;
  65225. /**
  65226. * Sets chromatic aberration amount to 0
  65227. */
  65228. disableChromaticAberration(): void;
  65229. /**
  65230. * Sets the EdgeDistortion amount
  65231. * @param amount amount of EdgeDistortion
  65232. */
  65233. setEdgeDistortion(amount: number): void;
  65234. /**
  65235. * Sets edge distortion to 0
  65236. */
  65237. disableEdgeDistortion(): void;
  65238. /**
  65239. * Sets the FocusDistance amount
  65240. * @param amount amount of FocusDistance
  65241. */
  65242. setFocusDistance(amount: number): void;
  65243. /**
  65244. * Disables depth of field
  65245. */
  65246. disableDepthOfField(): void;
  65247. /**
  65248. * Sets the Aperture amount
  65249. * @param amount amount of Aperture
  65250. */
  65251. setAperture(amount: number): void;
  65252. /**
  65253. * Sets the DarkenOutOfFocus amount
  65254. * @param amount amount of DarkenOutOfFocus
  65255. */
  65256. setDarkenOutOfFocus(amount: number): void;
  65257. private _pentagonBokehIsEnabled;
  65258. /**
  65259. * Creates a pentagon bokeh effect
  65260. */
  65261. enablePentagonBokeh(): void;
  65262. /**
  65263. * Disables the pentagon bokeh effect
  65264. */
  65265. disablePentagonBokeh(): void;
  65266. /**
  65267. * Enables noise blur
  65268. */
  65269. enableNoiseBlur(): void;
  65270. /**
  65271. * Disables noise blur
  65272. */
  65273. disableNoiseBlur(): void;
  65274. /**
  65275. * Sets the HighlightsGain amount
  65276. * @param amount amount of HighlightsGain
  65277. */
  65278. setHighlightsGain(amount: number): void;
  65279. /**
  65280. * Sets the HighlightsThreshold amount
  65281. * @param amount amount of HighlightsThreshold
  65282. */
  65283. setHighlightsThreshold(amount: number): void;
  65284. /**
  65285. * Disables highlights
  65286. */
  65287. disableHighlights(): void;
  65288. /**
  65289. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65290. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65291. */
  65292. dispose(disableDepthRender?: boolean): void;
  65293. private _createChromaticAberrationPostProcess;
  65294. private _createHighlightsPostProcess;
  65295. private _createDepthOfFieldPostProcess;
  65296. private _createGrainTexture;
  65297. }
  65298. }
  65299. declare module "babylonjs/Shaders/ssao2.fragment" {
  65300. /** @hidden */
  65301. export var ssao2PixelShader: {
  65302. name: string;
  65303. shader: string;
  65304. };
  65305. }
  65306. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65307. /** @hidden */
  65308. export var ssaoCombinePixelShader: {
  65309. name: string;
  65310. shader: string;
  65311. };
  65312. }
  65313. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65314. import { Camera } from "babylonjs/Cameras/camera";
  65315. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65316. import { Scene } from "babylonjs/scene";
  65317. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65318. import "babylonjs/Shaders/ssao2.fragment";
  65319. import "babylonjs/Shaders/ssaoCombine.fragment";
  65320. /**
  65321. * Render pipeline to produce ssao effect
  65322. */
  65323. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65324. /**
  65325. * @ignore
  65326. * The PassPostProcess id in the pipeline that contains the original scene color
  65327. */
  65328. SSAOOriginalSceneColorEffect: string;
  65329. /**
  65330. * @ignore
  65331. * The SSAO PostProcess id in the pipeline
  65332. */
  65333. SSAORenderEffect: string;
  65334. /**
  65335. * @ignore
  65336. * The horizontal blur PostProcess id in the pipeline
  65337. */
  65338. SSAOBlurHRenderEffect: string;
  65339. /**
  65340. * @ignore
  65341. * The vertical blur PostProcess id in the pipeline
  65342. */
  65343. SSAOBlurVRenderEffect: string;
  65344. /**
  65345. * @ignore
  65346. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65347. */
  65348. SSAOCombineRenderEffect: string;
  65349. /**
  65350. * The output strength of the SSAO post-process. Default value is 1.0.
  65351. */
  65352. totalStrength: number;
  65353. /**
  65354. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65355. */
  65356. maxZ: number;
  65357. /**
  65358. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65359. */
  65360. minZAspect: number;
  65361. private _samples;
  65362. /**
  65363. * Number of samples used for the SSAO calculations. Default value is 8
  65364. */
  65365. samples: number;
  65366. private _textureSamples;
  65367. /**
  65368. * Number of samples to use for antialiasing
  65369. */
  65370. textureSamples: number;
  65371. /**
  65372. * Ratio object used for SSAO ratio and blur ratio
  65373. */
  65374. private _ratio;
  65375. /**
  65376. * Dynamically generated sphere sampler.
  65377. */
  65378. private _sampleSphere;
  65379. /**
  65380. * Blur filter offsets
  65381. */
  65382. private _samplerOffsets;
  65383. private _expensiveBlur;
  65384. /**
  65385. * If bilateral blur should be used
  65386. */
  65387. expensiveBlur: boolean;
  65388. /**
  65389. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65390. */
  65391. radius: number;
  65392. /**
  65393. * The base color of the SSAO post-process
  65394. * The final result is "base + ssao" between [0, 1]
  65395. */
  65396. base: number;
  65397. /**
  65398. * Support test.
  65399. */
  65400. static readonly IsSupported: boolean;
  65401. private _scene;
  65402. private _depthTexture;
  65403. private _normalTexture;
  65404. private _randomTexture;
  65405. private _originalColorPostProcess;
  65406. private _ssaoPostProcess;
  65407. private _blurHPostProcess;
  65408. private _blurVPostProcess;
  65409. private _ssaoCombinePostProcess;
  65410. /**
  65411. * Gets active scene
  65412. */
  65413. readonly scene: Scene;
  65414. /**
  65415. * @constructor
  65416. * @param name The rendering pipeline name
  65417. * @param scene The scene linked to this pipeline
  65418. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  65419. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65420. */
  65421. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65422. /**
  65423. * Get the class name
  65424. * @returns "SSAO2RenderingPipeline"
  65425. */
  65426. getClassName(): string;
  65427. /**
  65428. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65429. */
  65430. dispose(disableGeometryBufferRenderer?: boolean): void;
  65431. private _createBlurPostProcess;
  65432. /** @hidden */
  65433. _rebuild(): void;
  65434. private _bits;
  65435. private _radicalInverse_VdC;
  65436. private _hammersley;
  65437. private _hemisphereSample_uniform;
  65438. private _generateHemisphere;
  65439. private _createSSAOPostProcess;
  65440. private _createSSAOCombinePostProcess;
  65441. private _createRandomTexture;
  65442. /**
  65443. * Serialize the rendering pipeline (Used when exporting)
  65444. * @returns the serialized object
  65445. */
  65446. serialize(): any;
  65447. /**
  65448. * Parse the serialized pipeline
  65449. * @param source Source pipeline.
  65450. * @param scene The scene to load the pipeline to.
  65451. * @param rootUrl The URL of the serialized pipeline.
  65452. * @returns An instantiated pipeline from the serialized object.
  65453. */
  65454. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65455. }
  65456. }
  65457. declare module "babylonjs/Shaders/ssao.fragment" {
  65458. /** @hidden */
  65459. export var ssaoPixelShader: {
  65460. name: string;
  65461. shader: string;
  65462. };
  65463. }
  65464. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65465. import { Camera } from "babylonjs/Cameras/camera";
  65466. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65467. import { Scene } from "babylonjs/scene";
  65468. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65469. import "babylonjs/Shaders/ssao.fragment";
  65470. import "babylonjs/Shaders/ssaoCombine.fragment";
  65471. /**
  65472. * Render pipeline to produce ssao effect
  65473. */
  65474. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65475. /**
  65476. * @ignore
  65477. * The PassPostProcess id in the pipeline that contains the original scene color
  65478. */
  65479. SSAOOriginalSceneColorEffect: string;
  65480. /**
  65481. * @ignore
  65482. * The SSAO PostProcess id in the pipeline
  65483. */
  65484. SSAORenderEffect: string;
  65485. /**
  65486. * @ignore
  65487. * The horizontal blur PostProcess id in the pipeline
  65488. */
  65489. SSAOBlurHRenderEffect: string;
  65490. /**
  65491. * @ignore
  65492. * The vertical blur PostProcess id in the pipeline
  65493. */
  65494. SSAOBlurVRenderEffect: string;
  65495. /**
  65496. * @ignore
  65497. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65498. */
  65499. SSAOCombineRenderEffect: string;
  65500. /**
  65501. * The output strength of the SSAO post-process. Default value is 1.0.
  65502. */
  65503. totalStrength: number;
  65504. /**
  65505. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65506. */
  65507. radius: number;
  65508. /**
  65509. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65510. * Must not be equal to fallOff and superior to fallOff.
  65511. * Default value is 0.0075
  65512. */
  65513. area: number;
  65514. /**
  65515. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65516. * Must not be equal to area and inferior to area.
  65517. * Default value is 0.000001
  65518. */
  65519. fallOff: number;
  65520. /**
  65521. * The base color of the SSAO post-process
  65522. * The final result is "base + ssao" between [0, 1]
  65523. */
  65524. base: number;
  65525. private _scene;
  65526. private _depthTexture;
  65527. private _randomTexture;
  65528. private _originalColorPostProcess;
  65529. private _ssaoPostProcess;
  65530. private _blurHPostProcess;
  65531. private _blurVPostProcess;
  65532. private _ssaoCombinePostProcess;
  65533. private _firstUpdate;
  65534. /**
  65535. * Gets active scene
  65536. */
  65537. readonly scene: Scene;
  65538. /**
  65539. * @constructor
  65540. * @param name - The rendering pipeline name
  65541. * @param scene - The scene linked to this pipeline
  65542. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  65543. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65544. */
  65545. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65546. /**
  65547. * Get the class name
  65548. * @returns "SSAORenderingPipeline"
  65549. */
  65550. getClassName(): string;
  65551. /**
  65552. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65553. */
  65554. dispose(disableDepthRender?: boolean): void;
  65555. private _createBlurPostProcess;
  65556. /** @hidden */
  65557. _rebuild(): void;
  65558. private _createSSAOPostProcess;
  65559. private _createSSAOCombinePostProcess;
  65560. private _createRandomTexture;
  65561. }
  65562. }
  65563. declare module "babylonjs/Shaders/standard.fragment" {
  65564. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65565. /** @hidden */
  65566. export var standardPixelShader: {
  65567. name: string;
  65568. shader: string;
  65569. };
  65570. }
  65571. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65572. import { Nullable } from "babylonjs/types";
  65573. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65574. import { Camera } from "babylonjs/Cameras/camera";
  65575. import { Texture } from "babylonjs/Materials/Textures/texture";
  65576. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65577. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65578. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65579. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65580. import { IDisposable } from "babylonjs/scene";
  65581. import { SpotLight } from "babylonjs/Lights/spotLight";
  65582. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65583. import { Scene } from "babylonjs/scene";
  65584. import { Animation } from "babylonjs/Animations/animation";
  65585. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65586. import "babylonjs/Shaders/standard.fragment";
  65587. /**
  65588. * Standard rendering pipeline
  65589. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65590. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65591. */
  65592. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65593. /**
  65594. * Public members
  65595. */
  65596. /**
  65597. * Post-process which contains the original scene color before the pipeline applies all the effects
  65598. */
  65599. originalPostProcess: Nullable<PostProcess>;
  65600. /**
  65601. * Post-process used to down scale an image x4
  65602. */
  65603. downSampleX4PostProcess: Nullable<PostProcess>;
  65604. /**
  65605. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65606. */
  65607. brightPassPostProcess: Nullable<PostProcess>;
  65608. /**
  65609. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65610. */
  65611. blurHPostProcesses: PostProcess[];
  65612. /**
  65613. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65614. */
  65615. blurVPostProcesses: PostProcess[];
  65616. /**
  65617. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65618. */
  65619. textureAdderPostProcess: Nullable<PostProcess>;
  65620. /**
  65621. * Post-process used to create volumetric lighting effect
  65622. */
  65623. volumetricLightPostProcess: Nullable<PostProcess>;
  65624. /**
  65625. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65626. */
  65627. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65628. /**
  65629. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65630. */
  65631. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65632. /**
  65633. * Post-process used to merge the volumetric light effect and the real scene color
  65634. */
  65635. volumetricLightMergePostProces: Nullable<PostProcess>;
  65636. /**
  65637. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65638. */
  65639. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65640. /**
  65641. * Base post-process used to calculate the average luminance of the final image for HDR
  65642. */
  65643. luminancePostProcess: Nullable<PostProcess>;
  65644. /**
  65645. * Post-processes used to create down sample post-processes in order to get
  65646. * the average luminance of the final image for HDR
  65647. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65648. */
  65649. luminanceDownSamplePostProcesses: PostProcess[];
  65650. /**
  65651. * Post-process used to create a HDR effect (light adaptation)
  65652. */
  65653. hdrPostProcess: Nullable<PostProcess>;
  65654. /**
  65655. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65656. */
  65657. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65658. /**
  65659. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65660. */
  65661. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65662. /**
  65663. * Post-process used to merge the final HDR post-process and the real scene color
  65664. */
  65665. hdrFinalPostProcess: Nullable<PostProcess>;
  65666. /**
  65667. * Post-process used to create a lens flare effect
  65668. */
  65669. lensFlarePostProcess: Nullable<PostProcess>;
  65670. /**
  65671. * Post-process that merges the result of the lens flare post-process and the real scene color
  65672. */
  65673. lensFlareComposePostProcess: Nullable<PostProcess>;
  65674. /**
  65675. * Post-process used to create a motion blur effect
  65676. */
  65677. motionBlurPostProcess: Nullable<PostProcess>;
  65678. /**
  65679. * Post-process used to create a depth of field effect
  65680. */
  65681. depthOfFieldPostProcess: Nullable<PostProcess>;
  65682. /**
  65683. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65684. */
  65685. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65686. /**
  65687. * Represents the brightness threshold in order to configure the illuminated surfaces
  65688. */
  65689. brightThreshold: number;
  65690. /**
  65691. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65692. */
  65693. blurWidth: number;
  65694. /**
  65695. * Sets if the blur for highlighted surfaces must be only horizontal
  65696. */
  65697. horizontalBlur: boolean;
  65698. /**
  65699. * Gets the overall exposure used by the pipeline
  65700. */
  65701. /**
  65702. * Sets the overall exposure used by the pipeline
  65703. */
  65704. exposure: number;
  65705. /**
  65706. * Texture used typically to simulate "dirty" on camera lens
  65707. */
  65708. lensTexture: Nullable<Texture>;
  65709. /**
  65710. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65711. */
  65712. volumetricLightCoefficient: number;
  65713. /**
  65714. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65715. */
  65716. volumetricLightPower: number;
  65717. /**
  65718. * Used the set the blur intensity to smooth the volumetric lights
  65719. */
  65720. volumetricLightBlurScale: number;
  65721. /**
  65722. * Light (spot or directional) used to generate the volumetric lights rays
  65723. * The source light must have a shadow generate so the pipeline can get its
  65724. * depth map
  65725. */
  65726. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65727. /**
  65728. * For eye adaptation, represents the minimum luminance the eye can see
  65729. */
  65730. hdrMinimumLuminance: number;
  65731. /**
  65732. * For eye adaptation, represents the decrease luminance speed
  65733. */
  65734. hdrDecreaseRate: number;
  65735. /**
  65736. * For eye adaptation, represents the increase luminance speed
  65737. */
  65738. hdrIncreaseRate: number;
  65739. /**
  65740. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65741. */
  65742. /**
  65743. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65744. */
  65745. hdrAutoExposure: boolean;
  65746. /**
  65747. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65748. */
  65749. lensColorTexture: Nullable<Texture>;
  65750. /**
  65751. * The overall strengh for the lens flare effect
  65752. */
  65753. lensFlareStrength: number;
  65754. /**
  65755. * Dispersion coefficient for lens flare ghosts
  65756. */
  65757. lensFlareGhostDispersal: number;
  65758. /**
  65759. * Main lens flare halo width
  65760. */
  65761. lensFlareHaloWidth: number;
  65762. /**
  65763. * Based on the lens distortion effect, defines how much the lens flare result
  65764. * is distorted
  65765. */
  65766. lensFlareDistortionStrength: number;
  65767. /**
  65768. * Configures the blur intensity used for for lens flare (halo)
  65769. */
  65770. lensFlareBlurWidth: number;
  65771. /**
  65772. * Lens star texture must be used to simulate rays on the flares and is available
  65773. * in the documentation
  65774. */
  65775. lensStarTexture: Nullable<Texture>;
  65776. /**
  65777. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65778. * flare effect by taking account of the dirt texture
  65779. */
  65780. lensFlareDirtTexture: Nullable<Texture>;
  65781. /**
  65782. * Represents the focal length for the depth of field effect
  65783. */
  65784. depthOfFieldDistance: number;
  65785. /**
  65786. * Represents the blur intensity for the blurred part of the depth of field effect
  65787. */
  65788. depthOfFieldBlurWidth: number;
  65789. /**
  65790. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65791. */
  65792. /**
  65793. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65794. */
  65795. motionStrength: number;
  65796. /**
  65797. * Gets wether or not the motion blur post-process is object based or screen based.
  65798. */
  65799. /**
  65800. * Sets wether or not the motion blur post-process should be object based or screen based
  65801. */
  65802. objectBasedMotionBlur: boolean;
  65803. /**
  65804. * List of animations for the pipeline (IAnimatable implementation)
  65805. */
  65806. animations: Animation[];
  65807. /**
  65808. * Private members
  65809. */
  65810. private _scene;
  65811. private _currentDepthOfFieldSource;
  65812. private _basePostProcess;
  65813. private _fixedExposure;
  65814. private _currentExposure;
  65815. private _hdrAutoExposure;
  65816. private _hdrCurrentLuminance;
  65817. private _motionStrength;
  65818. private _isObjectBasedMotionBlur;
  65819. private _floatTextureType;
  65820. private _camerasToBeAttached;
  65821. private _ratio;
  65822. private _bloomEnabled;
  65823. private _depthOfFieldEnabled;
  65824. private _vlsEnabled;
  65825. private _lensFlareEnabled;
  65826. private _hdrEnabled;
  65827. private _motionBlurEnabled;
  65828. private _fxaaEnabled;
  65829. private _motionBlurSamples;
  65830. private _volumetricLightStepsCount;
  65831. private _samples;
  65832. /**
  65833. * @ignore
  65834. * Specifies if the bloom pipeline is enabled
  65835. */
  65836. BloomEnabled: boolean;
  65837. /**
  65838. * @ignore
  65839. * Specifies if the depth of field pipeline is enabed
  65840. */
  65841. DepthOfFieldEnabled: boolean;
  65842. /**
  65843. * @ignore
  65844. * Specifies if the lens flare pipeline is enabed
  65845. */
  65846. LensFlareEnabled: boolean;
  65847. /**
  65848. * @ignore
  65849. * Specifies if the HDR pipeline is enabled
  65850. */
  65851. HDREnabled: boolean;
  65852. /**
  65853. * @ignore
  65854. * Specifies if the volumetric lights scattering effect is enabled
  65855. */
  65856. VLSEnabled: boolean;
  65857. /**
  65858. * @ignore
  65859. * Specifies if the motion blur effect is enabled
  65860. */
  65861. MotionBlurEnabled: boolean;
  65862. /**
  65863. * Specifies if anti-aliasing is enabled
  65864. */
  65865. fxaaEnabled: boolean;
  65866. /**
  65867. * Specifies the number of steps used to calculate the volumetric lights
  65868. * Typically in interval [50, 200]
  65869. */
  65870. volumetricLightStepsCount: number;
  65871. /**
  65872. * Specifies the number of samples used for the motion blur effect
  65873. * Typically in interval [16, 64]
  65874. */
  65875. motionBlurSamples: number;
  65876. /**
  65877. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65878. */
  65879. samples: number;
  65880. /**
  65881. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65882. * @constructor
  65883. * @param name The rendering pipeline name
  65884. * @param scene The scene linked to this pipeline
  65885. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  65886. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65887. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65888. */
  65889. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65890. private _buildPipeline;
  65891. private _createDownSampleX4PostProcess;
  65892. private _createBrightPassPostProcess;
  65893. private _createBlurPostProcesses;
  65894. private _createTextureAdderPostProcess;
  65895. private _createVolumetricLightPostProcess;
  65896. private _createLuminancePostProcesses;
  65897. private _createHdrPostProcess;
  65898. private _createLensFlarePostProcess;
  65899. private _createDepthOfFieldPostProcess;
  65900. private _createMotionBlurPostProcess;
  65901. private _getDepthTexture;
  65902. private _disposePostProcesses;
  65903. /**
  65904. * Dispose of the pipeline and stop all post processes
  65905. */
  65906. dispose(): void;
  65907. /**
  65908. * Serialize the rendering pipeline (Used when exporting)
  65909. * @returns the serialized object
  65910. */
  65911. serialize(): any;
  65912. /**
  65913. * Parse the serialized pipeline
  65914. * @param source Source pipeline.
  65915. * @param scene The scene to load the pipeline to.
  65916. * @param rootUrl The URL of the serialized pipeline.
  65917. * @returns An instantiated pipeline from the serialized object.
  65918. */
  65919. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65920. /**
  65921. * Luminance steps
  65922. */
  65923. static LuminanceSteps: number;
  65924. }
  65925. }
  65926. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65927. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65928. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65929. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65930. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65931. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65932. }
  65933. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65934. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65935. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65936. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65937. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65938. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65939. }
  65940. declare module "babylonjs/Shaders/tonemap.fragment" {
  65941. /** @hidden */
  65942. export var tonemapPixelShader: {
  65943. name: string;
  65944. shader: string;
  65945. };
  65946. }
  65947. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65948. import { Camera } from "babylonjs/Cameras/camera";
  65949. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65950. import "babylonjs/Shaders/tonemap.fragment";
  65951. import { Engine } from "babylonjs/Engines/engine";
  65952. /** Defines operator used for tonemapping */
  65953. export enum TonemappingOperator {
  65954. /** Hable */
  65955. Hable = 0,
  65956. /** Reinhard */
  65957. Reinhard = 1,
  65958. /** HejiDawson */
  65959. HejiDawson = 2,
  65960. /** Photographic */
  65961. Photographic = 3
  65962. }
  65963. /**
  65964. * Defines a post process to apply tone mapping
  65965. */
  65966. export class TonemapPostProcess extends PostProcess {
  65967. private _operator;
  65968. /** Defines the required exposure adjustement */
  65969. exposureAdjustment: number;
  65970. /**
  65971. * Creates a new TonemapPostProcess
  65972. * @param name defines the name of the postprocess
  65973. * @param _operator defines the operator to use
  65974. * @param exposureAdjustment defines the required exposure adjustement
  65975. * @param camera defines the camera to use (can be null)
  65976. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65977. * @param engine defines the hosting engine (can be ignore if camera is set)
  65978. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65979. */
  65980. constructor(name: string, _operator: TonemappingOperator,
  65981. /** Defines the required exposure adjustement */
  65982. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65983. }
  65984. }
  65985. declare module "babylonjs/Shaders/depth.vertex" {
  65986. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65987. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65988. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65989. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65990. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65991. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65992. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65993. /** @hidden */
  65994. export var depthVertexShader: {
  65995. name: string;
  65996. shader: string;
  65997. };
  65998. }
  65999. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  66000. /** @hidden */
  66001. export var volumetricLightScatteringPixelShader: {
  66002. name: string;
  66003. shader: string;
  66004. };
  66005. }
  66006. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  66007. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66008. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66009. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66010. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66011. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66012. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66013. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66014. /** @hidden */
  66015. export var volumetricLightScatteringPassVertexShader: {
  66016. name: string;
  66017. shader: string;
  66018. };
  66019. }
  66020. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  66021. /** @hidden */
  66022. export var volumetricLightScatteringPassPixelShader: {
  66023. name: string;
  66024. shader: string;
  66025. };
  66026. }
  66027. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  66028. import { Vector3 } from "babylonjs/Maths/math.vector";
  66029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66030. import { Mesh } from "babylonjs/Meshes/mesh";
  66031. import { Camera } from "babylonjs/Cameras/camera";
  66032. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66033. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66034. import { Scene } from "babylonjs/scene";
  66035. import "babylonjs/Meshes/Builders/planeBuilder";
  66036. import "babylonjs/Shaders/depth.vertex";
  66037. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  66038. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  66039. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  66040. import { Engine } from "babylonjs/Engines/engine";
  66041. /**
  66042. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  66043. */
  66044. export class VolumetricLightScatteringPostProcess extends PostProcess {
  66045. private _volumetricLightScatteringPass;
  66046. private _volumetricLightScatteringRTT;
  66047. private _viewPort;
  66048. private _screenCoordinates;
  66049. private _cachedDefines;
  66050. /**
  66051. * If not undefined, the mesh position is computed from the attached node position
  66052. */
  66053. attachedNode: {
  66054. position: Vector3;
  66055. };
  66056. /**
  66057. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  66058. */
  66059. customMeshPosition: Vector3;
  66060. /**
  66061. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  66062. */
  66063. useCustomMeshPosition: boolean;
  66064. /**
  66065. * If the post-process should inverse the light scattering direction
  66066. */
  66067. invert: boolean;
  66068. /**
  66069. * The internal mesh used by the post-process
  66070. */
  66071. mesh: Mesh;
  66072. /**
  66073. * @hidden
  66074. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  66075. */
  66076. useDiffuseColor: boolean;
  66077. /**
  66078. * Array containing the excluded meshes not rendered in the internal pass
  66079. */
  66080. excludedMeshes: AbstractMesh[];
  66081. /**
  66082. * Controls the overall intensity of the post-process
  66083. */
  66084. exposure: number;
  66085. /**
  66086. * Dissipates each sample's contribution in range [0, 1]
  66087. */
  66088. decay: number;
  66089. /**
  66090. * Controls the overall intensity of each sample
  66091. */
  66092. weight: number;
  66093. /**
  66094. * Controls the density of each sample
  66095. */
  66096. density: number;
  66097. /**
  66098. * @constructor
  66099. * @param name The post-process name
  66100. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  66101. * @param camera The camera that the post-process will be attached to
  66102. * @param mesh The mesh used to create the light scattering
  66103. * @param samples The post-process quality, default 100
  66104. * @param samplingModeThe post-process filtering mode
  66105. * @param engine The babylon engine
  66106. * @param reusable If the post-process is reusable
  66107. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  66108. */
  66109. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  66110. /**
  66111. * Returns the string "VolumetricLightScatteringPostProcess"
  66112. * @returns "VolumetricLightScatteringPostProcess"
  66113. */
  66114. getClassName(): string;
  66115. private _isReady;
  66116. /**
  66117. * Sets the new light position for light scattering effect
  66118. * @param position The new custom light position
  66119. */
  66120. setCustomMeshPosition(position: Vector3): void;
  66121. /**
  66122. * Returns the light position for light scattering effect
  66123. * @return Vector3 The custom light position
  66124. */
  66125. getCustomMeshPosition(): Vector3;
  66126. /**
  66127. * Disposes the internal assets and detaches the post-process from the camera
  66128. */
  66129. dispose(camera: Camera): void;
  66130. /**
  66131. * Returns the render target texture used by the post-process
  66132. * @return the render target texture used by the post-process
  66133. */
  66134. getPass(): RenderTargetTexture;
  66135. private _meshExcluded;
  66136. private _createPass;
  66137. private _updateMeshScreenCoordinates;
  66138. /**
  66139. * Creates a default mesh for the Volumeric Light Scattering post-process
  66140. * @param name The mesh name
  66141. * @param scene The scene where to create the mesh
  66142. * @return the default mesh
  66143. */
  66144. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  66145. }
  66146. }
  66147. declare module "babylonjs/PostProcesses/index" {
  66148. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  66149. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  66150. export * from "babylonjs/PostProcesses/bloomEffect";
  66151. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  66152. export * from "babylonjs/PostProcesses/blurPostProcess";
  66153. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  66154. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  66155. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  66156. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  66157. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  66158. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  66159. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  66160. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  66161. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  66162. export * from "babylonjs/PostProcesses/filterPostProcess";
  66163. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  66164. export * from "babylonjs/PostProcesses/grainPostProcess";
  66165. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  66166. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  66167. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  66168. export * from "babylonjs/PostProcesses/passPostProcess";
  66169. export * from "babylonjs/PostProcesses/postProcess";
  66170. export * from "babylonjs/PostProcesses/postProcessManager";
  66171. export * from "babylonjs/PostProcesses/refractionPostProcess";
  66172. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  66173. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  66174. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  66175. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  66176. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  66177. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  66178. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  66179. }
  66180. declare module "babylonjs/Probes/index" {
  66181. export * from "babylonjs/Probes/reflectionProbe";
  66182. }
  66183. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  66184. import { Scene } from "babylonjs/scene";
  66185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66186. import { SmartArray } from "babylonjs/Misc/smartArray";
  66187. import { ISceneComponent } from "babylonjs/sceneComponent";
  66188. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  66189. import "babylonjs/Meshes/Builders/boxBuilder";
  66190. import "babylonjs/Shaders/color.fragment";
  66191. import "babylonjs/Shaders/color.vertex";
  66192. import { Color3 } from "babylonjs/Maths/math.color";
  66193. module "babylonjs/scene" {
  66194. interface Scene {
  66195. /** @hidden (Backing field) */
  66196. _boundingBoxRenderer: BoundingBoxRenderer;
  66197. /** @hidden (Backing field) */
  66198. _forceShowBoundingBoxes: boolean;
  66199. /**
  66200. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66201. */
  66202. forceShowBoundingBoxes: boolean;
  66203. /**
  66204. * Gets the bounding box renderer associated with the scene
  66205. * @returns a BoundingBoxRenderer
  66206. */
  66207. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66208. }
  66209. }
  66210. module "babylonjs/Meshes/abstractMesh" {
  66211. interface AbstractMesh {
  66212. /** @hidden (Backing field) */
  66213. _showBoundingBox: boolean;
  66214. /**
  66215. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66216. */
  66217. showBoundingBox: boolean;
  66218. }
  66219. }
  66220. /**
  66221. * Component responsible of rendering the bounding box of the meshes in a scene.
  66222. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66223. */
  66224. export class BoundingBoxRenderer implements ISceneComponent {
  66225. /**
  66226. * The component name helpfull to identify the component in the list of scene components.
  66227. */
  66228. readonly name: string;
  66229. /**
  66230. * The scene the component belongs to.
  66231. */
  66232. scene: Scene;
  66233. /**
  66234. * Color of the bounding box lines placed in front of an object
  66235. */
  66236. frontColor: Color3;
  66237. /**
  66238. * Color of the bounding box lines placed behind an object
  66239. */
  66240. backColor: Color3;
  66241. /**
  66242. * Defines if the renderer should show the back lines or not
  66243. */
  66244. showBackLines: boolean;
  66245. /**
  66246. * @hidden
  66247. */
  66248. renderList: SmartArray<BoundingBox>;
  66249. private _colorShader;
  66250. private _vertexBuffers;
  66251. private _indexBuffer;
  66252. private _fillIndexBuffer;
  66253. private _fillIndexData;
  66254. /**
  66255. * Instantiates a new bounding box renderer in a scene.
  66256. * @param scene the scene the renderer renders in
  66257. */
  66258. constructor(scene: Scene);
  66259. /**
  66260. * Registers the component in a given scene
  66261. */
  66262. register(): void;
  66263. private _evaluateSubMesh;
  66264. private _activeMesh;
  66265. private _prepareRessources;
  66266. private _createIndexBuffer;
  66267. /**
  66268. * Rebuilds the elements related to this component in case of
  66269. * context lost for instance.
  66270. */
  66271. rebuild(): void;
  66272. /**
  66273. * @hidden
  66274. */
  66275. reset(): void;
  66276. /**
  66277. * Render the bounding boxes of a specific rendering group
  66278. * @param renderingGroupId defines the rendering group to render
  66279. */
  66280. render(renderingGroupId: number): void;
  66281. /**
  66282. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66283. * @param mesh Define the mesh to render the occlusion bounding box for
  66284. */
  66285. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66286. /**
  66287. * Dispose and release the resources attached to this renderer.
  66288. */
  66289. dispose(): void;
  66290. }
  66291. }
  66292. declare module "babylonjs/Shaders/depth.fragment" {
  66293. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66294. /** @hidden */
  66295. export var depthPixelShader: {
  66296. name: string;
  66297. shader: string;
  66298. };
  66299. }
  66300. declare module "babylonjs/Rendering/depthRenderer" {
  66301. import { Nullable } from "babylonjs/types";
  66302. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66303. import { Scene } from "babylonjs/scene";
  66304. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66305. import { Camera } from "babylonjs/Cameras/camera";
  66306. import "babylonjs/Shaders/depth.fragment";
  66307. import "babylonjs/Shaders/depth.vertex";
  66308. /**
  66309. * This represents a depth renderer in Babylon.
  66310. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66311. */
  66312. export class DepthRenderer {
  66313. private _scene;
  66314. private _depthMap;
  66315. private _effect;
  66316. private readonly _storeNonLinearDepth;
  66317. private readonly _clearColor;
  66318. /** Get if the depth renderer is using packed depth or not */
  66319. readonly isPacked: boolean;
  66320. private _cachedDefines;
  66321. private _camera;
  66322. /**
  66323. * Specifiess that the depth renderer will only be used within
  66324. * the camera it is created for.
  66325. * This can help forcing its rendering during the camera processing.
  66326. */
  66327. useOnlyInActiveCamera: boolean;
  66328. /** @hidden */
  66329. static _SceneComponentInitialization: (scene: Scene) => void;
  66330. /**
  66331. * Instantiates a depth renderer
  66332. * @param scene The scene the renderer belongs to
  66333. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66334. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66335. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66336. */
  66337. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66338. /**
  66339. * Creates the depth rendering effect and checks if the effect is ready.
  66340. * @param subMesh The submesh to be used to render the depth map of
  66341. * @param useInstances If multiple world instances should be used
  66342. * @returns if the depth renderer is ready to render the depth map
  66343. */
  66344. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66345. /**
  66346. * Gets the texture which the depth map will be written to.
  66347. * @returns The depth map texture
  66348. */
  66349. getDepthMap(): RenderTargetTexture;
  66350. /**
  66351. * Disposes of the depth renderer.
  66352. */
  66353. dispose(): void;
  66354. }
  66355. }
  66356. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66357. import { Nullable } from "babylonjs/types";
  66358. import { Scene } from "babylonjs/scene";
  66359. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66360. import { Camera } from "babylonjs/Cameras/camera";
  66361. import { ISceneComponent } from "babylonjs/sceneComponent";
  66362. module "babylonjs/scene" {
  66363. interface Scene {
  66364. /** @hidden (Backing field) */
  66365. _depthRenderer: {
  66366. [id: string]: DepthRenderer;
  66367. };
  66368. /**
  66369. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66370. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66371. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66372. * @returns the created depth renderer
  66373. */
  66374. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66375. /**
  66376. * Disables a depth renderer for a given camera
  66377. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66378. */
  66379. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66380. }
  66381. }
  66382. /**
  66383. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66384. * in several rendering techniques.
  66385. */
  66386. export class DepthRendererSceneComponent implements ISceneComponent {
  66387. /**
  66388. * The component name helpfull to identify the component in the list of scene components.
  66389. */
  66390. readonly name: string;
  66391. /**
  66392. * The scene the component belongs to.
  66393. */
  66394. scene: Scene;
  66395. /**
  66396. * Creates a new instance of the component for the given scene
  66397. * @param scene Defines the scene to register the component in
  66398. */
  66399. constructor(scene: Scene);
  66400. /**
  66401. * Registers the component in a given scene
  66402. */
  66403. register(): void;
  66404. /**
  66405. * Rebuilds the elements related to this component in case of
  66406. * context lost for instance.
  66407. */
  66408. rebuild(): void;
  66409. /**
  66410. * Disposes the component and the associated ressources
  66411. */
  66412. dispose(): void;
  66413. private _gatherRenderTargets;
  66414. private _gatherActiveCameraRenderTargets;
  66415. }
  66416. }
  66417. declare module "babylonjs/Shaders/outline.fragment" {
  66418. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66419. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66420. /** @hidden */
  66421. export var outlinePixelShader: {
  66422. name: string;
  66423. shader: string;
  66424. };
  66425. }
  66426. declare module "babylonjs/Shaders/outline.vertex" {
  66427. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66428. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66429. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66430. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66431. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66432. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66433. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66434. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66435. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66436. /** @hidden */
  66437. export var outlineVertexShader: {
  66438. name: string;
  66439. shader: string;
  66440. };
  66441. }
  66442. declare module "babylonjs/Rendering/outlineRenderer" {
  66443. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66444. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66445. import { Scene } from "babylonjs/scene";
  66446. import { ISceneComponent } from "babylonjs/sceneComponent";
  66447. import "babylonjs/Shaders/outline.fragment";
  66448. import "babylonjs/Shaders/outline.vertex";
  66449. module "babylonjs/scene" {
  66450. interface Scene {
  66451. /** @hidden */
  66452. _outlineRenderer: OutlineRenderer;
  66453. /**
  66454. * Gets the outline renderer associated with the scene
  66455. * @returns a OutlineRenderer
  66456. */
  66457. getOutlineRenderer(): OutlineRenderer;
  66458. }
  66459. }
  66460. module "babylonjs/Meshes/abstractMesh" {
  66461. interface AbstractMesh {
  66462. /** @hidden (Backing field) */
  66463. _renderOutline: boolean;
  66464. /**
  66465. * Gets or sets a boolean indicating if the outline must be rendered as well
  66466. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66467. */
  66468. renderOutline: boolean;
  66469. /** @hidden (Backing field) */
  66470. _renderOverlay: boolean;
  66471. /**
  66472. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66473. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66474. */
  66475. renderOverlay: boolean;
  66476. }
  66477. }
  66478. /**
  66479. * This class is responsible to draw bothe outline/overlay of meshes.
  66480. * It should not be used directly but through the available method on mesh.
  66481. */
  66482. export class OutlineRenderer implements ISceneComponent {
  66483. /**
  66484. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66485. */
  66486. private static _StencilReference;
  66487. /**
  66488. * The name of the component. Each component must have a unique name.
  66489. */
  66490. name: string;
  66491. /**
  66492. * The scene the component belongs to.
  66493. */
  66494. scene: Scene;
  66495. /**
  66496. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66497. */
  66498. zOffset: number;
  66499. private _engine;
  66500. private _effect;
  66501. private _cachedDefines;
  66502. private _savedDepthWrite;
  66503. /**
  66504. * Instantiates a new outline renderer. (There could be only one per scene).
  66505. * @param scene Defines the scene it belongs to
  66506. */
  66507. constructor(scene: Scene);
  66508. /**
  66509. * Register the component to one instance of a scene.
  66510. */
  66511. register(): void;
  66512. /**
  66513. * Rebuilds the elements related to this component in case of
  66514. * context lost for instance.
  66515. */
  66516. rebuild(): void;
  66517. /**
  66518. * Disposes the component and the associated ressources.
  66519. */
  66520. dispose(): void;
  66521. /**
  66522. * Renders the outline in the canvas.
  66523. * @param subMesh Defines the sumesh to render
  66524. * @param batch Defines the batch of meshes in case of instances
  66525. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66526. */
  66527. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66528. /**
  66529. * Returns whether or not the outline renderer is ready for a given submesh.
  66530. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66531. * @param subMesh Defines the submesh to check readyness for
  66532. * @param useInstances Defines wheter wee are trying to render instances or not
  66533. * @returns true if ready otherwise false
  66534. */
  66535. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66536. private _beforeRenderingMesh;
  66537. private _afterRenderingMesh;
  66538. }
  66539. }
  66540. declare module "babylonjs/Rendering/index" {
  66541. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66542. export * from "babylonjs/Rendering/depthRenderer";
  66543. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66544. export * from "babylonjs/Rendering/edgesRenderer";
  66545. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66546. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66547. export * from "babylonjs/Rendering/outlineRenderer";
  66548. export * from "babylonjs/Rendering/renderingGroup";
  66549. export * from "babylonjs/Rendering/renderingManager";
  66550. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66551. }
  66552. declare module "babylonjs/Sprites/spritePackedManager" {
  66553. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66554. import { Scene } from "babylonjs/scene";
  66555. /**
  66556. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66557. * @see http://doc.babylonjs.com/babylon101/sprites
  66558. */
  66559. export class SpritePackedManager extends SpriteManager {
  66560. /** defines the packed manager's name */
  66561. name: string;
  66562. /**
  66563. * Creates a new sprite manager from a packed sprite sheet
  66564. * @param name defines the manager's name
  66565. * @param imgUrl defines the sprite sheet url
  66566. * @param capacity defines the maximum allowed number of sprites
  66567. * @param scene defines the hosting scene
  66568. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66569. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66570. * @param samplingMode defines the smapling mode to use with spritesheet
  66571. * @param fromPacked set to true; do not alter
  66572. */
  66573. constructor(
  66574. /** defines the packed manager's name */
  66575. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66576. }
  66577. }
  66578. declare module "babylonjs/Sprites/index" {
  66579. export * from "babylonjs/Sprites/sprite";
  66580. export * from "babylonjs/Sprites/spriteManager";
  66581. export * from "babylonjs/Sprites/spritePackedManager";
  66582. export * from "babylonjs/Sprites/spriteSceneComponent";
  66583. }
  66584. declare module "babylonjs/States/index" {
  66585. export * from "babylonjs/States/alphaCullingState";
  66586. export * from "babylonjs/States/depthCullingState";
  66587. export * from "babylonjs/States/stencilState";
  66588. }
  66589. declare module "babylonjs/Misc/assetsManager" {
  66590. import { Scene } from "babylonjs/scene";
  66591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66592. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66593. import { Skeleton } from "babylonjs/Bones/skeleton";
  66594. import { Observable } from "babylonjs/Misc/observable";
  66595. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66596. import { Texture } from "babylonjs/Materials/Textures/texture";
  66597. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66598. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66599. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66600. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66601. /**
  66602. * Defines the list of states available for a task inside a AssetsManager
  66603. */
  66604. export enum AssetTaskState {
  66605. /**
  66606. * Initialization
  66607. */
  66608. INIT = 0,
  66609. /**
  66610. * Running
  66611. */
  66612. RUNNING = 1,
  66613. /**
  66614. * Done
  66615. */
  66616. DONE = 2,
  66617. /**
  66618. * Error
  66619. */
  66620. ERROR = 3
  66621. }
  66622. /**
  66623. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66624. */
  66625. export abstract class AbstractAssetTask {
  66626. /**
  66627. * Task name
  66628. */ name: string;
  66629. /**
  66630. * Callback called when the task is successful
  66631. */
  66632. onSuccess: (task: any) => void;
  66633. /**
  66634. * Callback called when the task is not successful
  66635. */
  66636. onError: (task: any, message?: string, exception?: any) => void;
  66637. /**
  66638. * Creates a new AssetsManager
  66639. * @param name defines the name of the task
  66640. */
  66641. constructor(
  66642. /**
  66643. * Task name
  66644. */ name: string);
  66645. private _isCompleted;
  66646. private _taskState;
  66647. private _errorObject;
  66648. /**
  66649. * Get if the task is completed
  66650. */
  66651. readonly isCompleted: boolean;
  66652. /**
  66653. * Gets the current state of the task
  66654. */
  66655. readonly taskState: AssetTaskState;
  66656. /**
  66657. * Gets the current error object (if task is in error)
  66658. */
  66659. readonly errorObject: {
  66660. message?: string;
  66661. exception?: any;
  66662. };
  66663. /**
  66664. * Internal only
  66665. * @hidden
  66666. */
  66667. _setErrorObject(message?: string, exception?: any): void;
  66668. /**
  66669. * Execute the current task
  66670. * @param scene defines the scene where you want your assets to be loaded
  66671. * @param onSuccess is a callback called when the task is successfully executed
  66672. * @param onError is a callback called if an error occurs
  66673. */
  66674. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66675. /**
  66676. * Execute the current task
  66677. * @param scene defines the scene where you want your assets to be loaded
  66678. * @param onSuccess is a callback called when the task is successfully executed
  66679. * @param onError is a callback called if an error occurs
  66680. */
  66681. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66682. /**
  66683. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66684. * This can be used with failed tasks that have the reason for failure fixed.
  66685. */
  66686. reset(): void;
  66687. private onErrorCallback;
  66688. private onDoneCallback;
  66689. }
  66690. /**
  66691. * Define the interface used by progress events raised during assets loading
  66692. */
  66693. export interface IAssetsProgressEvent {
  66694. /**
  66695. * Defines the number of remaining tasks to process
  66696. */
  66697. remainingCount: number;
  66698. /**
  66699. * Defines the total number of tasks
  66700. */
  66701. totalCount: number;
  66702. /**
  66703. * Defines the task that was just processed
  66704. */
  66705. task: AbstractAssetTask;
  66706. }
  66707. /**
  66708. * Class used to share progress information about assets loading
  66709. */
  66710. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66711. /**
  66712. * Defines the number of remaining tasks to process
  66713. */
  66714. remainingCount: number;
  66715. /**
  66716. * Defines the total number of tasks
  66717. */
  66718. totalCount: number;
  66719. /**
  66720. * Defines the task that was just processed
  66721. */
  66722. task: AbstractAssetTask;
  66723. /**
  66724. * Creates a AssetsProgressEvent
  66725. * @param remainingCount defines the number of remaining tasks to process
  66726. * @param totalCount defines the total number of tasks
  66727. * @param task defines the task that was just processed
  66728. */
  66729. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66730. }
  66731. /**
  66732. * Define a task used by AssetsManager to load meshes
  66733. */
  66734. export class MeshAssetTask extends AbstractAssetTask {
  66735. /**
  66736. * Defines the name of the task
  66737. */
  66738. name: string;
  66739. /**
  66740. * Defines the list of mesh's names you want to load
  66741. */
  66742. meshesNames: any;
  66743. /**
  66744. * Defines the root url to use as a base to load your meshes and associated resources
  66745. */
  66746. rootUrl: string;
  66747. /**
  66748. * Defines the filename of the scene to load from
  66749. */
  66750. sceneFilename: string;
  66751. /**
  66752. * Gets the list of loaded meshes
  66753. */
  66754. loadedMeshes: Array<AbstractMesh>;
  66755. /**
  66756. * Gets the list of loaded particle systems
  66757. */
  66758. loadedParticleSystems: Array<IParticleSystem>;
  66759. /**
  66760. * Gets the list of loaded skeletons
  66761. */
  66762. loadedSkeletons: Array<Skeleton>;
  66763. /**
  66764. * Gets the list of loaded animation groups
  66765. */
  66766. loadedAnimationGroups: Array<AnimationGroup>;
  66767. /**
  66768. * Callback called when the task is successful
  66769. */
  66770. onSuccess: (task: MeshAssetTask) => void;
  66771. /**
  66772. * Callback called when the task is successful
  66773. */
  66774. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66775. /**
  66776. * Creates a new MeshAssetTask
  66777. * @param name defines the name of the task
  66778. * @param meshesNames defines the list of mesh's names you want to load
  66779. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66780. * @param sceneFilename defines the filename of the scene to load from
  66781. */
  66782. constructor(
  66783. /**
  66784. * Defines the name of the task
  66785. */
  66786. name: string,
  66787. /**
  66788. * Defines the list of mesh's names you want to load
  66789. */
  66790. meshesNames: any,
  66791. /**
  66792. * Defines the root url to use as a base to load your meshes and associated resources
  66793. */
  66794. rootUrl: string,
  66795. /**
  66796. * Defines the filename of the scene to load from
  66797. */
  66798. sceneFilename: string);
  66799. /**
  66800. * Execute the current task
  66801. * @param scene defines the scene where you want your assets to be loaded
  66802. * @param onSuccess is a callback called when the task is successfully executed
  66803. * @param onError is a callback called if an error occurs
  66804. */
  66805. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66806. }
  66807. /**
  66808. * Define a task used by AssetsManager to load text content
  66809. */
  66810. export class TextFileAssetTask extends AbstractAssetTask {
  66811. /**
  66812. * Defines the name of the task
  66813. */
  66814. name: string;
  66815. /**
  66816. * Defines the location of the file to load
  66817. */
  66818. url: string;
  66819. /**
  66820. * Gets the loaded text string
  66821. */
  66822. text: string;
  66823. /**
  66824. * Callback called when the task is successful
  66825. */
  66826. onSuccess: (task: TextFileAssetTask) => void;
  66827. /**
  66828. * Callback called when the task is successful
  66829. */
  66830. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66831. /**
  66832. * Creates a new TextFileAssetTask object
  66833. * @param name defines the name of the task
  66834. * @param url defines the location of the file to load
  66835. */
  66836. constructor(
  66837. /**
  66838. * Defines the name of the task
  66839. */
  66840. name: string,
  66841. /**
  66842. * Defines the location of the file to load
  66843. */
  66844. url: string);
  66845. /**
  66846. * Execute the current task
  66847. * @param scene defines the scene where you want your assets to be loaded
  66848. * @param onSuccess is a callback called when the task is successfully executed
  66849. * @param onError is a callback called if an error occurs
  66850. */
  66851. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66852. }
  66853. /**
  66854. * Define a task used by AssetsManager to load binary data
  66855. */
  66856. export class BinaryFileAssetTask extends AbstractAssetTask {
  66857. /**
  66858. * Defines the name of the task
  66859. */
  66860. name: string;
  66861. /**
  66862. * Defines the location of the file to load
  66863. */
  66864. url: string;
  66865. /**
  66866. * Gets the lodaded data (as an array buffer)
  66867. */
  66868. data: ArrayBuffer;
  66869. /**
  66870. * Callback called when the task is successful
  66871. */
  66872. onSuccess: (task: BinaryFileAssetTask) => void;
  66873. /**
  66874. * Callback called when the task is successful
  66875. */
  66876. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66877. /**
  66878. * Creates a new BinaryFileAssetTask object
  66879. * @param name defines the name of the new task
  66880. * @param url defines the location of the file to load
  66881. */
  66882. constructor(
  66883. /**
  66884. * Defines the name of the task
  66885. */
  66886. name: string,
  66887. /**
  66888. * Defines the location of the file to load
  66889. */
  66890. url: string);
  66891. /**
  66892. * Execute the current task
  66893. * @param scene defines the scene where you want your assets to be loaded
  66894. * @param onSuccess is a callback called when the task is successfully executed
  66895. * @param onError is a callback called if an error occurs
  66896. */
  66897. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66898. }
  66899. /**
  66900. * Define a task used by AssetsManager to load images
  66901. */
  66902. export class ImageAssetTask extends AbstractAssetTask {
  66903. /**
  66904. * Defines the name of the task
  66905. */
  66906. name: string;
  66907. /**
  66908. * Defines the location of the image to load
  66909. */
  66910. url: string;
  66911. /**
  66912. * Gets the loaded images
  66913. */
  66914. image: HTMLImageElement;
  66915. /**
  66916. * Callback called when the task is successful
  66917. */
  66918. onSuccess: (task: ImageAssetTask) => void;
  66919. /**
  66920. * Callback called when the task is successful
  66921. */
  66922. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66923. /**
  66924. * Creates a new ImageAssetTask
  66925. * @param name defines the name of the task
  66926. * @param url defines the location of the image to load
  66927. */
  66928. constructor(
  66929. /**
  66930. * Defines the name of the task
  66931. */
  66932. name: string,
  66933. /**
  66934. * Defines the location of the image to load
  66935. */
  66936. url: string);
  66937. /**
  66938. * Execute the current task
  66939. * @param scene defines the scene where you want your assets to be loaded
  66940. * @param onSuccess is a callback called when the task is successfully executed
  66941. * @param onError is a callback called if an error occurs
  66942. */
  66943. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66944. }
  66945. /**
  66946. * Defines the interface used by texture loading tasks
  66947. */
  66948. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66949. /**
  66950. * Gets the loaded texture
  66951. */
  66952. texture: TEX;
  66953. }
  66954. /**
  66955. * Define a task used by AssetsManager to load 2D textures
  66956. */
  66957. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66958. /**
  66959. * Defines the name of the task
  66960. */
  66961. name: string;
  66962. /**
  66963. * Defines the location of the file to load
  66964. */
  66965. url: string;
  66966. /**
  66967. * Defines if mipmap should not be generated (default is false)
  66968. */
  66969. noMipmap?: boolean | undefined;
  66970. /**
  66971. * Defines if texture must be inverted on Y axis (default is false)
  66972. */
  66973. invertY?: boolean | undefined;
  66974. /**
  66975. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66976. */
  66977. samplingMode: number;
  66978. /**
  66979. * Gets the loaded texture
  66980. */
  66981. texture: Texture;
  66982. /**
  66983. * Callback called when the task is successful
  66984. */
  66985. onSuccess: (task: TextureAssetTask) => void;
  66986. /**
  66987. * Callback called when the task is successful
  66988. */
  66989. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66990. /**
  66991. * Creates a new TextureAssetTask object
  66992. * @param name defines the name of the task
  66993. * @param url defines the location of the file to load
  66994. * @param noMipmap defines if mipmap should not be generated (default is false)
  66995. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66996. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66997. */
  66998. constructor(
  66999. /**
  67000. * Defines the name of the task
  67001. */
  67002. name: string,
  67003. /**
  67004. * Defines the location of the file to load
  67005. */
  67006. url: string,
  67007. /**
  67008. * Defines if mipmap should not be generated (default is false)
  67009. */
  67010. noMipmap?: boolean | undefined,
  67011. /**
  67012. * Defines if texture must be inverted on Y axis (default is false)
  67013. */
  67014. invertY?: boolean | undefined,
  67015. /**
  67016. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67017. */
  67018. samplingMode?: number);
  67019. /**
  67020. * Execute the current task
  67021. * @param scene defines the scene where you want your assets to be loaded
  67022. * @param onSuccess is a callback called when the task is successfully executed
  67023. * @param onError is a callback called if an error occurs
  67024. */
  67025. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67026. }
  67027. /**
  67028. * Define a task used by AssetsManager to load cube textures
  67029. */
  67030. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  67031. /**
  67032. * Defines the name of the task
  67033. */
  67034. name: string;
  67035. /**
  67036. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67037. */
  67038. url: string;
  67039. /**
  67040. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67041. */
  67042. extensions?: string[] | undefined;
  67043. /**
  67044. * Defines if mipmaps should not be generated (default is false)
  67045. */
  67046. noMipmap?: boolean | undefined;
  67047. /**
  67048. * Defines the explicit list of files (undefined by default)
  67049. */
  67050. files?: string[] | undefined;
  67051. /**
  67052. * Gets the loaded texture
  67053. */
  67054. texture: CubeTexture;
  67055. /**
  67056. * Callback called when the task is successful
  67057. */
  67058. onSuccess: (task: CubeTextureAssetTask) => void;
  67059. /**
  67060. * Callback called when the task is successful
  67061. */
  67062. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  67063. /**
  67064. * Creates a new CubeTextureAssetTask
  67065. * @param name defines the name of the task
  67066. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67067. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67068. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67069. * @param files defines the explicit list of files (undefined by default)
  67070. */
  67071. constructor(
  67072. /**
  67073. * Defines the name of the task
  67074. */
  67075. name: string,
  67076. /**
  67077. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67078. */
  67079. url: string,
  67080. /**
  67081. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67082. */
  67083. extensions?: string[] | undefined,
  67084. /**
  67085. * Defines if mipmaps should not be generated (default is false)
  67086. */
  67087. noMipmap?: boolean | undefined,
  67088. /**
  67089. * Defines the explicit list of files (undefined by default)
  67090. */
  67091. files?: string[] | undefined);
  67092. /**
  67093. * Execute the current task
  67094. * @param scene defines the scene where you want your assets to be loaded
  67095. * @param onSuccess is a callback called when the task is successfully executed
  67096. * @param onError is a callback called if an error occurs
  67097. */
  67098. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67099. }
  67100. /**
  67101. * Define a task used by AssetsManager to load HDR cube textures
  67102. */
  67103. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  67104. /**
  67105. * Defines the name of the task
  67106. */
  67107. name: string;
  67108. /**
  67109. * Defines the location of the file to load
  67110. */
  67111. url: string;
  67112. /**
  67113. * Defines the desired size (the more it increases the longer the generation will be)
  67114. */
  67115. size: number;
  67116. /**
  67117. * Defines if mipmaps should not be generated (default is false)
  67118. */
  67119. noMipmap: boolean;
  67120. /**
  67121. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67122. */
  67123. generateHarmonics: boolean;
  67124. /**
  67125. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67126. */
  67127. gammaSpace: boolean;
  67128. /**
  67129. * Internal Use Only
  67130. */
  67131. reserved: boolean;
  67132. /**
  67133. * Gets the loaded texture
  67134. */
  67135. texture: HDRCubeTexture;
  67136. /**
  67137. * Callback called when the task is successful
  67138. */
  67139. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  67140. /**
  67141. * Callback called when the task is successful
  67142. */
  67143. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  67144. /**
  67145. * Creates a new HDRCubeTextureAssetTask object
  67146. * @param name defines the name of the task
  67147. * @param url defines the location of the file to load
  67148. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  67149. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67150. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67151. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67152. * @param reserved Internal use only
  67153. */
  67154. constructor(
  67155. /**
  67156. * Defines the name of the task
  67157. */
  67158. name: string,
  67159. /**
  67160. * Defines the location of the file to load
  67161. */
  67162. url: string,
  67163. /**
  67164. * Defines the desired size (the more it increases the longer the generation will be)
  67165. */
  67166. size: number,
  67167. /**
  67168. * Defines if mipmaps should not be generated (default is false)
  67169. */
  67170. noMipmap?: boolean,
  67171. /**
  67172. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67173. */
  67174. generateHarmonics?: boolean,
  67175. /**
  67176. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67177. */
  67178. gammaSpace?: boolean,
  67179. /**
  67180. * Internal Use Only
  67181. */
  67182. reserved?: boolean);
  67183. /**
  67184. * Execute the current task
  67185. * @param scene defines the scene where you want your assets to be loaded
  67186. * @param onSuccess is a callback called when the task is successfully executed
  67187. * @param onError is a callback called if an error occurs
  67188. */
  67189. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67190. }
  67191. /**
  67192. * Define a task used by AssetsManager to load Equirectangular cube textures
  67193. */
  67194. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67195. /**
  67196. * Defines the name of the task
  67197. */
  67198. name: string;
  67199. /**
  67200. * Defines the location of the file to load
  67201. */
  67202. url: string;
  67203. /**
  67204. * Defines the desired size (the more it increases the longer the generation will be)
  67205. */
  67206. size: number;
  67207. /**
  67208. * Defines if mipmaps should not be generated (default is false)
  67209. */
  67210. noMipmap: boolean;
  67211. /**
  67212. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67213. * but the standard material would require them in Gamma space) (default is true)
  67214. */
  67215. gammaSpace: boolean;
  67216. /**
  67217. * Gets the loaded texture
  67218. */
  67219. texture: EquiRectangularCubeTexture;
  67220. /**
  67221. * Callback called when the task is successful
  67222. */
  67223. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67224. /**
  67225. * Callback called when the task is successful
  67226. */
  67227. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67228. /**
  67229. * Creates a new EquiRectangularCubeTextureAssetTask object
  67230. * @param name defines the name of the task
  67231. * @param url defines the location of the file to load
  67232. * @param size defines the desired size (the more it increases the longer the generation will be)
  67233. * If the size is omitted this implies you are using a preprocessed cubemap.
  67234. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67235. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67236. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67237. * (default is true)
  67238. */
  67239. constructor(
  67240. /**
  67241. * Defines the name of the task
  67242. */
  67243. name: string,
  67244. /**
  67245. * Defines the location of the file to load
  67246. */
  67247. url: string,
  67248. /**
  67249. * Defines the desired size (the more it increases the longer the generation will be)
  67250. */
  67251. size: number,
  67252. /**
  67253. * Defines if mipmaps should not be generated (default is false)
  67254. */
  67255. noMipmap?: boolean,
  67256. /**
  67257. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67258. * but the standard material would require them in Gamma space) (default is true)
  67259. */
  67260. gammaSpace?: boolean);
  67261. /**
  67262. * Execute the current task
  67263. * @param scene defines the scene where you want your assets to be loaded
  67264. * @param onSuccess is a callback called when the task is successfully executed
  67265. * @param onError is a callback called if an error occurs
  67266. */
  67267. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67268. }
  67269. /**
  67270. * This class can be used to easily import assets into a scene
  67271. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67272. */
  67273. export class AssetsManager {
  67274. private _scene;
  67275. private _isLoading;
  67276. protected _tasks: AbstractAssetTask[];
  67277. protected _waitingTasksCount: number;
  67278. protected _totalTasksCount: number;
  67279. /**
  67280. * Callback called when all tasks are processed
  67281. */
  67282. onFinish: (tasks: AbstractAssetTask[]) => void;
  67283. /**
  67284. * Callback called when a task is successful
  67285. */
  67286. onTaskSuccess: (task: AbstractAssetTask) => void;
  67287. /**
  67288. * Callback called when a task had an error
  67289. */
  67290. onTaskError: (task: AbstractAssetTask) => void;
  67291. /**
  67292. * Callback called when a task is done (whatever the result is)
  67293. */
  67294. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67295. /**
  67296. * Observable called when all tasks are processed
  67297. */
  67298. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67299. /**
  67300. * Observable called when a task had an error
  67301. */
  67302. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67303. /**
  67304. * Observable called when all tasks were executed
  67305. */
  67306. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67307. /**
  67308. * Observable called when a task is done (whatever the result is)
  67309. */
  67310. onProgressObservable: Observable<IAssetsProgressEvent>;
  67311. /**
  67312. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67313. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67314. */
  67315. useDefaultLoadingScreen: boolean;
  67316. /**
  67317. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67318. * when all assets have been downloaded.
  67319. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67320. */
  67321. autoHideLoadingUI: boolean;
  67322. /**
  67323. * Creates a new AssetsManager
  67324. * @param scene defines the scene to work on
  67325. */
  67326. constructor(scene: Scene);
  67327. /**
  67328. * Add a MeshAssetTask to the list of active tasks
  67329. * @param taskName defines the name of the new task
  67330. * @param meshesNames defines the name of meshes to load
  67331. * @param rootUrl defines the root url to use to locate files
  67332. * @param sceneFilename defines the filename of the scene file
  67333. * @returns a new MeshAssetTask object
  67334. */
  67335. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67336. /**
  67337. * Add a TextFileAssetTask to the list of active tasks
  67338. * @param taskName defines the name of the new task
  67339. * @param url defines the url of the file to load
  67340. * @returns a new TextFileAssetTask object
  67341. */
  67342. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67343. /**
  67344. * Add a BinaryFileAssetTask to the list of active tasks
  67345. * @param taskName defines the name of the new task
  67346. * @param url defines the url of the file to load
  67347. * @returns a new BinaryFileAssetTask object
  67348. */
  67349. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67350. /**
  67351. * Add a ImageAssetTask to the list of active tasks
  67352. * @param taskName defines the name of the new task
  67353. * @param url defines the url of the file to load
  67354. * @returns a new ImageAssetTask object
  67355. */
  67356. addImageTask(taskName: string, url: string): ImageAssetTask;
  67357. /**
  67358. * Add a TextureAssetTask to the list of active tasks
  67359. * @param taskName defines the name of the new task
  67360. * @param url defines the url of the file to load
  67361. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67362. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67363. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67364. * @returns a new TextureAssetTask object
  67365. */
  67366. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67367. /**
  67368. * Add a CubeTextureAssetTask to the list of active tasks
  67369. * @param taskName defines the name of the new task
  67370. * @param url defines the url of the file to load
  67371. * @param extensions defines the extension to use to load the cube map (can be null)
  67372. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67373. * @param files defines the list of files to load (can be null)
  67374. * @returns a new CubeTextureAssetTask object
  67375. */
  67376. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67377. /**
  67378. *
  67379. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67380. * @param taskName defines the name of the new task
  67381. * @param url defines the url of the file to load
  67382. * @param size defines the size you want for the cubemap (can be null)
  67383. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67384. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67385. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67386. * @param reserved Internal use only
  67387. * @returns a new HDRCubeTextureAssetTask object
  67388. */
  67389. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67390. /**
  67391. *
  67392. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67393. * @param taskName defines the name of the new task
  67394. * @param url defines the url of the file to load
  67395. * @param size defines the size you want for the cubemap (can be null)
  67396. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67397. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67398. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67399. * @returns a new EquiRectangularCubeTextureAssetTask object
  67400. */
  67401. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67402. /**
  67403. * Remove a task from the assets manager.
  67404. * @param task the task to remove
  67405. */
  67406. removeTask(task: AbstractAssetTask): void;
  67407. private _decreaseWaitingTasksCount;
  67408. private _runTask;
  67409. /**
  67410. * Reset the AssetsManager and remove all tasks
  67411. * @return the current instance of the AssetsManager
  67412. */
  67413. reset(): AssetsManager;
  67414. /**
  67415. * Start the loading process
  67416. * @return the current instance of the AssetsManager
  67417. */
  67418. load(): AssetsManager;
  67419. /**
  67420. * Start the loading process as an async operation
  67421. * @return a promise returning the list of failed tasks
  67422. */
  67423. loadAsync(): Promise<void>;
  67424. }
  67425. }
  67426. declare module "babylonjs/Misc/deferred" {
  67427. /**
  67428. * Wrapper class for promise with external resolve and reject.
  67429. */
  67430. export class Deferred<T> {
  67431. /**
  67432. * The promise associated with this deferred object.
  67433. */
  67434. readonly promise: Promise<T>;
  67435. private _resolve;
  67436. private _reject;
  67437. /**
  67438. * The resolve method of the promise associated with this deferred object.
  67439. */
  67440. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67441. /**
  67442. * The reject method of the promise associated with this deferred object.
  67443. */
  67444. readonly reject: (reason?: any) => void;
  67445. /**
  67446. * Constructor for this deferred object.
  67447. */
  67448. constructor();
  67449. }
  67450. }
  67451. declare module "babylonjs/Misc/meshExploder" {
  67452. import { Mesh } from "babylonjs/Meshes/mesh";
  67453. /**
  67454. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67455. */
  67456. export class MeshExploder {
  67457. private _centerMesh;
  67458. private _meshes;
  67459. private _meshesOrigins;
  67460. private _toCenterVectors;
  67461. private _scaledDirection;
  67462. private _newPosition;
  67463. private _centerPosition;
  67464. /**
  67465. * Explodes meshes from a center mesh.
  67466. * @param meshes The meshes to explode.
  67467. * @param centerMesh The mesh to be center of explosion.
  67468. */
  67469. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67470. private _setCenterMesh;
  67471. /**
  67472. * Get class name
  67473. * @returns "MeshExploder"
  67474. */
  67475. getClassName(): string;
  67476. /**
  67477. * "Exploded meshes"
  67478. * @returns Array of meshes with the centerMesh at index 0.
  67479. */
  67480. getMeshes(): Array<Mesh>;
  67481. /**
  67482. * Explodes meshes giving a specific direction
  67483. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67484. */
  67485. explode(direction?: number): void;
  67486. }
  67487. }
  67488. declare module "babylonjs/Misc/filesInput" {
  67489. import { Engine } from "babylonjs/Engines/engine";
  67490. import { Scene } from "babylonjs/scene";
  67491. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67492. /**
  67493. * Class used to help managing file picking and drag'n'drop
  67494. */
  67495. export class FilesInput {
  67496. /**
  67497. * List of files ready to be loaded
  67498. */
  67499. static readonly FilesToLoad: {
  67500. [key: string]: File;
  67501. };
  67502. /**
  67503. * Callback called when a file is processed
  67504. */
  67505. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67506. private _engine;
  67507. private _currentScene;
  67508. private _sceneLoadedCallback;
  67509. private _progressCallback;
  67510. private _additionalRenderLoopLogicCallback;
  67511. private _textureLoadingCallback;
  67512. private _startingProcessingFilesCallback;
  67513. private _onReloadCallback;
  67514. private _errorCallback;
  67515. private _elementToMonitor;
  67516. private _sceneFileToLoad;
  67517. private _filesToLoad;
  67518. /**
  67519. * Creates a new FilesInput
  67520. * @param engine defines the rendering engine
  67521. * @param scene defines the hosting scene
  67522. * @param sceneLoadedCallback callback called when scene is loaded
  67523. * @param progressCallback callback called to track progress
  67524. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67525. * @param textureLoadingCallback callback called when a texture is loading
  67526. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67527. * @param onReloadCallback callback called when a reload is requested
  67528. * @param errorCallback callback call if an error occurs
  67529. */
  67530. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  67531. private _dragEnterHandler;
  67532. private _dragOverHandler;
  67533. private _dropHandler;
  67534. /**
  67535. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67536. * @param elementToMonitor defines the DOM element to track
  67537. */
  67538. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67539. /**
  67540. * Release all associated resources
  67541. */
  67542. dispose(): void;
  67543. private renderFunction;
  67544. private drag;
  67545. private drop;
  67546. private _traverseFolder;
  67547. private _processFiles;
  67548. /**
  67549. * Load files from a drop event
  67550. * @param event defines the drop event to use as source
  67551. */
  67552. loadFiles(event: any): void;
  67553. private _processReload;
  67554. /**
  67555. * Reload the current scene from the loaded files
  67556. */
  67557. reload(): void;
  67558. }
  67559. }
  67560. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67561. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67562. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67563. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67564. }
  67565. declare module "babylonjs/Misc/sceneOptimizer" {
  67566. import { Scene, IDisposable } from "babylonjs/scene";
  67567. import { Observable } from "babylonjs/Misc/observable";
  67568. /**
  67569. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67570. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67571. */
  67572. export class SceneOptimization {
  67573. /**
  67574. * Defines the priority of this optimization (0 by default which means first in the list)
  67575. */
  67576. priority: number;
  67577. /**
  67578. * Gets a string describing the action executed by the current optimization
  67579. * @returns description string
  67580. */
  67581. getDescription(): string;
  67582. /**
  67583. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67584. * @param scene defines the current scene where to apply this optimization
  67585. * @param optimizer defines the current optimizer
  67586. * @returns true if everything that can be done was applied
  67587. */
  67588. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67589. /**
  67590. * Creates the SceneOptimization object
  67591. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67592. * @param desc defines the description associated with the optimization
  67593. */
  67594. constructor(
  67595. /**
  67596. * Defines the priority of this optimization (0 by default which means first in the list)
  67597. */
  67598. priority?: number);
  67599. }
  67600. /**
  67601. * Defines an optimization used to reduce the size of render target textures
  67602. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67603. */
  67604. export class TextureOptimization extends SceneOptimization {
  67605. /**
  67606. * Defines the priority of this optimization (0 by default which means first in the list)
  67607. */
  67608. priority: number;
  67609. /**
  67610. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67611. */
  67612. maximumSize: number;
  67613. /**
  67614. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67615. */
  67616. step: number;
  67617. /**
  67618. * Gets a string describing the action executed by the current optimization
  67619. * @returns description string
  67620. */
  67621. getDescription(): string;
  67622. /**
  67623. * Creates the TextureOptimization object
  67624. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67625. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67626. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67627. */
  67628. constructor(
  67629. /**
  67630. * Defines the priority of this optimization (0 by default which means first in the list)
  67631. */
  67632. priority?: number,
  67633. /**
  67634. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67635. */
  67636. maximumSize?: number,
  67637. /**
  67638. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67639. */
  67640. step?: number);
  67641. /**
  67642. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67643. * @param scene defines the current scene where to apply this optimization
  67644. * @param optimizer defines the current optimizer
  67645. * @returns true if everything that can be done was applied
  67646. */
  67647. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67648. }
  67649. /**
  67650. * Defines an optimization used to increase or decrease the rendering resolution
  67651. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67652. */
  67653. export class HardwareScalingOptimization extends SceneOptimization {
  67654. /**
  67655. * Defines the priority of this optimization (0 by default which means first in the list)
  67656. */
  67657. priority: number;
  67658. /**
  67659. * Defines the maximum scale to use (2 by default)
  67660. */
  67661. maximumScale: number;
  67662. /**
  67663. * Defines the step to use between two passes (0.5 by default)
  67664. */
  67665. step: number;
  67666. private _currentScale;
  67667. private _directionOffset;
  67668. /**
  67669. * Gets a string describing the action executed by the current optimization
  67670. * @return description string
  67671. */
  67672. getDescription(): string;
  67673. /**
  67674. * Creates the HardwareScalingOptimization object
  67675. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67676. * @param maximumScale defines the maximum scale to use (2 by default)
  67677. * @param step defines the step to use between two passes (0.5 by default)
  67678. */
  67679. constructor(
  67680. /**
  67681. * Defines the priority of this optimization (0 by default which means first in the list)
  67682. */
  67683. priority?: number,
  67684. /**
  67685. * Defines the maximum scale to use (2 by default)
  67686. */
  67687. maximumScale?: number,
  67688. /**
  67689. * Defines the step to use between two passes (0.5 by default)
  67690. */
  67691. step?: number);
  67692. /**
  67693. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67694. * @param scene defines the current scene where to apply this optimization
  67695. * @param optimizer defines the current optimizer
  67696. * @returns true if everything that can be done was applied
  67697. */
  67698. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67699. }
  67700. /**
  67701. * Defines an optimization used to remove shadows
  67702. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67703. */
  67704. export class ShadowsOptimization extends SceneOptimization {
  67705. /**
  67706. * Gets a string describing the action executed by the current optimization
  67707. * @return description string
  67708. */
  67709. getDescription(): string;
  67710. /**
  67711. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67712. * @param scene defines the current scene where to apply this optimization
  67713. * @param optimizer defines the current optimizer
  67714. * @returns true if everything that can be done was applied
  67715. */
  67716. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67717. }
  67718. /**
  67719. * Defines an optimization used to turn post-processes off
  67720. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67721. */
  67722. export class PostProcessesOptimization extends SceneOptimization {
  67723. /**
  67724. * Gets a string describing the action executed by the current optimization
  67725. * @return description string
  67726. */
  67727. getDescription(): string;
  67728. /**
  67729. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67730. * @param scene defines the current scene where to apply this optimization
  67731. * @param optimizer defines the current optimizer
  67732. * @returns true if everything that can be done was applied
  67733. */
  67734. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67735. }
  67736. /**
  67737. * Defines an optimization used to turn lens flares off
  67738. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67739. */
  67740. export class LensFlaresOptimization extends SceneOptimization {
  67741. /**
  67742. * Gets a string describing the action executed by the current optimization
  67743. * @return description string
  67744. */
  67745. getDescription(): string;
  67746. /**
  67747. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67748. * @param scene defines the current scene where to apply this optimization
  67749. * @param optimizer defines the current optimizer
  67750. * @returns true if everything that can be done was applied
  67751. */
  67752. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67753. }
  67754. /**
  67755. * Defines an optimization based on user defined callback.
  67756. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67757. */
  67758. export class CustomOptimization extends SceneOptimization {
  67759. /**
  67760. * Callback called to apply the custom optimization.
  67761. */
  67762. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67763. /**
  67764. * Callback called to get custom description
  67765. */
  67766. onGetDescription: () => string;
  67767. /**
  67768. * Gets a string describing the action executed by the current optimization
  67769. * @returns description string
  67770. */
  67771. getDescription(): string;
  67772. /**
  67773. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67774. * @param scene defines the current scene where to apply this optimization
  67775. * @param optimizer defines the current optimizer
  67776. * @returns true if everything that can be done was applied
  67777. */
  67778. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67779. }
  67780. /**
  67781. * Defines an optimization used to turn particles off
  67782. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67783. */
  67784. export class ParticlesOptimization extends SceneOptimization {
  67785. /**
  67786. * Gets a string describing the action executed by the current optimization
  67787. * @return description string
  67788. */
  67789. getDescription(): string;
  67790. /**
  67791. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67792. * @param scene defines the current scene where to apply this optimization
  67793. * @param optimizer defines the current optimizer
  67794. * @returns true if everything that can be done was applied
  67795. */
  67796. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67797. }
  67798. /**
  67799. * Defines an optimization used to turn render targets off
  67800. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67801. */
  67802. export class RenderTargetsOptimization extends SceneOptimization {
  67803. /**
  67804. * Gets a string describing the action executed by the current optimization
  67805. * @return description string
  67806. */
  67807. getDescription(): string;
  67808. /**
  67809. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67810. * @param scene defines the current scene where to apply this optimization
  67811. * @param optimizer defines the current optimizer
  67812. * @returns true if everything that can be done was applied
  67813. */
  67814. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67815. }
  67816. /**
  67817. * Defines an optimization used to merge meshes with compatible materials
  67818. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67819. */
  67820. export class MergeMeshesOptimization extends SceneOptimization {
  67821. private static _UpdateSelectionTree;
  67822. /**
  67823. * Gets or sets a boolean which defines if optimization octree has to be updated
  67824. */
  67825. /**
  67826. * Gets or sets a boolean which defines if optimization octree has to be updated
  67827. */
  67828. static UpdateSelectionTree: boolean;
  67829. /**
  67830. * Gets a string describing the action executed by the current optimization
  67831. * @return description string
  67832. */
  67833. getDescription(): string;
  67834. private _canBeMerged;
  67835. /**
  67836. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67837. * @param scene defines the current scene where to apply this optimization
  67838. * @param optimizer defines the current optimizer
  67839. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67840. * @returns true if everything that can be done was applied
  67841. */
  67842. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67843. }
  67844. /**
  67845. * Defines a list of options used by SceneOptimizer
  67846. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67847. */
  67848. export class SceneOptimizerOptions {
  67849. /**
  67850. * Defines the target frame rate to reach (60 by default)
  67851. */
  67852. targetFrameRate: number;
  67853. /**
  67854. * Defines the interval between two checkes (2000ms by default)
  67855. */
  67856. trackerDuration: number;
  67857. /**
  67858. * Gets the list of optimizations to apply
  67859. */
  67860. optimizations: SceneOptimization[];
  67861. /**
  67862. * Creates a new list of options used by SceneOptimizer
  67863. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67864. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67865. */
  67866. constructor(
  67867. /**
  67868. * Defines the target frame rate to reach (60 by default)
  67869. */
  67870. targetFrameRate?: number,
  67871. /**
  67872. * Defines the interval between two checkes (2000ms by default)
  67873. */
  67874. trackerDuration?: number);
  67875. /**
  67876. * Add a new optimization
  67877. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67878. * @returns the current SceneOptimizerOptions
  67879. */
  67880. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67881. /**
  67882. * Add a new custom optimization
  67883. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67884. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67885. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67886. * @returns the current SceneOptimizerOptions
  67887. */
  67888. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67889. /**
  67890. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67891. * @param targetFrameRate defines the target frame rate (60 by default)
  67892. * @returns a SceneOptimizerOptions object
  67893. */
  67894. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67895. /**
  67896. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67897. * @param targetFrameRate defines the target frame rate (60 by default)
  67898. * @returns a SceneOptimizerOptions object
  67899. */
  67900. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67901. /**
  67902. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67903. * @param targetFrameRate defines the target frame rate (60 by default)
  67904. * @returns a SceneOptimizerOptions object
  67905. */
  67906. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67907. }
  67908. /**
  67909. * Class used to run optimizations in order to reach a target frame rate
  67910. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67911. */
  67912. export class SceneOptimizer implements IDisposable {
  67913. private _isRunning;
  67914. private _options;
  67915. private _scene;
  67916. private _currentPriorityLevel;
  67917. private _targetFrameRate;
  67918. private _trackerDuration;
  67919. private _currentFrameRate;
  67920. private _sceneDisposeObserver;
  67921. private _improvementMode;
  67922. /**
  67923. * Defines an observable called when the optimizer reaches the target frame rate
  67924. */
  67925. onSuccessObservable: Observable<SceneOptimizer>;
  67926. /**
  67927. * Defines an observable called when the optimizer enables an optimization
  67928. */
  67929. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67930. /**
  67931. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67932. */
  67933. onFailureObservable: Observable<SceneOptimizer>;
  67934. /**
  67935. * Gets a boolean indicating if the optimizer is in improvement mode
  67936. */
  67937. readonly isInImprovementMode: boolean;
  67938. /**
  67939. * Gets the current priority level (0 at start)
  67940. */
  67941. readonly currentPriorityLevel: number;
  67942. /**
  67943. * Gets the current frame rate checked by the SceneOptimizer
  67944. */
  67945. readonly currentFrameRate: number;
  67946. /**
  67947. * Gets or sets the current target frame rate (60 by default)
  67948. */
  67949. /**
  67950. * Gets or sets the current target frame rate (60 by default)
  67951. */
  67952. targetFrameRate: number;
  67953. /**
  67954. * Gets or sets the current interval between two checks (every 2000ms by default)
  67955. */
  67956. /**
  67957. * Gets or sets the current interval between two checks (every 2000ms by default)
  67958. */
  67959. trackerDuration: number;
  67960. /**
  67961. * Gets the list of active optimizations
  67962. */
  67963. readonly optimizations: SceneOptimization[];
  67964. /**
  67965. * Creates a new SceneOptimizer
  67966. * @param scene defines the scene to work on
  67967. * @param options defines the options to use with the SceneOptimizer
  67968. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67969. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  67970. */
  67971. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67972. /**
  67973. * Stops the current optimizer
  67974. */
  67975. stop(): void;
  67976. /**
  67977. * Reset the optimizer to initial step (current priority level = 0)
  67978. */
  67979. reset(): void;
  67980. /**
  67981. * Start the optimizer. By default it will try to reach a specific framerate
  67982. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67983. */
  67984. start(): void;
  67985. private _checkCurrentState;
  67986. /**
  67987. * Release all resources
  67988. */
  67989. dispose(): void;
  67990. /**
  67991. * Helper function to create a SceneOptimizer with one single line of code
  67992. * @param scene defines the scene to work on
  67993. * @param options defines the options to use with the SceneOptimizer
  67994. * @param onSuccess defines a callback to call on success
  67995. * @param onFailure defines a callback to call on failure
  67996. * @returns the new SceneOptimizer object
  67997. */
  67998. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67999. }
  68000. }
  68001. declare module "babylonjs/Misc/sceneSerializer" {
  68002. import { Scene } from "babylonjs/scene";
  68003. /**
  68004. * Class used to serialize a scene into a string
  68005. */
  68006. export class SceneSerializer {
  68007. /**
  68008. * Clear cache used by a previous serialization
  68009. */
  68010. static ClearCache(): void;
  68011. /**
  68012. * Serialize a scene into a JSON compatible object
  68013. * @param scene defines the scene to serialize
  68014. * @returns a JSON compatible object
  68015. */
  68016. static Serialize(scene: Scene): any;
  68017. /**
  68018. * Serialize a mesh into a JSON compatible object
  68019. * @param toSerialize defines the mesh to serialize
  68020. * @param withParents defines if parents must be serialized as well
  68021. * @param withChildren defines if children must be serialized as well
  68022. * @returns a JSON compatible object
  68023. */
  68024. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  68025. }
  68026. }
  68027. declare module "babylonjs/Misc/textureTools" {
  68028. import { Texture } from "babylonjs/Materials/Textures/texture";
  68029. /**
  68030. * Class used to host texture specific utilities
  68031. */
  68032. export class TextureTools {
  68033. /**
  68034. * Uses the GPU to create a copy texture rescaled at a given size
  68035. * @param texture Texture to copy from
  68036. * @param width defines the desired width
  68037. * @param height defines the desired height
  68038. * @param useBilinearMode defines if bilinear mode has to be used
  68039. * @return the generated texture
  68040. */
  68041. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  68042. }
  68043. }
  68044. declare module "babylonjs/Misc/videoRecorder" {
  68045. import { Nullable } from "babylonjs/types";
  68046. import { Engine } from "babylonjs/Engines/engine";
  68047. /**
  68048. * This represents the different options available for the video capture.
  68049. */
  68050. export interface VideoRecorderOptions {
  68051. /** Defines the mime type of the video. */
  68052. mimeType: string;
  68053. /** Defines the FPS the video should be recorded at. */
  68054. fps: number;
  68055. /** Defines the chunk size for the recording data. */
  68056. recordChunckSize: number;
  68057. /** The audio tracks to attach to the recording. */
  68058. audioTracks?: MediaStreamTrack[];
  68059. }
  68060. /**
  68061. * This can help with recording videos from BabylonJS.
  68062. * This is based on the available WebRTC functionalities of the browser.
  68063. *
  68064. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  68065. */
  68066. export class VideoRecorder {
  68067. private static readonly _defaultOptions;
  68068. /**
  68069. * Returns whether or not the VideoRecorder is available in your browser.
  68070. * @param engine Defines the Babylon Engine.
  68071. * @returns true if supported otherwise false.
  68072. */
  68073. static IsSupported(engine: Engine): boolean;
  68074. private readonly _options;
  68075. private _canvas;
  68076. private _mediaRecorder;
  68077. private _recordedChunks;
  68078. private _fileName;
  68079. private _resolve;
  68080. private _reject;
  68081. /**
  68082. * True when a recording is already in progress.
  68083. */
  68084. readonly isRecording: boolean;
  68085. /**
  68086. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  68087. * @param engine Defines the BabylonJS Engine you wish to record.
  68088. * @param options Defines options that can be used to customize the capture.
  68089. */
  68090. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  68091. /**
  68092. * Stops the current recording before the default capture timeout passed in the startRecording function.
  68093. */
  68094. stopRecording(): void;
  68095. /**
  68096. * Starts recording the canvas for a max duration specified in parameters.
  68097. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  68098. * If null no automatic download will start and you can rely on the promise to get the data back.
  68099. * @param maxDuration Defines the maximum recording time in seconds.
  68100. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  68101. * @return A promise callback at the end of the recording with the video data in Blob.
  68102. */
  68103. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  68104. /**
  68105. * Releases internal resources used during the recording.
  68106. */
  68107. dispose(): void;
  68108. private _handleDataAvailable;
  68109. private _handleError;
  68110. private _handleStop;
  68111. }
  68112. }
  68113. declare module "babylonjs/Misc/screenshotTools" {
  68114. import { Camera } from "babylonjs/Cameras/camera";
  68115. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  68116. import { Engine } from "babylonjs/Engines/engine";
  68117. /**
  68118. * Class containing a set of static utilities functions for screenshots
  68119. */
  68120. export class ScreenshotTools {
  68121. /**
  68122. * Captures a screenshot of the current rendering
  68123. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68124. * @param engine defines the rendering engine
  68125. * @param camera defines the source camera
  68126. * @param size This parameter can be set to a single number or to an object with the
  68127. * following (optional) properties: precision, width, height. If a single number is passed,
  68128. * it will be used for both width and height. If an object is passed, the screenshot size
  68129. * will be derived from the parameters. The precision property is a multiplier allowing
  68130. * rendering at a higher or lower resolution
  68131. * @param successCallback defines the callback receives a single parameter which contains the
  68132. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68133. * src parameter of an <img> to display it
  68134. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68135. * Check your browser for supported MIME types
  68136. */
  68137. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  68138. /**
  68139. * Captures a screenshot of the current rendering
  68140. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68141. * @param engine defines the rendering engine
  68142. * @param camera defines the source camera
  68143. * @param size This parameter can be set to a single number or to an object with the
  68144. * following (optional) properties: precision, width, height. If a single number is passed,
  68145. * it will be used for both width and height. If an object is passed, the screenshot size
  68146. * will be derived from the parameters. The precision property is a multiplier allowing
  68147. * rendering at a higher or lower resolution
  68148. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68149. * Check your browser for supported MIME types
  68150. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68151. * to the src parameter of an <img> to display it
  68152. */
  68153. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  68154. /**
  68155. * Generates an image screenshot from the specified camera.
  68156. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68157. * @param engine The engine to use for rendering
  68158. * @param camera The camera to use for rendering
  68159. * @param size This parameter can be set to a single number or to an object with the
  68160. * following (optional) properties: precision, width, height. If a single number is passed,
  68161. * it will be used for both width and height. If an object is passed, the screenshot size
  68162. * will be derived from the parameters. The precision property is a multiplier allowing
  68163. * rendering at a higher or lower resolution
  68164. * @param successCallback The callback receives a single parameter which contains the
  68165. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68166. * src parameter of an <img> to display it
  68167. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68168. * Check your browser for supported MIME types
  68169. * @param samples Texture samples (default: 1)
  68170. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68171. * @param fileName A name for for the downloaded file.
  68172. */
  68173. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  68174. /**
  68175. * Generates an image screenshot from the specified camera.
  68176. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68177. * @param engine The engine to use for rendering
  68178. * @param camera The camera to use for rendering
  68179. * @param size This parameter can be set to a single number or to an object with the
  68180. * following (optional) properties: precision, width, height. If a single number is passed,
  68181. * it will be used for both width and height. If an object is passed, the screenshot size
  68182. * will be derived from the parameters. The precision property is a multiplier allowing
  68183. * rendering at a higher or lower resolution
  68184. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68185. * Check your browser for supported MIME types
  68186. * @param samples Texture samples (default: 1)
  68187. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68188. * @param fileName A name for for the downloaded file.
  68189. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68190. * to the src parameter of an <img> to display it
  68191. */
  68192. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68193. /**
  68194. * Gets height and width for screenshot size
  68195. * @private
  68196. */
  68197. private static _getScreenshotSize;
  68198. }
  68199. }
  68200. declare module "babylonjs/Misc/dataReader" {
  68201. /**
  68202. * Interface for a data buffer
  68203. */
  68204. export interface IDataBuffer {
  68205. /**
  68206. * Reads bytes from the data buffer.
  68207. * @param byteOffset The byte offset to read
  68208. * @param byteLength The byte length to read
  68209. * @returns A promise that resolves when the bytes are read
  68210. */
  68211. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68212. /**
  68213. * The byte length of the buffer.
  68214. */
  68215. readonly byteLength: number;
  68216. }
  68217. /**
  68218. * Utility class for reading from a data buffer
  68219. */
  68220. export class DataReader {
  68221. /**
  68222. * The data buffer associated with this data reader.
  68223. */
  68224. readonly buffer: IDataBuffer;
  68225. /**
  68226. * The current byte offset from the beginning of the data buffer.
  68227. */
  68228. byteOffset: number;
  68229. private _dataView;
  68230. private _dataByteOffset;
  68231. /**
  68232. * Constructor
  68233. * @param buffer The buffer to read
  68234. */
  68235. constructor(buffer: IDataBuffer);
  68236. /**
  68237. * Loads the given byte length.
  68238. * @param byteLength The byte length to load
  68239. * @returns A promise that resolves when the load is complete
  68240. */
  68241. loadAsync(byteLength: number): Promise<void>;
  68242. /**
  68243. * Read a unsigned 32-bit integer from the currently loaded data range.
  68244. * @returns The 32-bit integer read
  68245. */
  68246. readUint32(): number;
  68247. /**
  68248. * Read a byte array from the currently loaded data range.
  68249. * @param byteLength The byte length to read
  68250. * @returns The byte array read
  68251. */
  68252. readUint8Array(byteLength: number): Uint8Array;
  68253. /**
  68254. * Read a string from the currently loaded data range.
  68255. * @param byteLength The byte length to read
  68256. * @returns The string read
  68257. */
  68258. readString(byteLength: number): string;
  68259. /**
  68260. * Skips the given byte length the currently loaded data range.
  68261. * @param byteLength The byte length to skip
  68262. */
  68263. skipBytes(byteLength: number): void;
  68264. }
  68265. }
  68266. declare module "babylonjs/Misc/index" {
  68267. export * from "babylonjs/Misc/andOrNotEvaluator";
  68268. export * from "babylonjs/Misc/assetsManager";
  68269. export * from "babylonjs/Misc/dds";
  68270. export * from "babylonjs/Misc/decorators";
  68271. export * from "babylonjs/Misc/deferred";
  68272. export * from "babylonjs/Misc/environmentTextureTools";
  68273. export * from "babylonjs/Misc/meshExploder";
  68274. export * from "babylonjs/Misc/filesInput";
  68275. export * from "babylonjs/Misc/HighDynamicRange/index";
  68276. export * from "babylonjs/Misc/khronosTextureContainer";
  68277. export * from "babylonjs/Misc/observable";
  68278. export * from "babylonjs/Misc/performanceMonitor";
  68279. export * from "babylonjs/Misc/promise";
  68280. export * from "babylonjs/Misc/sceneOptimizer";
  68281. export * from "babylonjs/Misc/sceneSerializer";
  68282. export * from "babylonjs/Misc/smartArray";
  68283. export * from "babylonjs/Misc/stringDictionary";
  68284. export * from "babylonjs/Misc/tags";
  68285. export * from "babylonjs/Misc/textureTools";
  68286. export * from "babylonjs/Misc/tga";
  68287. export * from "babylonjs/Misc/tools";
  68288. export * from "babylonjs/Misc/videoRecorder";
  68289. export * from "babylonjs/Misc/virtualJoystick";
  68290. export * from "babylonjs/Misc/workerPool";
  68291. export * from "babylonjs/Misc/logger";
  68292. export * from "babylonjs/Misc/typeStore";
  68293. export * from "babylonjs/Misc/filesInputStore";
  68294. export * from "babylonjs/Misc/deepCopier";
  68295. export * from "babylonjs/Misc/pivotTools";
  68296. export * from "babylonjs/Misc/precisionDate";
  68297. export * from "babylonjs/Misc/screenshotTools";
  68298. export * from "babylonjs/Misc/typeStore";
  68299. export * from "babylonjs/Misc/webRequest";
  68300. export * from "babylonjs/Misc/iInspectable";
  68301. export * from "babylonjs/Misc/brdfTextureTools";
  68302. export * from "babylonjs/Misc/rgbdTextureTools";
  68303. export * from "babylonjs/Misc/gradients";
  68304. export * from "babylonjs/Misc/perfCounter";
  68305. export * from "babylonjs/Misc/fileRequest";
  68306. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68307. export * from "babylonjs/Misc/retryStrategy";
  68308. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68309. export * from "babylonjs/Misc/canvasGenerator";
  68310. export * from "babylonjs/Misc/fileTools";
  68311. export * from "babylonjs/Misc/stringTools";
  68312. export * from "babylonjs/Misc/dataReader";
  68313. }
  68314. declare module "babylonjs/index" {
  68315. export * from "babylonjs/abstractScene";
  68316. export * from "babylonjs/Actions/index";
  68317. export * from "babylonjs/Animations/index";
  68318. export * from "babylonjs/assetContainer";
  68319. export * from "babylonjs/Audio/index";
  68320. export * from "babylonjs/Behaviors/index";
  68321. export * from "babylonjs/Bones/index";
  68322. export * from "babylonjs/Cameras/index";
  68323. export * from "babylonjs/Collisions/index";
  68324. export * from "babylonjs/Culling/index";
  68325. export * from "babylonjs/Debug/index";
  68326. export * from "babylonjs/Engines/index";
  68327. export * from "babylonjs/Events/index";
  68328. export * from "babylonjs/Gamepads/index";
  68329. export * from "babylonjs/Gizmos/index";
  68330. export * from "babylonjs/Helpers/index";
  68331. export * from "babylonjs/Instrumentation/index";
  68332. export * from "babylonjs/Layers/index";
  68333. export * from "babylonjs/LensFlares/index";
  68334. export * from "babylonjs/Lights/index";
  68335. export * from "babylonjs/Loading/index";
  68336. export * from "babylonjs/Materials/index";
  68337. export * from "babylonjs/Maths/index";
  68338. export * from "babylonjs/Meshes/index";
  68339. export * from "babylonjs/Morph/index";
  68340. export * from "babylonjs/Navigation/index";
  68341. export * from "babylonjs/node";
  68342. export * from "babylonjs/Offline/index";
  68343. export * from "babylonjs/Particles/index";
  68344. export * from "babylonjs/Physics/index";
  68345. export * from "babylonjs/PostProcesses/index";
  68346. export * from "babylonjs/Probes/index";
  68347. export * from "babylonjs/Rendering/index";
  68348. export * from "babylonjs/scene";
  68349. export * from "babylonjs/sceneComponent";
  68350. export * from "babylonjs/Sprites/index";
  68351. export * from "babylonjs/States/index";
  68352. export * from "babylonjs/Misc/index";
  68353. export * from "babylonjs/types";
  68354. }
  68355. declare module "babylonjs/Animations/pathCursor" {
  68356. import { Vector3 } from "babylonjs/Maths/math.vector";
  68357. import { Path2 } from "babylonjs/Maths/math.path";
  68358. /**
  68359. * A cursor which tracks a point on a path
  68360. */
  68361. export class PathCursor {
  68362. private path;
  68363. /**
  68364. * Stores path cursor callbacks for when an onchange event is triggered
  68365. */
  68366. private _onchange;
  68367. /**
  68368. * The value of the path cursor
  68369. */
  68370. value: number;
  68371. /**
  68372. * The animation array of the path cursor
  68373. */
  68374. animations: Animation[];
  68375. /**
  68376. * Initializes the path cursor
  68377. * @param path The path to track
  68378. */
  68379. constructor(path: Path2);
  68380. /**
  68381. * Gets the cursor point on the path
  68382. * @returns A point on the path cursor at the cursor location
  68383. */
  68384. getPoint(): Vector3;
  68385. /**
  68386. * Moves the cursor ahead by the step amount
  68387. * @param step The amount to move the cursor forward
  68388. * @returns This path cursor
  68389. */
  68390. moveAhead(step?: number): PathCursor;
  68391. /**
  68392. * Moves the cursor behind by the step amount
  68393. * @param step The amount to move the cursor back
  68394. * @returns This path cursor
  68395. */
  68396. moveBack(step?: number): PathCursor;
  68397. /**
  68398. * Moves the cursor by the step amount
  68399. * If the step amount is greater than one, an exception is thrown
  68400. * @param step The amount to move the cursor
  68401. * @returns This path cursor
  68402. */
  68403. move(step: number): PathCursor;
  68404. /**
  68405. * Ensures that the value is limited between zero and one
  68406. * @returns This path cursor
  68407. */
  68408. private ensureLimits;
  68409. /**
  68410. * Runs onchange callbacks on change (used by the animation engine)
  68411. * @returns This path cursor
  68412. */
  68413. private raiseOnChange;
  68414. /**
  68415. * Executes a function on change
  68416. * @param f A path cursor onchange callback
  68417. * @returns This path cursor
  68418. */
  68419. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68420. }
  68421. }
  68422. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68423. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68424. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68425. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68426. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68427. }
  68428. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68429. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68430. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68431. }
  68432. declare module "babylonjs/Engines/Processors/index" {
  68433. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68434. export * from "babylonjs/Engines/Processors/Expressions/index";
  68435. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68436. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68437. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68438. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68439. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68440. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68441. }
  68442. declare module "babylonjs/Legacy/legacy" {
  68443. import * as Babylon from "babylonjs/index";
  68444. export * from "babylonjs/index";
  68445. }
  68446. declare module "babylonjs/Shaders/blur.fragment" {
  68447. /** @hidden */
  68448. export var blurPixelShader: {
  68449. name: string;
  68450. shader: string;
  68451. };
  68452. }
  68453. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68454. /** @hidden */
  68455. export var pointCloudVertexDeclaration: {
  68456. name: string;
  68457. shader: string;
  68458. };
  68459. }
  68460. declare module "babylonjs" {
  68461. export * from "babylonjs/Legacy/legacy";
  68462. }
  68463. declare module BABYLON {
  68464. /** Alias type for value that can be null */
  68465. export type Nullable<T> = T | null;
  68466. /**
  68467. * Alias type for number that are floats
  68468. * @ignorenaming
  68469. */
  68470. export type float = number;
  68471. /**
  68472. * Alias type for number that are doubles.
  68473. * @ignorenaming
  68474. */
  68475. export type double = number;
  68476. /**
  68477. * Alias type for number that are integer
  68478. * @ignorenaming
  68479. */
  68480. export type int = number;
  68481. /** Alias type for number array or Float32Array */
  68482. export type FloatArray = number[] | Float32Array;
  68483. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68484. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68485. /**
  68486. * Alias for types that can be used by a Buffer or VertexBuffer.
  68487. */
  68488. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68489. /**
  68490. * Alias type for primitive types
  68491. * @ignorenaming
  68492. */
  68493. type Primitive = undefined | null | boolean | string | number | Function;
  68494. /**
  68495. * Type modifier to make all the properties of an object Readonly
  68496. */
  68497. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68498. /**
  68499. * Type modifier to make all the properties of an object Readonly recursively
  68500. */
  68501. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68502. /**
  68503. * Type modifier to make object properties readonly.
  68504. */
  68505. export type DeepImmutableObject<T> = {
  68506. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68507. };
  68508. /** @hidden */
  68509. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68510. }
  68511. }
  68512. declare module BABYLON {
  68513. /**
  68514. * A class serves as a medium between the observable and its observers
  68515. */
  68516. export class EventState {
  68517. /**
  68518. * Create a new EventState
  68519. * @param mask defines the mask associated with this state
  68520. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68521. * @param target defines the original target of the state
  68522. * @param currentTarget defines the current target of the state
  68523. */
  68524. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68525. /**
  68526. * Initialize the current event state
  68527. * @param mask defines the mask associated with this state
  68528. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68529. * @param target defines the original target of the state
  68530. * @param currentTarget defines the current target of the state
  68531. * @returns the current event state
  68532. */
  68533. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68534. /**
  68535. * An Observer can set this property to true to prevent subsequent observers of being notified
  68536. */
  68537. skipNextObservers: boolean;
  68538. /**
  68539. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68540. */
  68541. mask: number;
  68542. /**
  68543. * The object that originally notified the event
  68544. */
  68545. target?: any;
  68546. /**
  68547. * The current object in the bubbling phase
  68548. */
  68549. currentTarget?: any;
  68550. /**
  68551. * This will be populated with the return value of the last function that was executed.
  68552. * If it is the first function in the callback chain it will be the event data.
  68553. */
  68554. lastReturnValue?: any;
  68555. }
  68556. /**
  68557. * Represent an Observer registered to a given Observable object.
  68558. */
  68559. export class Observer<T> {
  68560. /**
  68561. * Defines the callback to call when the observer is notified
  68562. */
  68563. callback: (eventData: T, eventState: EventState) => void;
  68564. /**
  68565. * Defines the mask of the observer (used to filter notifications)
  68566. */
  68567. mask: number;
  68568. /**
  68569. * Defines the current scope used to restore the JS context
  68570. */
  68571. scope: any;
  68572. /** @hidden */
  68573. _willBeUnregistered: boolean;
  68574. /**
  68575. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68576. */
  68577. unregisterOnNextCall: boolean;
  68578. /**
  68579. * Creates a new observer
  68580. * @param callback defines the callback to call when the observer is notified
  68581. * @param mask defines the mask of the observer (used to filter notifications)
  68582. * @param scope defines the current scope used to restore the JS context
  68583. */
  68584. constructor(
  68585. /**
  68586. * Defines the callback to call when the observer is notified
  68587. */
  68588. callback: (eventData: T, eventState: EventState) => void,
  68589. /**
  68590. * Defines the mask of the observer (used to filter notifications)
  68591. */
  68592. mask: number,
  68593. /**
  68594. * Defines the current scope used to restore the JS context
  68595. */
  68596. scope?: any);
  68597. }
  68598. /**
  68599. * Represent a list of observers registered to multiple Observables object.
  68600. */
  68601. export class MultiObserver<T> {
  68602. private _observers;
  68603. private _observables;
  68604. /**
  68605. * Release associated resources
  68606. */
  68607. dispose(): void;
  68608. /**
  68609. * Raise a callback when one of the observable will notify
  68610. * @param observables defines a list of observables to watch
  68611. * @param callback defines the callback to call on notification
  68612. * @param mask defines the mask used to filter notifications
  68613. * @param scope defines the current scope used to restore the JS context
  68614. * @returns the new MultiObserver
  68615. */
  68616. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68617. }
  68618. /**
  68619. * The Observable class is a simple implementation of the Observable pattern.
  68620. *
  68621. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  68622. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68623. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  68624. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  68625. */
  68626. export class Observable<T> {
  68627. private _observers;
  68628. private _eventState;
  68629. private _onObserverAdded;
  68630. /**
  68631. * Gets the list of observers
  68632. */
  68633. readonly observers: Array<Observer<T>>;
  68634. /**
  68635. * Creates a new observable
  68636. * @param onObserverAdded defines a callback to call when a new observer is added
  68637. */
  68638. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68639. /**
  68640. * Create a new Observer with the specified callback
  68641. * @param callback the callback that will be executed for that Observer
  68642. * @param mask the mask used to filter observers
  68643. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  68644. * @param scope optional scope for the callback to be called from
  68645. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68646. * @returns the new observer created for the callback
  68647. */
  68648. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68649. /**
  68650. * Create a new Observer with the specified callback and unregisters after the next notification
  68651. * @param callback the callback that will be executed for that Observer
  68652. * @returns the new observer created for the callback
  68653. */
  68654. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68655. /**
  68656. * Remove an Observer from the Observable object
  68657. * @param observer the instance of the Observer to remove
  68658. * @returns false if it doesn't belong to this Observable
  68659. */
  68660. remove(observer: Nullable<Observer<T>>): boolean;
  68661. /**
  68662. * Remove a callback from the Observable object
  68663. * @param callback the callback to remove
  68664. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68665. * @returns false if it doesn't belong to this Observable
  68666. */
  68667. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68668. private _deferUnregister;
  68669. private _remove;
  68670. /**
  68671. * Moves the observable to the top of the observer list making it get called first when notified
  68672. * @param observer the observer to move
  68673. */
  68674. makeObserverTopPriority(observer: Observer<T>): void;
  68675. /**
  68676. * Moves the observable to the bottom of the observer list making it get called last when notified
  68677. * @param observer the observer to move
  68678. */
  68679. makeObserverBottomPriority(observer: Observer<T>): void;
  68680. /**
  68681. * Notify all Observers by calling their respective callback with the given data
  68682. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68683. * @param eventData defines the data to send to all observers
  68684. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68685. * @param target defines the original target of the state
  68686. * @param currentTarget defines the current target of the state
  68687. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68688. */
  68689. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68690. /**
  68691. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68692. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68693. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68694. * and it is crucial that all callbacks will be executed.
  68695. * The order of the callbacks is kept, callbacks are not executed parallel.
  68696. *
  68697. * @param eventData The data to be sent to each callback
  68698. * @param mask is used to filter observers defaults to -1
  68699. * @param target defines the callback target (see EventState)
  68700. * @param currentTarget defines he current object in the bubbling phase
  68701. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68702. */
  68703. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68704. /**
  68705. * Notify a specific observer
  68706. * @param observer defines the observer to notify
  68707. * @param eventData defines the data to be sent to each callback
  68708. * @param mask is used to filter observers defaults to -1
  68709. */
  68710. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68711. /**
  68712. * Gets a boolean indicating if the observable has at least one observer
  68713. * @returns true is the Observable has at least one Observer registered
  68714. */
  68715. hasObservers(): boolean;
  68716. /**
  68717. * Clear the list of observers
  68718. */
  68719. clear(): void;
  68720. /**
  68721. * Clone the current observable
  68722. * @returns a new observable
  68723. */
  68724. clone(): Observable<T>;
  68725. /**
  68726. * Does this observable handles observer registered with a given mask
  68727. * @param mask defines the mask to be tested
  68728. * @return whether or not one observer registered with the given mask is handeled
  68729. **/
  68730. hasSpecificMask(mask?: number): boolean;
  68731. }
  68732. }
  68733. declare module BABYLON {
  68734. /**
  68735. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68736. * Babylon.js
  68737. */
  68738. export class DomManagement {
  68739. /**
  68740. * Checks if the window object exists
  68741. * @returns true if the window object exists
  68742. */
  68743. static IsWindowObjectExist(): boolean;
  68744. /**
  68745. * Checks if the navigator object exists
  68746. * @returns true if the navigator object exists
  68747. */
  68748. static IsNavigatorAvailable(): boolean;
  68749. /**
  68750. * Extracts text content from a DOM element hierarchy
  68751. * @param element defines the root element
  68752. * @returns a string
  68753. */
  68754. static GetDOMTextContent(element: HTMLElement): string;
  68755. }
  68756. }
  68757. declare module BABYLON {
  68758. /**
  68759. * Logger used througouht the application to allow configuration of
  68760. * the log level required for the messages.
  68761. */
  68762. export class Logger {
  68763. /**
  68764. * No log
  68765. */
  68766. static readonly NoneLogLevel: number;
  68767. /**
  68768. * Only message logs
  68769. */
  68770. static readonly MessageLogLevel: number;
  68771. /**
  68772. * Only warning logs
  68773. */
  68774. static readonly WarningLogLevel: number;
  68775. /**
  68776. * Only error logs
  68777. */
  68778. static readonly ErrorLogLevel: number;
  68779. /**
  68780. * All logs
  68781. */
  68782. static readonly AllLogLevel: number;
  68783. private static _LogCache;
  68784. /**
  68785. * Gets a value indicating the number of loading errors
  68786. * @ignorenaming
  68787. */
  68788. static errorsCount: number;
  68789. /**
  68790. * Callback called when a new log is added
  68791. */
  68792. static OnNewCacheEntry: (entry: string) => void;
  68793. private static _AddLogEntry;
  68794. private static _FormatMessage;
  68795. private static _LogDisabled;
  68796. private static _LogEnabled;
  68797. private static _WarnDisabled;
  68798. private static _WarnEnabled;
  68799. private static _ErrorDisabled;
  68800. private static _ErrorEnabled;
  68801. /**
  68802. * Log a message to the console
  68803. */
  68804. static Log: (message: string) => void;
  68805. /**
  68806. * Write a warning message to the console
  68807. */
  68808. static Warn: (message: string) => void;
  68809. /**
  68810. * Write an error message to the console
  68811. */
  68812. static Error: (message: string) => void;
  68813. /**
  68814. * Gets current log cache (list of logs)
  68815. */
  68816. static readonly LogCache: string;
  68817. /**
  68818. * Clears the log cache
  68819. */
  68820. static ClearLogCache(): void;
  68821. /**
  68822. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68823. */
  68824. static LogLevels: number;
  68825. }
  68826. }
  68827. declare module BABYLON {
  68828. /** @hidden */
  68829. export class _TypeStore {
  68830. /** @hidden */
  68831. static RegisteredTypes: {
  68832. [key: string]: Object;
  68833. };
  68834. /** @hidden */
  68835. static GetClass(fqdn: string): any;
  68836. }
  68837. }
  68838. declare module BABYLON {
  68839. /**
  68840. * Helper to manipulate strings
  68841. */
  68842. export class StringTools {
  68843. /**
  68844. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68845. * @param str Source string
  68846. * @param suffix Suffix to search for in the source string
  68847. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68848. */
  68849. static EndsWith(str: string, suffix: string): boolean;
  68850. /**
  68851. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68852. * @param str Source string
  68853. * @param suffix Suffix to search for in the source string
  68854. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68855. */
  68856. static StartsWith(str: string, suffix: string): boolean;
  68857. /**
  68858. * Decodes a buffer into a string
  68859. * @param buffer The buffer to decode
  68860. * @returns The decoded string
  68861. */
  68862. static Decode(buffer: Uint8Array | Uint16Array): string;
  68863. /**
  68864. * Encode a buffer to a base64 string
  68865. * @param buffer defines the buffer to encode
  68866. * @returns the encoded string
  68867. */
  68868. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68869. }
  68870. }
  68871. declare module BABYLON {
  68872. /**
  68873. * Class containing a set of static utilities functions for deep copy.
  68874. */
  68875. export class DeepCopier {
  68876. /**
  68877. * Tries to copy an object by duplicating every property
  68878. * @param source defines the source object
  68879. * @param destination defines the target object
  68880. * @param doNotCopyList defines a list of properties to avoid
  68881. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68882. */
  68883. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68884. }
  68885. }
  68886. declare module BABYLON {
  68887. /**
  68888. * Class containing a set of static utilities functions for precision date
  68889. */
  68890. export class PrecisionDate {
  68891. /**
  68892. * Gets either window.performance.now() if supported or Date.now() else
  68893. */
  68894. static readonly Now: number;
  68895. }
  68896. }
  68897. declare module BABYLON {
  68898. /** @hidden */
  68899. export class _DevTools {
  68900. static WarnImport(name: string): string;
  68901. }
  68902. }
  68903. declare module BABYLON {
  68904. /**
  68905. * Interface used to define the mechanism to get data from the network
  68906. */
  68907. export interface IWebRequest {
  68908. /**
  68909. * Returns client's response url
  68910. */
  68911. responseURL: string;
  68912. /**
  68913. * Returns client's status
  68914. */
  68915. status: number;
  68916. /**
  68917. * Returns client's status as a text
  68918. */
  68919. statusText: string;
  68920. }
  68921. }
  68922. declare module BABYLON {
  68923. /**
  68924. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68925. */
  68926. export class WebRequest implements IWebRequest {
  68927. private _xhr;
  68928. /**
  68929. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68930. * i.e. when loading files, where the server/service expects an Authorization header
  68931. */
  68932. static CustomRequestHeaders: {
  68933. [key: string]: string;
  68934. };
  68935. /**
  68936. * Add callback functions in this array to update all the requests before they get sent to the network
  68937. */
  68938. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68939. private _injectCustomRequestHeaders;
  68940. /**
  68941. * Gets or sets a function to be called when loading progress changes
  68942. */
  68943. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68944. /**
  68945. * Returns client's state
  68946. */
  68947. readonly readyState: number;
  68948. /**
  68949. * Returns client's status
  68950. */
  68951. readonly status: number;
  68952. /**
  68953. * Returns client's status as a text
  68954. */
  68955. readonly statusText: string;
  68956. /**
  68957. * Returns client's response
  68958. */
  68959. readonly response: any;
  68960. /**
  68961. * Returns client's response url
  68962. */
  68963. readonly responseURL: string;
  68964. /**
  68965. * Returns client's response as text
  68966. */
  68967. readonly responseText: string;
  68968. /**
  68969. * Gets or sets the expected response type
  68970. */
  68971. responseType: XMLHttpRequestResponseType;
  68972. /** @hidden */
  68973. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68974. /** @hidden */
  68975. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68976. /**
  68977. * Cancels any network activity
  68978. */
  68979. abort(): void;
  68980. /**
  68981. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68982. * @param body defines an optional request body
  68983. */
  68984. send(body?: Document | BodyInit | null): void;
  68985. /**
  68986. * Sets the request method, request URL
  68987. * @param method defines the method to use (GET, POST, etc..)
  68988. * @param url defines the url to connect with
  68989. */
  68990. open(method: string, url: string): void;
  68991. /**
  68992. * Sets the value of a request header.
  68993. * @param name The name of the header whose value is to be set
  68994. * @param value The value to set as the body of the header
  68995. */
  68996. setRequestHeader(name: string, value: string): void;
  68997. /**
  68998. * Get the string containing the text of a particular header's value.
  68999. * @param name The name of the header
  69000. * @returns The string containing the text of the given header name
  69001. */
  69002. getResponseHeader(name: string): Nullable<string>;
  69003. }
  69004. }
  69005. declare module BABYLON {
  69006. /**
  69007. * File request interface
  69008. */
  69009. export interface IFileRequest {
  69010. /**
  69011. * Raised when the request is complete (success or error).
  69012. */
  69013. onCompleteObservable: Observable<IFileRequest>;
  69014. /**
  69015. * Aborts the request for a file.
  69016. */
  69017. abort: () => void;
  69018. }
  69019. }
  69020. declare module BABYLON {
  69021. /**
  69022. * Define options used to create a render target texture
  69023. */
  69024. export class RenderTargetCreationOptions {
  69025. /**
  69026. * Specifies is mipmaps must be generated
  69027. */
  69028. generateMipMaps?: boolean;
  69029. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69030. generateDepthBuffer?: boolean;
  69031. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69032. generateStencilBuffer?: boolean;
  69033. /** Defines texture type (int by default) */
  69034. type?: number;
  69035. /** Defines sampling mode (trilinear by default) */
  69036. samplingMode?: number;
  69037. /** Defines format (RGBA by default) */
  69038. format?: number;
  69039. }
  69040. }
  69041. declare module BABYLON {
  69042. /**
  69043. * @hidden
  69044. **/
  69045. export class _TimeToken {
  69046. _startTimeQuery: Nullable<WebGLQuery>;
  69047. _endTimeQuery: Nullable<WebGLQuery>;
  69048. _timeElapsedQuery: Nullable<WebGLQuery>;
  69049. _timeElapsedQueryEnded: boolean;
  69050. }
  69051. }
  69052. declare module BABYLON {
  69053. /** Defines the cross module used constants to avoid circular dependncies */
  69054. export class Constants {
  69055. /** Defines that alpha blending is disabled */
  69056. static readonly ALPHA_DISABLE: number;
  69057. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69058. static readonly ALPHA_ADD: number;
  69059. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69060. static readonly ALPHA_COMBINE: number;
  69061. /** Defines that alpha blending to DEST - SRC * DEST */
  69062. static readonly ALPHA_SUBTRACT: number;
  69063. /** Defines that alpha blending to SRC * DEST */
  69064. static readonly ALPHA_MULTIPLY: number;
  69065. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69066. static readonly ALPHA_MAXIMIZED: number;
  69067. /** Defines that alpha blending to SRC + DEST */
  69068. static readonly ALPHA_ONEONE: number;
  69069. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69070. static readonly ALPHA_PREMULTIPLIED: number;
  69071. /**
  69072. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69073. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69074. */
  69075. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69076. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69077. static readonly ALPHA_INTERPOLATE: number;
  69078. /**
  69079. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69080. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69081. */
  69082. static readonly ALPHA_SCREENMODE: number;
  69083. /**
  69084. * Defines that alpha blending to SRC + DST
  69085. * Alpha will be set to SRC ALPHA + DST ALPHA
  69086. */
  69087. static readonly ALPHA_ONEONE_ONEONE: number;
  69088. /**
  69089. * Defines that alpha blending to SRC * DST ALPHA + DST
  69090. * Alpha will be set to 0
  69091. */
  69092. static readonly ALPHA_ALPHATOCOLOR: number;
  69093. /**
  69094. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  69095. */
  69096. static readonly ALPHA_REVERSEONEMINUS: number;
  69097. /**
  69098. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  69099. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  69100. */
  69101. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  69102. /**
  69103. * Defines that alpha blending to SRC + DST
  69104. * Alpha will be set to SRC ALPHA
  69105. */
  69106. static readonly ALPHA_ONEONE_ONEZERO: number;
  69107. /** Defines that alpha blending equation a SUM */
  69108. static readonly ALPHA_EQUATION_ADD: number;
  69109. /** Defines that alpha blending equation a SUBSTRACTION */
  69110. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  69111. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  69112. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  69113. /** Defines that alpha blending equation a MAX operation */
  69114. static readonly ALPHA_EQUATION_MAX: number;
  69115. /** Defines that alpha blending equation a MIN operation */
  69116. static readonly ALPHA_EQUATION_MIN: number;
  69117. /**
  69118. * Defines that alpha blending equation a DARKEN operation:
  69119. * It takes the min of the src and sums the alpha channels.
  69120. */
  69121. static readonly ALPHA_EQUATION_DARKEN: number;
  69122. /** Defines that the ressource is not delayed*/
  69123. static readonly DELAYLOADSTATE_NONE: number;
  69124. /** Defines that the ressource was successfully delay loaded */
  69125. static readonly DELAYLOADSTATE_LOADED: number;
  69126. /** Defines that the ressource is currently delay loading */
  69127. static readonly DELAYLOADSTATE_LOADING: number;
  69128. /** Defines that the ressource is delayed and has not started loading */
  69129. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69130. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69131. static readonly NEVER: number;
  69132. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  69133. static readonly ALWAYS: number;
  69134. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69135. static readonly LESS: number;
  69136. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69137. static readonly EQUAL: number;
  69138. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  69139. static readonly LEQUAL: number;
  69140. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69141. static readonly GREATER: number;
  69142. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  69143. static readonly GEQUAL: number;
  69144. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  69145. static readonly NOTEQUAL: number;
  69146. /** Passed to stencilOperation to specify that stencil value must be kept */
  69147. static readonly KEEP: number;
  69148. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69149. static readonly REPLACE: number;
  69150. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69151. static readonly INCR: number;
  69152. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69153. static readonly DECR: number;
  69154. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69155. static readonly INVERT: number;
  69156. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69157. static readonly INCR_WRAP: number;
  69158. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69159. static readonly DECR_WRAP: number;
  69160. /** Texture is not repeating outside of 0..1 UVs */
  69161. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69162. /** Texture is repeating outside of 0..1 UVs */
  69163. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69164. /** Texture is repeating and mirrored */
  69165. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69166. /** ALPHA */
  69167. static readonly TEXTUREFORMAT_ALPHA: number;
  69168. /** LUMINANCE */
  69169. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69170. /** LUMINANCE_ALPHA */
  69171. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69172. /** RGB */
  69173. static readonly TEXTUREFORMAT_RGB: number;
  69174. /** RGBA */
  69175. static readonly TEXTUREFORMAT_RGBA: number;
  69176. /** RED */
  69177. static readonly TEXTUREFORMAT_RED: number;
  69178. /** RED (2nd reference) */
  69179. static readonly TEXTUREFORMAT_R: number;
  69180. /** RG */
  69181. static readonly TEXTUREFORMAT_RG: number;
  69182. /** RED_INTEGER */
  69183. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69184. /** RED_INTEGER (2nd reference) */
  69185. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69186. /** RG_INTEGER */
  69187. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69188. /** RGB_INTEGER */
  69189. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69190. /** RGBA_INTEGER */
  69191. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69192. /** UNSIGNED_BYTE */
  69193. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69194. /** UNSIGNED_BYTE (2nd reference) */
  69195. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69196. /** FLOAT */
  69197. static readonly TEXTURETYPE_FLOAT: number;
  69198. /** HALF_FLOAT */
  69199. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69200. /** BYTE */
  69201. static readonly TEXTURETYPE_BYTE: number;
  69202. /** SHORT */
  69203. static readonly TEXTURETYPE_SHORT: number;
  69204. /** UNSIGNED_SHORT */
  69205. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69206. /** INT */
  69207. static readonly TEXTURETYPE_INT: number;
  69208. /** UNSIGNED_INT */
  69209. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69210. /** UNSIGNED_SHORT_4_4_4_4 */
  69211. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69212. /** UNSIGNED_SHORT_5_5_5_1 */
  69213. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69214. /** UNSIGNED_SHORT_5_6_5 */
  69215. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69216. /** UNSIGNED_INT_2_10_10_10_REV */
  69217. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69218. /** UNSIGNED_INT_24_8 */
  69219. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69220. /** UNSIGNED_INT_10F_11F_11F_REV */
  69221. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69222. /** UNSIGNED_INT_5_9_9_9_REV */
  69223. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69224. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69225. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69226. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69227. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69228. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69229. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69230. /** Trilinear is mag = linear and min = linear and mip = linear */
  69231. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69232. /** nearest is mag = nearest and min = nearest and mip = linear */
  69233. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69234. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69235. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69236. /** Trilinear is mag = linear and min = linear and mip = linear */
  69237. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69238. /** mag = nearest and min = nearest and mip = nearest */
  69239. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69240. /** mag = nearest and min = linear and mip = nearest */
  69241. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69242. /** mag = nearest and min = linear and mip = linear */
  69243. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69244. /** mag = nearest and min = linear and mip = none */
  69245. static readonly TEXTURE_NEAREST_LINEAR: number;
  69246. /** mag = nearest and min = nearest and mip = none */
  69247. static readonly TEXTURE_NEAREST_NEAREST: number;
  69248. /** mag = linear and min = nearest and mip = nearest */
  69249. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69250. /** mag = linear and min = nearest and mip = linear */
  69251. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69252. /** mag = linear and min = linear and mip = none */
  69253. static readonly TEXTURE_LINEAR_LINEAR: number;
  69254. /** mag = linear and min = nearest and mip = none */
  69255. static readonly TEXTURE_LINEAR_NEAREST: number;
  69256. /** Explicit coordinates mode */
  69257. static readonly TEXTURE_EXPLICIT_MODE: number;
  69258. /** Spherical coordinates mode */
  69259. static readonly TEXTURE_SPHERICAL_MODE: number;
  69260. /** Planar coordinates mode */
  69261. static readonly TEXTURE_PLANAR_MODE: number;
  69262. /** Cubic coordinates mode */
  69263. static readonly TEXTURE_CUBIC_MODE: number;
  69264. /** Projection coordinates mode */
  69265. static readonly TEXTURE_PROJECTION_MODE: number;
  69266. /** Skybox coordinates mode */
  69267. static readonly TEXTURE_SKYBOX_MODE: number;
  69268. /** Inverse Cubic coordinates mode */
  69269. static readonly TEXTURE_INVCUBIC_MODE: number;
  69270. /** Equirectangular coordinates mode */
  69271. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69272. /** Equirectangular Fixed coordinates mode */
  69273. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69274. /** Equirectangular Fixed Mirrored coordinates mode */
  69275. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69276. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69277. static readonly SCALEMODE_FLOOR: number;
  69278. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69279. static readonly SCALEMODE_NEAREST: number;
  69280. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69281. static readonly SCALEMODE_CEILING: number;
  69282. /**
  69283. * The dirty texture flag value
  69284. */
  69285. static readonly MATERIAL_TextureDirtyFlag: number;
  69286. /**
  69287. * The dirty light flag value
  69288. */
  69289. static readonly MATERIAL_LightDirtyFlag: number;
  69290. /**
  69291. * The dirty fresnel flag value
  69292. */
  69293. static readonly MATERIAL_FresnelDirtyFlag: number;
  69294. /**
  69295. * The dirty attribute flag value
  69296. */
  69297. static readonly MATERIAL_AttributesDirtyFlag: number;
  69298. /**
  69299. * The dirty misc flag value
  69300. */
  69301. static readonly MATERIAL_MiscDirtyFlag: number;
  69302. /**
  69303. * The all dirty flag value
  69304. */
  69305. static readonly MATERIAL_AllDirtyFlag: number;
  69306. /**
  69307. * Returns the triangle fill mode
  69308. */
  69309. static readonly MATERIAL_TriangleFillMode: number;
  69310. /**
  69311. * Returns the wireframe mode
  69312. */
  69313. static readonly MATERIAL_WireFrameFillMode: number;
  69314. /**
  69315. * Returns the point fill mode
  69316. */
  69317. static readonly MATERIAL_PointFillMode: number;
  69318. /**
  69319. * Returns the point list draw mode
  69320. */
  69321. static readonly MATERIAL_PointListDrawMode: number;
  69322. /**
  69323. * Returns the line list draw mode
  69324. */
  69325. static readonly MATERIAL_LineListDrawMode: number;
  69326. /**
  69327. * Returns the line loop draw mode
  69328. */
  69329. static readonly MATERIAL_LineLoopDrawMode: number;
  69330. /**
  69331. * Returns the line strip draw mode
  69332. */
  69333. static readonly MATERIAL_LineStripDrawMode: number;
  69334. /**
  69335. * Returns the triangle strip draw mode
  69336. */
  69337. static readonly MATERIAL_TriangleStripDrawMode: number;
  69338. /**
  69339. * Returns the triangle fan draw mode
  69340. */
  69341. static readonly MATERIAL_TriangleFanDrawMode: number;
  69342. /**
  69343. * Stores the clock-wise side orientation
  69344. */
  69345. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69346. /**
  69347. * Stores the counter clock-wise side orientation
  69348. */
  69349. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69350. /**
  69351. * Nothing
  69352. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69353. */
  69354. static readonly ACTION_NothingTrigger: number;
  69355. /**
  69356. * On pick
  69357. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69358. */
  69359. static readonly ACTION_OnPickTrigger: number;
  69360. /**
  69361. * On left pick
  69362. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69363. */
  69364. static readonly ACTION_OnLeftPickTrigger: number;
  69365. /**
  69366. * On right pick
  69367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69368. */
  69369. static readonly ACTION_OnRightPickTrigger: number;
  69370. /**
  69371. * On center pick
  69372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69373. */
  69374. static readonly ACTION_OnCenterPickTrigger: number;
  69375. /**
  69376. * On pick down
  69377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69378. */
  69379. static readonly ACTION_OnPickDownTrigger: number;
  69380. /**
  69381. * On double pick
  69382. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69383. */
  69384. static readonly ACTION_OnDoublePickTrigger: number;
  69385. /**
  69386. * On pick up
  69387. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69388. */
  69389. static readonly ACTION_OnPickUpTrigger: number;
  69390. /**
  69391. * On pick out.
  69392. * This trigger will only be raised if you also declared a OnPickDown
  69393. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69394. */
  69395. static readonly ACTION_OnPickOutTrigger: number;
  69396. /**
  69397. * On long press
  69398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69399. */
  69400. static readonly ACTION_OnLongPressTrigger: number;
  69401. /**
  69402. * On pointer over
  69403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69404. */
  69405. static readonly ACTION_OnPointerOverTrigger: number;
  69406. /**
  69407. * On pointer out
  69408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69409. */
  69410. static readonly ACTION_OnPointerOutTrigger: number;
  69411. /**
  69412. * On every frame
  69413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69414. */
  69415. static readonly ACTION_OnEveryFrameTrigger: number;
  69416. /**
  69417. * On intersection enter
  69418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69419. */
  69420. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69421. /**
  69422. * On intersection exit
  69423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69424. */
  69425. static readonly ACTION_OnIntersectionExitTrigger: number;
  69426. /**
  69427. * On key down
  69428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69429. */
  69430. static readonly ACTION_OnKeyDownTrigger: number;
  69431. /**
  69432. * On key up
  69433. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69434. */
  69435. static readonly ACTION_OnKeyUpTrigger: number;
  69436. /**
  69437. * Billboard mode will only apply to Y axis
  69438. */
  69439. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69440. /**
  69441. * Billboard mode will apply to all axes
  69442. */
  69443. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69444. /**
  69445. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69446. */
  69447. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69448. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69449. * Test order :
  69450. * Is the bounding sphere outside the frustum ?
  69451. * If not, are the bounding box vertices outside the frustum ?
  69452. * It not, then the cullable object is in the frustum.
  69453. */
  69454. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69455. /** Culling strategy : Bounding Sphere Only.
  69456. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69457. * It's also less accurate than the standard because some not visible objects can still be selected.
  69458. * Test : is the bounding sphere outside the frustum ?
  69459. * If not, then the cullable object is in the frustum.
  69460. */
  69461. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69462. /** Culling strategy : Optimistic Inclusion.
  69463. * This in an inclusion test first, then the standard exclusion test.
  69464. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69465. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  69466. * Anyway, it's as accurate as the standard strategy.
  69467. * Test :
  69468. * Is the cullable object bounding sphere center in the frustum ?
  69469. * If not, apply the default culling strategy.
  69470. */
  69471. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69472. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69473. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69474. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69475. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  69476. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69477. * Test :
  69478. * Is the cullable object bounding sphere center in the frustum ?
  69479. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69480. */
  69481. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69482. /**
  69483. * No logging while loading
  69484. */
  69485. static readonly SCENELOADER_NO_LOGGING: number;
  69486. /**
  69487. * Minimal logging while loading
  69488. */
  69489. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69490. /**
  69491. * Summary logging while loading
  69492. */
  69493. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69494. /**
  69495. * Detailled logging while loading
  69496. */
  69497. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69498. }
  69499. }
  69500. declare module BABYLON {
  69501. /**
  69502. * This represents the required contract to create a new type of texture loader.
  69503. */
  69504. export interface IInternalTextureLoader {
  69505. /**
  69506. * Defines wether the loader supports cascade loading the different faces.
  69507. */
  69508. supportCascades: boolean;
  69509. /**
  69510. * This returns if the loader support the current file information.
  69511. * @param extension defines the file extension of the file being loaded
  69512. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69513. * @param fallback defines the fallback internal texture if any
  69514. * @param isBase64 defines whether the texture is encoded as a base64
  69515. * @param isBuffer defines whether the texture data are stored as a buffer
  69516. * @returns true if the loader can load the specified file
  69517. */
  69518. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69519. /**
  69520. * Transform the url before loading if required.
  69521. * @param rootUrl the url of the texture
  69522. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69523. * @returns the transformed texture
  69524. */
  69525. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69526. /**
  69527. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69528. * @param rootUrl the url of the texture
  69529. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69530. * @returns the fallback texture
  69531. */
  69532. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69533. /**
  69534. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69535. * @param data contains the texture data
  69536. * @param texture defines the BabylonJS internal texture
  69537. * @param createPolynomials will be true if polynomials have been requested
  69538. * @param onLoad defines the callback to trigger once the texture is ready
  69539. * @param onError defines the callback to trigger in case of error
  69540. */
  69541. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69542. /**
  69543. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69544. * @param data contains the texture data
  69545. * @param texture defines the BabylonJS internal texture
  69546. * @param callback defines the method to call once ready to upload
  69547. */
  69548. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69549. }
  69550. }
  69551. declare module BABYLON {
  69552. /**
  69553. * Class used to store and describe the pipeline context associated with an effect
  69554. */
  69555. export interface IPipelineContext {
  69556. /**
  69557. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69558. */
  69559. isAsync: boolean;
  69560. /**
  69561. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69562. */
  69563. isReady: boolean;
  69564. /** @hidden */
  69565. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69566. }
  69567. }
  69568. declare module BABYLON {
  69569. /**
  69570. * Class used to store gfx data (like WebGLBuffer)
  69571. */
  69572. export class DataBuffer {
  69573. /**
  69574. * Gets or sets the number of objects referencing this buffer
  69575. */
  69576. references: number;
  69577. /** Gets or sets the size of the underlying buffer */
  69578. capacity: number;
  69579. /**
  69580. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69581. */
  69582. is32Bits: boolean;
  69583. /**
  69584. * Gets the underlying buffer
  69585. */
  69586. readonly underlyingResource: any;
  69587. }
  69588. }
  69589. declare module BABYLON {
  69590. /** @hidden */
  69591. export interface IShaderProcessor {
  69592. attributeProcessor?: (attribute: string) => string;
  69593. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69594. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69595. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69596. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69597. lineProcessor?: (line: string, isFragment: boolean) => string;
  69598. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69599. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69600. }
  69601. }
  69602. declare module BABYLON {
  69603. /** @hidden */
  69604. export interface ProcessingOptions {
  69605. defines: string[];
  69606. indexParameters: any;
  69607. isFragment: boolean;
  69608. shouldUseHighPrecisionShader: boolean;
  69609. supportsUniformBuffers: boolean;
  69610. shadersRepository: string;
  69611. includesShadersStore: {
  69612. [key: string]: string;
  69613. };
  69614. processor?: IShaderProcessor;
  69615. version: string;
  69616. platformName: string;
  69617. lookForClosingBracketForUniformBuffer?: boolean;
  69618. }
  69619. }
  69620. declare module BABYLON {
  69621. /** @hidden */
  69622. export class ShaderCodeNode {
  69623. line: string;
  69624. children: ShaderCodeNode[];
  69625. additionalDefineKey?: string;
  69626. additionalDefineValue?: string;
  69627. isValid(preprocessors: {
  69628. [key: string]: string;
  69629. }): boolean;
  69630. process(preprocessors: {
  69631. [key: string]: string;
  69632. }, options: ProcessingOptions): string;
  69633. }
  69634. }
  69635. declare module BABYLON {
  69636. /** @hidden */
  69637. export class ShaderCodeCursor {
  69638. private _lines;
  69639. lineIndex: number;
  69640. readonly currentLine: string;
  69641. readonly canRead: boolean;
  69642. lines: string[];
  69643. }
  69644. }
  69645. declare module BABYLON {
  69646. /** @hidden */
  69647. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69648. process(preprocessors: {
  69649. [key: string]: string;
  69650. }, options: ProcessingOptions): string;
  69651. }
  69652. }
  69653. declare module BABYLON {
  69654. /** @hidden */
  69655. export class ShaderDefineExpression {
  69656. isTrue(preprocessors: {
  69657. [key: string]: string;
  69658. }): boolean;
  69659. }
  69660. }
  69661. declare module BABYLON {
  69662. /** @hidden */
  69663. export class ShaderCodeTestNode extends ShaderCodeNode {
  69664. testExpression: ShaderDefineExpression;
  69665. isValid(preprocessors: {
  69666. [key: string]: string;
  69667. }): boolean;
  69668. }
  69669. }
  69670. declare module BABYLON {
  69671. /** @hidden */
  69672. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69673. define: string;
  69674. not: boolean;
  69675. constructor(define: string, not?: boolean);
  69676. isTrue(preprocessors: {
  69677. [key: string]: string;
  69678. }): boolean;
  69679. }
  69680. }
  69681. declare module BABYLON {
  69682. /** @hidden */
  69683. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69684. leftOperand: ShaderDefineExpression;
  69685. rightOperand: ShaderDefineExpression;
  69686. isTrue(preprocessors: {
  69687. [key: string]: string;
  69688. }): boolean;
  69689. }
  69690. }
  69691. declare module BABYLON {
  69692. /** @hidden */
  69693. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69694. leftOperand: ShaderDefineExpression;
  69695. rightOperand: ShaderDefineExpression;
  69696. isTrue(preprocessors: {
  69697. [key: string]: string;
  69698. }): boolean;
  69699. }
  69700. }
  69701. declare module BABYLON {
  69702. /** @hidden */
  69703. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69704. define: string;
  69705. operand: string;
  69706. testValue: string;
  69707. constructor(define: string, operand: string, testValue: string);
  69708. isTrue(preprocessors: {
  69709. [key: string]: string;
  69710. }): boolean;
  69711. }
  69712. }
  69713. declare module BABYLON {
  69714. /**
  69715. * Class used to enable access to offline support
  69716. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69717. */
  69718. export interface IOfflineProvider {
  69719. /**
  69720. * Gets a boolean indicating if scene must be saved in the database
  69721. */
  69722. enableSceneOffline: boolean;
  69723. /**
  69724. * Gets a boolean indicating if textures must be saved in the database
  69725. */
  69726. enableTexturesOffline: boolean;
  69727. /**
  69728. * Open the offline support and make it available
  69729. * @param successCallback defines the callback to call on success
  69730. * @param errorCallback defines the callback to call on error
  69731. */
  69732. open(successCallback: () => void, errorCallback: () => void): void;
  69733. /**
  69734. * Loads an image from the offline support
  69735. * @param url defines the url to load from
  69736. * @param image defines the target DOM image
  69737. */
  69738. loadImage(url: string, image: HTMLImageElement): void;
  69739. /**
  69740. * Loads a file from offline support
  69741. * @param url defines the URL to load from
  69742. * @param sceneLoaded defines a callback to call on success
  69743. * @param progressCallBack defines a callback to call when progress changed
  69744. * @param errorCallback defines a callback to call on error
  69745. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69746. */
  69747. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69748. }
  69749. }
  69750. declare module BABYLON {
  69751. /**
  69752. * Class used to help managing file picking and drag'n'drop
  69753. * File Storage
  69754. */
  69755. export class FilesInputStore {
  69756. /**
  69757. * List of files ready to be loaded
  69758. */
  69759. static FilesToLoad: {
  69760. [key: string]: File;
  69761. };
  69762. }
  69763. }
  69764. declare module BABYLON {
  69765. /**
  69766. * Class used to define a retry strategy when error happens while loading assets
  69767. */
  69768. export class RetryStrategy {
  69769. /**
  69770. * Function used to defines an exponential back off strategy
  69771. * @param maxRetries defines the maximum number of retries (3 by default)
  69772. * @param baseInterval defines the interval between retries
  69773. * @returns the strategy function to use
  69774. */
  69775. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69776. }
  69777. }
  69778. declare module BABYLON {
  69779. /**
  69780. * @ignore
  69781. * Application error to support additional information when loading a file
  69782. */
  69783. export abstract class BaseError extends Error {
  69784. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69785. }
  69786. }
  69787. declare module BABYLON {
  69788. /** @ignore */
  69789. export class LoadFileError extends BaseError {
  69790. request?: WebRequest;
  69791. file?: File;
  69792. /**
  69793. * Creates a new LoadFileError
  69794. * @param message defines the message of the error
  69795. * @param request defines the optional web request
  69796. * @param file defines the optional file
  69797. */
  69798. constructor(message: string, object?: WebRequest | File);
  69799. }
  69800. /** @ignore */
  69801. export class RequestFileError extends BaseError {
  69802. request: WebRequest;
  69803. /**
  69804. * Creates a new LoadFileError
  69805. * @param message defines the message of the error
  69806. * @param request defines the optional web request
  69807. */
  69808. constructor(message: string, request: WebRequest);
  69809. }
  69810. /** @ignore */
  69811. export class ReadFileError extends BaseError {
  69812. file: File;
  69813. /**
  69814. * Creates a new ReadFileError
  69815. * @param message defines the message of the error
  69816. * @param file defines the optional file
  69817. */
  69818. constructor(message: string, file: File);
  69819. }
  69820. /**
  69821. * @hidden
  69822. */
  69823. export class FileTools {
  69824. /**
  69825. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69826. */
  69827. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69828. /**
  69829. * Gets or sets the base URL to use to load assets
  69830. */
  69831. static BaseUrl: string;
  69832. /**
  69833. * Default behaviour for cors in the application.
  69834. * It can be a string if the expected behavior is identical in the entire app.
  69835. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69836. */
  69837. static CorsBehavior: string | ((url: string | string[]) => string);
  69838. /**
  69839. * Gets or sets a function used to pre-process url before using them to load assets
  69840. */
  69841. static PreprocessUrl: (url: string) => string;
  69842. /**
  69843. * Removes unwanted characters from an url
  69844. * @param url defines the url to clean
  69845. * @returns the cleaned url
  69846. */
  69847. private static _CleanUrl;
  69848. /**
  69849. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69850. * @param url define the url we are trying
  69851. * @param element define the dom element where to configure the cors policy
  69852. */
  69853. static SetCorsBehavior(url: string | string[], element: {
  69854. crossOrigin: string | null;
  69855. }): void;
  69856. /**
  69857. * Loads an image as an HTMLImageElement.
  69858. * @param input url string, ArrayBuffer, or Blob to load
  69859. * @param onLoad callback called when the image successfully loads
  69860. * @param onError callback called when the image fails to load
  69861. * @param offlineProvider offline provider for caching
  69862. * @param mimeType optional mime type
  69863. * @returns the HTMLImageElement of the loaded image
  69864. */
  69865. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69866. /**
  69867. * Reads a file from a File object
  69868. * @param file defines the file to load
  69869. * @param onSuccess defines the callback to call when data is loaded
  69870. * @param onProgress defines the callback to call during loading process
  69871. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69872. * @param onError defines the callback to call when an error occurs
  69873. * @returns a file request object
  69874. */
  69875. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69876. /**
  69877. * Loads a file from a url
  69878. * @param url url to load
  69879. * @param onSuccess callback called when the file successfully loads
  69880. * @param onProgress callback called while file is loading (if the server supports this mode)
  69881. * @param offlineProvider defines the offline provider for caching
  69882. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69883. * @param onError callback called when the file fails to load
  69884. * @returns a file request object
  69885. */
  69886. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69887. /**
  69888. * Loads a file
  69889. * @param url url to load
  69890. * @param onSuccess callback called when the file successfully loads
  69891. * @param onProgress callback called while file is loading (if the server supports this mode)
  69892. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69893. * @param onError callback called when the file fails to load
  69894. * @param onOpened callback called when the web request is opened
  69895. * @returns a file request object
  69896. */
  69897. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69898. /**
  69899. * Checks if the loaded document was accessed via `file:`-Protocol.
  69900. * @returns boolean
  69901. */
  69902. static IsFileURL(): boolean;
  69903. }
  69904. }
  69905. declare module BABYLON {
  69906. /** @hidden */
  69907. export class ShaderProcessor {
  69908. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69909. private static _ProcessPrecision;
  69910. private static _ExtractOperation;
  69911. private static _BuildSubExpression;
  69912. private static _BuildExpression;
  69913. private static _MoveCursorWithinIf;
  69914. private static _MoveCursor;
  69915. private static _EvaluatePreProcessors;
  69916. private static _PreparePreProcessors;
  69917. private static _ProcessShaderConversion;
  69918. private static _ProcessIncludes;
  69919. }
  69920. }
  69921. declare module BABYLON {
  69922. /**
  69923. * @hidden
  69924. */
  69925. export interface IColor4Like {
  69926. r: float;
  69927. g: float;
  69928. b: float;
  69929. a: float;
  69930. }
  69931. /**
  69932. * @hidden
  69933. */
  69934. export interface IColor3Like {
  69935. r: float;
  69936. g: float;
  69937. b: float;
  69938. }
  69939. /**
  69940. * @hidden
  69941. */
  69942. export interface IVector4Like {
  69943. x: float;
  69944. y: float;
  69945. z: float;
  69946. w: float;
  69947. }
  69948. /**
  69949. * @hidden
  69950. */
  69951. export interface IVector3Like {
  69952. x: float;
  69953. y: float;
  69954. z: float;
  69955. }
  69956. /**
  69957. * @hidden
  69958. */
  69959. export interface IVector2Like {
  69960. x: float;
  69961. y: float;
  69962. }
  69963. /**
  69964. * @hidden
  69965. */
  69966. export interface IMatrixLike {
  69967. toArray(): DeepImmutable<Float32Array>;
  69968. updateFlag: int;
  69969. }
  69970. /**
  69971. * @hidden
  69972. */
  69973. export interface IViewportLike {
  69974. x: float;
  69975. y: float;
  69976. width: float;
  69977. height: float;
  69978. }
  69979. /**
  69980. * @hidden
  69981. */
  69982. export interface IPlaneLike {
  69983. normal: IVector3Like;
  69984. d: float;
  69985. normalize(): void;
  69986. }
  69987. }
  69988. declare module BABYLON {
  69989. /**
  69990. * Interface used to define common properties for effect fallbacks
  69991. */
  69992. export interface IEffectFallbacks {
  69993. /**
  69994. * Removes the defines that should be removed when falling back.
  69995. * @param currentDefines defines the current define statements for the shader.
  69996. * @param effect defines the current effect we try to compile
  69997. * @returns The resulting defines with defines of the current rank removed.
  69998. */
  69999. reduce(currentDefines: string, effect: Effect): string;
  70000. /**
  70001. * Removes the fallback from the bound mesh.
  70002. */
  70003. unBindMesh(): void;
  70004. /**
  70005. * Checks to see if more fallbacks are still availible.
  70006. */
  70007. hasMoreFallbacks: boolean;
  70008. }
  70009. }
  70010. declare module BABYLON {
  70011. /**
  70012. * Class used to evalaute queries containing `and` and `or` operators
  70013. */
  70014. export class AndOrNotEvaluator {
  70015. /**
  70016. * Evaluate a query
  70017. * @param query defines the query to evaluate
  70018. * @param evaluateCallback defines the callback used to filter result
  70019. * @returns true if the query matches
  70020. */
  70021. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70022. private static _HandleParenthesisContent;
  70023. private static _SimplifyNegation;
  70024. }
  70025. }
  70026. declare module BABYLON {
  70027. /**
  70028. * Class used to store custom tags
  70029. */
  70030. export class Tags {
  70031. /**
  70032. * Adds support for tags on the given object
  70033. * @param obj defines the object to use
  70034. */
  70035. static EnableFor(obj: any): void;
  70036. /**
  70037. * Removes tags support
  70038. * @param obj defines the object to use
  70039. */
  70040. static DisableFor(obj: any): void;
  70041. /**
  70042. * Gets a boolean indicating if the given object has tags
  70043. * @param obj defines the object to use
  70044. * @returns a boolean
  70045. */
  70046. static HasTags(obj: any): boolean;
  70047. /**
  70048. * Gets the tags available on a given object
  70049. * @param obj defines the object to use
  70050. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70051. * @returns the tags
  70052. */
  70053. static GetTags(obj: any, asString?: boolean): any;
  70054. /**
  70055. * Adds tags to an object
  70056. * @param obj defines the object to use
  70057. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70058. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70059. */
  70060. static AddTagsTo(obj: any, tagsString: string): void;
  70061. /**
  70062. * @hidden
  70063. */
  70064. static _AddTagTo(obj: any, tag: string): void;
  70065. /**
  70066. * Removes specific tags from a specific object
  70067. * @param obj defines the object to use
  70068. * @param tagsString defines the tags to remove
  70069. */
  70070. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70071. /**
  70072. * @hidden
  70073. */
  70074. static _RemoveTagFrom(obj: any, tag: string): void;
  70075. /**
  70076. * Defines if tags hosted on an object match a given query
  70077. * @param obj defines the object to use
  70078. * @param tagsQuery defines the tag query
  70079. * @returns a boolean
  70080. */
  70081. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70082. }
  70083. }
  70084. declare module BABYLON {
  70085. /**
  70086. * Scalar computation library
  70087. */
  70088. export class Scalar {
  70089. /**
  70090. * Two pi constants convenient for computation.
  70091. */
  70092. static TwoPi: number;
  70093. /**
  70094. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70095. * @param a number
  70096. * @param b number
  70097. * @param epsilon (default = 1.401298E-45)
  70098. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70099. */
  70100. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  70101. /**
  70102. * Returns a string : the upper case translation of the number i to hexadecimal.
  70103. * @param i number
  70104. * @returns the upper case translation of the number i to hexadecimal.
  70105. */
  70106. static ToHex(i: number): string;
  70107. /**
  70108. * Returns -1 if value is negative and +1 is value is positive.
  70109. * @param value the value
  70110. * @returns the value itself if it's equal to zero.
  70111. */
  70112. static Sign(value: number): number;
  70113. /**
  70114. * Returns the value itself if it's between min and max.
  70115. * Returns min if the value is lower than min.
  70116. * Returns max if the value is greater than max.
  70117. * @param value the value to clmap
  70118. * @param min the min value to clamp to (default: 0)
  70119. * @param max the max value to clamp to (default: 1)
  70120. * @returns the clamped value
  70121. */
  70122. static Clamp(value: number, min?: number, max?: number): number;
  70123. /**
  70124. * the log2 of value.
  70125. * @param value the value to compute log2 of
  70126. * @returns the log2 of value.
  70127. */
  70128. static Log2(value: number): number;
  70129. /**
  70130. * Loops the value, so that it is never larger than length and never smaller than 0.
  70131. *
  70132. * This is similar to the modulo operator but it works with floating point numbers.
  70133. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  70134. * With t = 5 and length = 2.5, the result would be 0.0.
  70135. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  70136. * @param value the value
  70137. * @param length the length
  70138. * @returns the looped value
  70139. */
  70140. static Repeat(value: number, length: number): number;
  70141. /**
  70142. * Normalize the value between 0.0 and 1.0 using min and max values
  70143. * @param value value to normalize
  70144. * @param min max to normalize between
  70145. * @param max min to normalize between
  70146. * @returns the normalized value
  70147. */
  70148. static Normalize(value: number, min: number, max: number): number;
  70149. /**
  70150. * Denormalize the value from 0.0 and 1.0 using min and max values
  70151. * @param normalized value to denormalize
  70152. * @param min max to denormalize between
  70153. * @param max min to denormalize between
  70154. * @returns the denormalized value
  70155. */
  70156. static Denormalize(normalized: number, min: number, max: number): number;
  70157. /**
  70158. * Calculates the shortest difference between two given angles given in degrees.
  70159. * @param current current angle in degrees
  70160. * @param target target angle in degrees
  70161. * @returns the delta
  70162. */
  70163. static DeltaAngle(current: number, target: number): number;
  70164. /**
  70165. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  70166. * @param tx value
  70167. * @param length length
  70168. * @returns The returned value will move back and forth between 0 and length
  70169. */
  70170. static PingPong(tx: number, length: number): number;
  70171. /**
  70172. * Interpolates between min and max with smoothing at the limits.
  70173. *
  70174. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  70175. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  70176. * @param from from
  70177. * @param to to
  70178. * @param tx value
  70179. * @returns the smooth stepped value
  70180. */
  70181. static SmoothStep(from: number, to: number, tx: number): number;
  70182. /**
  70183. * Moves a value current towards target.
  70184. *
  70185. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  70186. * Negative values of maxDelta pushes the value away from target.
  70187. * @param current current value
  70188. * @param target target value
  70189. * @param maxDelta max distance to move
  70190. * @returns resulting value
  70191. */
  70192. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70193. /**
  70194. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70195. *
  70196. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70197. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70198. * @param current current value
  70199. * @param target target value
  70200. * @param maxDelta max distance to move
  70201. * @returns resulting angle
  70202. */
  70203. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70204. /**
  70205. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70206. * @param start start value
  70207. * @param end target value
  70208. * @param amount amount to lerp between
  70209. * @returns the lerped value
  70210. */
  70211. static Lerp(start: number, end: number, amount: number): number;
  70212. /**
  70213. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70214. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70215. * @param start start value
  70216. * @param end target value
  70217. * @param amount amount to lerp between
  70218. * @returns the lerped value
  70219. */
  70220. static LerpAngle(start: number, end: number, amount: number): number;
  70221. /**
  70222. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70223. * @param a start value
  70224. * @param b target value
  70225. * @param value value between a and b
  70226. * @returns the inverseLerp value
  70227. */
  70228. static InverseLerp(a: number, b: number, value: number): number;
  70229. /**
  70230. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70231. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70232. * @param value1 spline value
  70233. * @param tangent1 spline value
  70234. * @param value2 spline value
  70235. * @param tangent2 spline value
  70236. * @param amount input value
  70237. * @returns hermite result
  70238. */
  70239. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70240. /**
  70241. * Returns a random float number between and min and max values
  70242. * @param min min value of random
  70243. * @param max max value of random
  70244. * @returns random value
  70245. */
  70246. static RandomRange(min: number, max: number): number;
  70247. /**
  70248. * This function returns percentage of a number in a given range.
  70249. *
  70250. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70251. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70252. * @param number to convert to percentage
  70253. * @param min min range
  70254. * @param max max range
  70255. * @returns the percentage
  70256. */
  70257. static RangeToPercent(number: number, min: number, max: number): number;
  70258. /**
  70259. * This function returns number that corresponds to the percentage in a given range.
  70260. *
  70261. * PercentToRange(0.34,0,100) will return 34.
  70262. * @param percent to convert to number
  70263. * @param min min range
  70264. * @param max max range
  70265. * @returns the number
  70266. */
  70267. static PercentToRange(percent: number, min: number, max: number): number;
  70268. /**
  70269. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70270. * @param angle The angle to normalize in radian.
  70271. * @return The converted angle.
  70272. */
  70273. static NormalizeRadians(angle: number): number;
  70274. }
  70275. }
  70276. declare module BABYLON {
  70277. /**
  70278. * Constant used to convert a value to gamma space
  70279. * @ignorenaming
  70280. */
  70281. export const ToGammaSpace: number;
  70282. /**
  70283. * Constant used to convert a value to linear space
  70284. * @ignorenaming
  70285. */
  70286. export const ToLinearSpace = 2.2;
  70287. /**
  70288. * Constant used to define the minimal number value in Babylon.js
  70289. * @ignorenaming
  70290. */
  70291. let Epsilon: number;
  70292. }
  70293. declare module BABYLON {
  70294. /**
  70295. * Class used to represent a viewport on screen
  70296. */
  70297. export class Viewport {
  70298. /** viewport left coordinate */
  70299. x: number;
  70300. /** viewport top coordinate */
  70301. y: number;
  70302. /**viewport width */
  70303. width: number;
  70304. /** viewport height */
  70305. height: number;
  70306. /**
  70307. * Creates a Viewport object located at (x, y) and sized (width, height)
  70308. * @param x defines viewport left coordinate
  70309. * @param y defines viewport top coordinate
  70310. * @param width defines the viewport width
  70311. * @param height defines the viewport height
  70312. */
  70313. constructor(
  70314. /** viewport left coordinate */
  70315. x: number,
  70316. /** viewport top coordinate */
  70317. y: number,
  70318. /**viewport width */
  70319. width: number,
  70320. /** viewport height */
  70321. height: number);
  70322. /**
  70323. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70324. * @param renderWidth defines the rendering width
  70325. * @param renderHeight defines the rendering height
  70326. * @returns a new Viewport
  70327. */
  70328. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70329. /**
  70330. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70331. * @param renderWidth defines the rendering width
  70332. * @param renderHeight defines the rendering height
  70333. * @param ref defines the target viewport
  70334. * @returns the current viewport
  70335. */
  70336. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70337. /**
  70338. * Returns a new Viewport copied from the current one
  70339. * @returns a new Viewport
  70340. */
  70341. clone(): Viewport;
  70342. }
  70343. }
  70344. declare module BABYLON {
  70345. /**
  70346. * Class containing a set of static utilities functions for arrays.
  70347. */
  70348. export class ArrayTools {
  70349. /**
  70350. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70351. * @param size the number of element to construct and put in the array
  70352. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70353. * @returns a new array filled with new objects
  70354. */
  70355. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70356. }
  70357. }
  70358. declare module BABYLON {
  70359. /**
  70360. * Class representing a vector containing 2 coordinates
  70361. */
  70362. export class Vector2 {
  70363. /** defines the first coordinate */
  70364. x: number;
  70365. /** defines the second coordinate */
  70366. y: number;
  70367. /**
  70368. * Creates a new Vector2 from the given x and y coordinates
  70369. * @param x defines the first coordinate
  70370. * @param y defines the second coordinate
  70371. */
  70372. constructor(
  70373. /** defines the first coordinate */
  70374. x?: number,
  70375. /** defines the second coordinate */
  70376. y?: number);
  70377. /**
  70378. * Gets a string with the Vector2 coordinates
  70379. * @returns a string with the Vector2 coordinates
  70380. */
  70381. toString(): string;
  70382. /**
  70383. * Gets class name
  70384. * @returns the string "Vector2"
  70385. */
  70386. getClassName(): string;
  70387. /**
  70388. * Gets current vector hash code
  70389. * @returns the Vector2 hash code as a number
  70390. */
  70391. getHashCode(): number;
  70392. /**
  70393. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70394. * @param array defines the source array
  70395. * @param index defines the offset in source array
  70396. * @returns the current Vector2
  70397. */
  70398. toArray(array: FloatArray, index?: number): Vector2;
  70399. /**
  70400. * Copy the current vector to an array
  70401. * @returns a new array with 2 elements: the Vector2 coordinates.
  70402. */
  70403. asArray(): number[];
  70404. /**
  70405. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70406. * @param source defines the source Vector2
  70407. * @returns the current updated Vector2
  70408. */
  70409. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70410. /**
  70411. * Sets the Vector2 coordinates with the given floats
  70412. * @param x defines the first coordinate
  70413. * @param y defines the second coordinate
  70414. * @returns the current updated Vector2
  70415. */
  70416. copyFromFloats(x: number, y: number): Vector2;
  70417. /**
  70418. * Sets the Vector2 coordinates with the given floats
  70419. * @param x defines the first coordinate
  70420. * @param y defines the second coordinate
  70421. * @returns the current updated Vector2
  70422. */
  70423. set(x: number, y: number): Vector2;
  70424. /**
  70425. * Add another vector with the current one
  70426. * @param otherVector defines the other vector
  70427. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70428. */
  70429. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70430. /**
  70431. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70432. * @param otherVector defines the other vector
  70433. * @param result defines the target vector
  70434. * @returns the unmodified current Vector2
  70435. */
  70436. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70437. /**
  70438. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70439. * @param otherVector defines the other vector
  70440. * @returns the current updated Vector2
  70441. */
  70442. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70443. /**
  70444. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70445. * @param otherVector defines the other vector
  70446. * @returns a new Vector2
  70447. */
  70448. addVector3(otherVector: Vector3): Vector2;
  70449. /**
  70450. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70451. * @param otherVector defines the other vector
  70452. * @returns a new Vector2
  70453. */
  70454. subtract(otherVector: Vector2): Vector2;
  70455. /**
  70456. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70457. * @param otherVector defines the other vector
  70458. * @param result defines the target vector
  70459. * @returns the unmodified current Vector2
  70460. */
  70461. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70462. /**
  70463. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70464. * @param otherVector defines the other vector
  70465. * @returns the current updated Vector2
  70466. */
  70467. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70468. /**
  70469. * Multiplies in place the current Vector2 coordinates by the given ones
  70470. * @param otherVector defines the other vector
  70471. * @returns the current updated Vector2
  70472. */
  70473. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70474. /**
  70475. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70476. * @param otherVector defines the other vector
  70477. * @returns a new Vector2
  70478. */
  70479. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70480. /**
  70481. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70482. * @param otherVector defines the other vector
  70483. * @param result defines the target vector
  70484. * @returns the unmodified current Vector2
  70485. */
  70486. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70487. /**
  70488. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70489. * @param x defines the first coordinate
  70490. * @param y defines the second coordinate
  70491. * @returns a new Vector2
  70492. */
  70493. multiplyByFloats(x: number, y: number): Vector2;
  70494. /**
  70495. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70496. * @param otherVector defines the other vector
  70497. * @returns a new Vector2
  70498. */
  70499. divide(otherVector: Vector2): Vector2;
  70500. /**
  70501. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70502. * @param otherVector defines the other vector
  70503. * @param result defines the target vector
  70504. * @returns the unmodified current Vector2
  70505. */
  70506. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70507. /**
  70508. * Divides the current Vector2 coordinates by the given ones
  70509. * @param otherVector defines the other vector
  70510. * @returns the current updated Vector2
  70511. */
  70512. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70513. /**
  70514. * Gets a new Vector2 with current Vector2 negated coordinates
  70515. * @returns a new Vector2
  70516. */
  70517. negate(): Vector2;
  70518. /**
  70519. * Multiply the Vector2 coordinates by scale
  70520. * @param scale defines the scaling factor
  70521. * @returns the current updated Vector2
  70522. */
  70523. scaleInPlace(scale: number): Vector2;
  70524. /**
  70525. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70526. * @param scale defines the scaling factor
  70527. * @returns a new Vector2
  70528. */
  70529. scale(scale: number): Vector2;
  70530. /**
  70531. * Scale the current Vector2 values by a factor to a given Vector2
  70532. * @param scale defines the scale factor
  70533. * @param result defines the Vector2 object where to store the result
  70534. * @returns the unmodified current Vector2
  70535. */
  70536. scaleToRef(scale: number, result: Vector2): Vector2;
  70537. /**
  70538. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70539. * @param scale defines the scale factor
  70540. * @param result defines the Vector2 object where to store the result
  70541. * @returns the unmodified current Vector2
  70542. */
  70543. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70544. /**
  70545. * Gets a boolean if two vectors are equals
  70546. * @param otherVector defines the other vector
  70547. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70548. */
  70549. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70550. /**
  70551. * Gets a boolean if two vectors are equals (using an epsilon value)
  70552. * @param otherVector defines the other vector
  70553. * @param epsilon defines the minimal distance to consider equality
  70554. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70555. */
  70556. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70557. /**
  70558. * Gets a new Vector2 from current Vector2 floored values
  70559. * @returns a new Vector2
  70560. */
  70561. floor(): Vector2;
  70562. /**
  70563. * Gets a new Vector2 from current Vector2 floored values
  70564. * @returns a new Vector2
  70565. */
  70566. fract(): Vector2;
  70567. /**
  70568. * Gets the length of the vector
  70569. * @returns the vector length (float)
  70570. */
  70571. length(): number;
  70572. /**
  70573. * Gets the vector squared length
  70574. * @returns the vector squared length (float)
  70575. */
  70576. lengthSquared(): number;
  70577. /**
  70578. * Normalize the vector
  70579. * @returns the current updated Vector2
  70580. */
  70581. normalize(): Vector2;
  70582. /**
  70583. * Gets a new Vector2 copied from the Vector2
  70584. * @returns a new Vector2
  70585. */
  70586. clone(): Vector2;
  70587. /**
  70588. * Gets a new Vector2(0, 0)
  70589. * @returns a new Vector2
  70590. */
  70591. static Zero(): Vector2;
  70592. /**
  70593. * Gets a new Vector2(1, 1)
  70594. * @returns a new Vector2
  70595. */
  70596. static One(): Vector2;
  70597. /**
  70598. * Gets a new Vector2 set from the given index element of the given array
  70599. * @param array defines the data source
  70600. * @param offset defines the offset in the data source
  70601. * @returns a new Vector2
  70602. */
  70603. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70604. /**
  70605. * Sets "result" from the given index element of the given array
  70606. * @param array defines the data source
  70607. * @param offset defines the offset in the data source
  70608. * @param result defines the target vector
  70609. */
  70610. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70611. /**
  70612. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70613. * @param value1 defines 1st point of control
  70614. * @param value2 defines 2nd point of control
  70615. * @param value3 defines 3rd point of control
  70616. * @param value4 defines 4th point of control
  70617. * @param amount defines the interpolation factor
  70618. * @returns a new Vector2
  70619. */
  70620. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70621. /**
  70622. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  70623. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70624. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70625. * @param value defines the value to clamp
  70626. * @param min defines the lower limit
  70627. * @param max defines the upper limit
  70628. * @returns a new Vector2
  70629. */
  70630. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70631. /**
  70632. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70633. * @param value1 defines the 1st control point
  70634. * @param tangent1 defines the outgoing tangent
  70635. * @param value2 defines the 2nd control point
  70636. * @param tangent2 defines the incoming tangent
  70637. * @param amount defines the interpolation factor
  70638. * @returns a new Vector2
  70639. */
  70640. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70641. /**
  70642. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70643. * @param start defines the start vector
  70644. * @param end defines the end vector
  70645. * @param amount defines the interpolation factor
  70646. * @returns a new Vector2
  70647. */
  70648. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70649. /**
  70650. * Gets the dot product of the vector "left" and the vector "right"
  70651. * @param left defines first vector
  70652. * @param right defines second vector
  70653. * @returns the dot product (float)
  70654. */
  70655. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70656. /**
  70657. * Returns a new Vector2 equal to the normalized given vector
  70658. * @param vector defines the vector to normalize
  70659. * @returns a new Vector2
  70660. */
  70661. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70662. /**
  70663. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70664. * @param left defines 1st vector
  70665. * @param right defines 2nd vector
  70666. * @returns a new Vector2
  70667. */
  70668. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70669. /**
  70670. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70671. * @param left defines 1st vector
  70672. * @param right defines 2nd vector
  70673. * @returns a new Vector2
  70674. */
  70675. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70676. /**
  70677. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70678. * @param vector defines the vector to transform
  70679. * @param transformation defines the matrix to apply
  70680. * @returns a new Vector2
  70681. */
  70682. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70683. /**
  70684. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70685. * @param vector defines the vector to transform
  70686. * @param transformation defines the matrix to apply
  70687. * @param result defines the target vector
  70688. */
  70689. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70690. /**
  70691. * Determines if a given vector is included in a triangle
  70692. * @param p defines the vector to test
  70693. * @param p0 defines 1st triangle point
  70694. * @param p1 defines 2nd triangle point
  70695. * @param p2 defines 3rd triangle point
  70696. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70697. */
  70698. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70699. /**
  70700. * Gets the distance between the vectors "value1" and "value2"
  70701. * @param value1 defines first vector
  70702. * @param value2 defines second vector
  70703. * @returns the distance between vectors
  70704. */
  70705. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70706. /**
  70707. * Returns the squared distance between the vectors "value1" and "value2"
  70708. * @param value1 defines first vector
  70709. * @param value2 defines second vector
  70710. * @returns the squared distance between vectors
  70711. */
  70712. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70713. /**
  70714. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70715. * @param value1 defines first vector
  70716. * @param value2 defines second vector
  70717. * @returns a new Vector2
  70718. */
  70719. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70720. /**
  70721. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70722. * @param p defines the middle point
  70723. * @param segA defines one point of the segment
  70724. * @param segB defines the other point of the segment
  70725. * @returns the shortest distance
  70726. */
  70727. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70728. }
  70729. /**
  70730. * Classed used to store (x,y,z) vector representation
  70731. * A Vector3 is the main object used in 3D geometry
  70732. * It can represent etiher the coordinates of a point the space, either a direction
  70733. * Reminder: js uses a left handed forward facing system
  70734. */
  70735. export class Vector3 {
  70736. /**
  70737. * Defines the first coordinates (on X axis)
  70738. */
  70739. x: number;
  70740. /**
  70741. * Defines the second coordinates (on Y axis)
  70742. */
  70743. y: number;
  70744. /**
  70745. * Defines the third coordinates (on Z axis)
  70746. */
  70747. z: number;
  70748. private static _UpReadOnly;
  70749. private static _ZeroReadOnly;
  70750. /**
  70751. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70752. * @param x defines the first coordinates (on X axis)
  70753. * @param y defines the second coordinates (on Y axis)
  70754. * @param z defines the third coordinates (on Z axis)
  70755. */
  70756. constructor(
  70757. /**
  70758. * Defines the first coordinates (on X axis)
  70759. */
  70760. x?: number,
  70761. /**
  70762. * Defines the second coordinates (on Y axis)
  70763. */
  70764. y?: number,
  70765. /**
  70766. * Defines the third coordinates (on Z axis)
  70767. */
  70768. z?: number);
  70769. /**
  70770. * Creates a string representation of the Vector3
  70771. * @returns a string with the Vector3 coordinates.
  70772. */
  70773. toString(): string;
  70774. /**
  70775. * Gets the class name
  70776. * @returns the string "Vector3"
  70777. */
  70778. getClassName(): string;
  70779. /**
  70780. * Creates the Vector3 hash code
  70781. * @returns a number which tends to be unique between Vector3 instances
  70782. */
  70783. getHashCode(): number;
  70784. /**
  70785. * Creates an array containing three elements : the coordinates of the Vector3
  70786. * @returns a new array of numbers
  70787. */
  70788. asArray(): number[];
  70789. /**
  70790. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70791. * @param array defines the destination array
  70792. * @param index defines the offset in the destination array
  70793. * @returns the current Vector3
  70794. */
  70795. toArray(array: FloatArray, index?: number): Vector3;
  70796. /**
  70797. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70798. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70799. */
  70800. toQuaternion(): Quaternion;
  70801. /**
  70802. * Adds the given vector to the current Vector3
  70803. * @param otherVector defines the second operand
  70804. * @returns the current updated Vector3
  70805. */
  70806. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70807. /**
  70808. * Adds the given coordinates to the current Vector3
  70809. * @param x defines the x coordinate of the operand
  70810. * @param y defines the y coordinate of the operand
  70811. * @param z defines the z coordinate of the operand
  70812. * @returns the current updated Vector3
  70813. */
  70814. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70815. /**
  70816. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70817. * @param otherVector defines the second operand
  70818. * @returns the resulting Vector3
  70819. */
  70820. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70821. /**
  70822. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70823. * @param otherVector defines the second operand
  70824. * @param result defines the Vector3 object where to store the result
  70825. * @returns the current Vector3
  70826. */
  70827. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70828. /**
  70829. * Subtract the given vector from the current Vector3
  70830. * @param otherVector defines the second operand
  70831. * @returns the current updated Vector3
  70832. */
  70833. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70834. /**
  70835. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70836. * @param otherVector defines the second operand
  70837. * @returns the resulting Vector3
  70838. */
  70839. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70840. /**
  70841. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70842. * @param otherVector defines the second operand
  70843. * @param result defines the Vector3 object where to store the result
  70844. * @returns the current Vector3
  70845. */
  70846. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70847. /**
  70848. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70849. * @param x defines the x coordinate of the operand
  70850. * @param y defines the y coordinate of the operand
  70851. * @param z defines the z coordinate of the operand
  70852. * @returns the resulting Vector3
  70853. */
  70854. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70855. /**
  70856. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70857. * @param x defines the x coordinate of the operand
  70858. * @param y defines the y coordinate of the operand
  70859. * @param z defines the z coordinate of the operand
  70860. * @param result defines the Vector3 object where to store the result
  70861. * @returns the current Vector3
  70862. */
  70863. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70864. /**
  70865. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70866. * @returns a new Vector3
  70867. */
  70868. negate(): Vector3;
  70869. /**
  70870. * Multiplies the Vector3 coordinates by the float "scale"
  70871. * @param scale defines the multiplier factor
  70872. * @returns the current updated Vector3
  70873. */
  70874. scaleInPlace(scale: number): Vector3;
  70875. /**
  70876. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70877. * @param scale defines the multiplier factor
  70878. * @returns a new Vector3
  70879. */
  70880. scale(scale: number): Vector3;
  70881. /**
  70882. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70883. * @param scale defines the multiplier factor
  70884. * @param result defines the Vector3 object where to store the result
  70885. * @returns the current Vector3
  70886. */
  70887. scaleToRef(scale: number, result: Vector3): Vector3;
  70888. /**
  70889. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70890. * @param scale defines the scale factor
  70891. * @param result defines the Vector3 object where to store the result
  70892. * @returns the unmodified current Vector3
  70893. */
  70894. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70895. /**
  70896. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70897. * @param otherVector defines the second operand
  70898. * @returns true if both vectors are equals
  70899. */
  70900. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70901. /**
  70902. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70903. * @param otherVector defines the second operand
  70904. * @param epsilon defines the minimal distance to define values as equals
  70905. * @returns true if both vectors are distant less than epsilon
  70906. */
  70907. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70908. /**
  70909. * Returns true if the current Vector3 coordinates equals the given floats
  70910. * @param x defines the x coordinate of the operand
  70911. * @param y defines the y coordinate of the operand
  70912. * @param z defines the z coordinate of the operand
  70913. * @returns true if both vectors are equals
  70914. */
  70915. equalsToFloats(x: number, y: number, z: number): boolean;
  70916. /**
  70917. * Multiplies the current Vector3 coordinates by the given ones
  70918. * @param otherVector defines the second operand
  70919. * @returns the current updated Vector3
  70920. */
  70921. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70922. /**
  70923. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70924. * @param otherVector defines the second operand
  70925. * @returns the new Vector3
  70926. */
  70927. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70928. /**
  70929. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70930. * @param otherVector defines the second operand
  70931. * @param result defines the Vector3 object where to store the result
  70932. * @returns the current Vector3
  70933. */
  70934. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70935. /**
  70936. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70937. * @param x defines the x coordinate of the operand
  70938. * @param y defines the y coordinate of the operand
  70939. * @param z defines the z coordinate of the operand
  70940. * @returns the new Vector3
  70941. */
  70942. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70943. /**
  70944. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70945. * @param otherVector defines the second operand
  70946. * @returns the new Vector3
  70947. */
  70948. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70949. /**
  70950. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70951. * @param otherVector defines the second operand
  70952. * @param result defines the Vector3 object where to store the result
  70953. * @returns the current Vector3
  70954. */
  70955. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70956. /**
  70957. * Divides the current Vector3 coordinates by the given ones.
  70958. * @param otherVector defines the second operand
  70959. * @returns the current updated Vector3
  70960. */
  70961. divideInPlace(otherVector: Vector3): Vector3;
  70962. /**
  70963. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70964. * @param other defines the second operand
  70965. * @returns the current updated Vector3
  70966. */
  70967. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70968. /**
  70969. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70970. * @param other defines the second operand
  70971. * @returns the current updated Vector3
  70972. */
  70973. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70974. /**
  70975. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70976. * @param x defines the x coordinate of the operand
  70977. * @param y defines the y coordinate of the operand
  70978. * @param z defines the z coordinate of the operand
  70979. * @returns the current updated Vector3
  70980. */
  70981. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70982. /**
  70983. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70984. * @param x defines the x coordinate of the operand
  70985. * @param y defines the y coordinate of the operand
  70986. * @param z defines the z coordinate of the operand
  70987. * @returns the current updated Vector3
  70988. */
  70989. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70990. /**
  70991. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70992. * Check if is non uniform within a certain amount of decimal places to account for this
  70993. * @param epsilon the amount the values can differ
  70994. * @returns if the the vector is non uniform to a certain number of decimal places
  70995. */
  70996. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70997. /**
  70998. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70999. */
  71000. readonly isNonUniform: boolean;
  71001. /**
  71002. * Gets a new Vector3 from current Vector3 floored values
  71003. * @returns a new Vector3
  71004. */
  71005. floor(): Vector3;
  71006. /**
  71007. * Gets a new Vector3 from current Vector3 floored values
  71008. * @returns a new Vector3
  71009. */
  71010. fract(): Vector3;
  71011. /**
  71012. * Gets the length of the Vector3
  71013. * @returns the length of the Vector3
  71014. */
  71015. length(): number;
  71016. /**
  71017. * Gets the squared length of the Vector3
  71018. * @returns squared length of the Vector3
  71019. */
  71020. lengthSquared(): number;
  71021. /**
  71022. * Normalize the current Vector3.
  71023. * Please note that this is an in place operation.
  71024. * @returns the current updated Vector3
  71025. */
  71026. normalize(): Vector3;
  71027. /**
  71028. * Reorders the x y z properties of the vector in place
  71029. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  71030. * @returns the current updated vector
  71031. */
  71032. reorderInPlace(order: string): this;
  71033. /**
  71034. * Rotates the vector around 0,0,0 by a quaternion
  71035. * @param quaternion the rotation quaternion
  71036. * @param result vector to store the result
  71037. * @returns the resulting vector
  71038. */
  71039. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  71040. /**
  71041. * Rotates a vector around a given point
  71042. * @param quaternion the rotation quaternion
  71043. * @param point the point to rotate around
  71044. * @param result vector to store the result
  71045. * @returns the resulting vector
  71046. */
  71047. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  71048. /**
  71049. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  71050. * The cross product is then orthogonal to both current and "other"
  71051. * @param other defines the right operand
  71052. * @returns the cross product
  71053. */
  71054. cross(other: Vector3): Vector3;
  71055. /**
  71056. * Normalize the current Vector3 with the given input length.
  71057. * Please note that this is an in place operation.
  71058. * @param len the length of the vector
  71059. * @returns the current updated Vector3
  71060. */
  71061. normalizeFromLength(len: number): Vector3;
  71062. /**
  71063. * Normalize the current Vector3 to a new vector
  71064. * @returns the new Vector3
  71065. */
  71066. normalizeToNew(): Vector3;
  71067. /**
  71068. * Normalize the current Vector3 to the reference
  71069. * @param reference define the Vector3 to update
  71070. * @returns the updated Vector3
  71071. */
  71072. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  71073. /**
  71074. * Creates a new Vector3 copied from the current Vector3
  71075. * @returns the new Vector3
  71076. */
  71077. clone(): Vector3;
  71078. /**
  71079. * Copies the given vector coordinates to the current Vector3 ones
  71080. * @param source defines the source Vector3
  71081. * @returns the current updated Vector3
  71082. */
  71083. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  71084. /**
  71085. * Copies the given floats to the current Vector3 coordinates
  71086. * @param x defines the x coordinate of the operand
  71087. * @param y defines the y coordinate of the operand
  71088. * @param z defines the z coordinate of the operand
  71089. * @returns the current updated Vector3
  71090. */
  71091. copyFromFloats(x: number, y: number, z: number): Vector3;
  71092. /**
  71093. * Copies the given floats to the current Vector3 coordinates
  71094. * @param x defines the x coordinate of the operand
  71095. * @param y defines the y coordinate of the operand
  71096. * @param z defines the z coordinate of the operand
  71097. * @returns the current updated Vector3
  71098. */
  71099. set(x: number, y: number, z: number): Vector3;
  71100. /**
  71101. * Copies the given float to the current Vector3 coordinates
  71102. * @param v defines the x, y and z coordinates of the operand
  71103. * @returns the current updated Vector3
  71104. */
  71105. setAll(v: number): Vector3;
  71106. /**
  71107. * Get the clip factor between two vectors
  71108. * @param vector0 defines the first operand
  71109. * @param vector1 defines the second operand
  71110. * @param axis defines the axis to use
  71111. * @param size defines the size along the axis
  71112. * @returns the clip factor
  71113. */
  71114. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  71115. /**
  71116. * Get angle between two vectors
  71117. * @param vector0 angle between vector0 and vector1
  71118. * @param vector1 angle between vector0 and vector1
  71119. * @param normal direction of the normal
  71120. * @return the angle between vector0 and vector1
  71121. */
  71122. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  71123. /**
  71124. * Returns a new Vector3 set from the index "offset" of the given array
  71125. * @param array defines the source array
  71126. * @param offset defines the offset in the source array
  71127. * @returns the new Vector3
  71128. */
  71129. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  71130. /**
  71131. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  71132. * This function is deprecated. Use FromArray instead
  71133. * @param array defines the source array
  71134. * @param offset defines the offset in the source array
  71135. * @returns the new Vector3
  71136. */
  71137. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  71138. /**
  71139. * Sets the given vector "result" with the element values from the index "offset" of the given array
  71140. * @param array defines the source array
  71141. * @param offset defines the offset in the source array
  71142. * @param result defines the Vector3 where to store the result
  71143. */
  71144. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  71145. /**
  71146. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  71147. * This function is deprecated. Use FromArrayToRef instead.
  71148. * @param array defines the source array
  71149. * @param offset defines the offset in the source array
  71150. * @param result defines the Vector3 where to store the result
  71151. */
  71152. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  71153. /**
  71154. * Sets the given vector "result" with the given floats.
  71155. * @param x defines the x coordinate of the source
  71156. * @param y defines the y coordinate of the source
  71157. * @param z defines the z coordinate of the source
  71158. * @param result defines the Vector3 where to store the result
  71159. */
  71160. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  71161. /**
  71162. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  71163. * @returns a new empty Vector3
  71164. */
  71165. static Zero(): Vector3;
  71166. /**
  71167. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  71168. * @returns a new unit Vector3
  71169. */
  71170. static One(): Vector3;
  71171. /**
  71172. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  71173. * @returns a new up Vector3
  71174. */
  71175. static Up(): Vector3;
  71176. /**
  71177. * Gets a up Vector3 that must not be updated
  71178. */
  71179. static readonly UpReadOnly: DeepImmutable<Vector3>;
  71180. /**
  71181. * Gets a zero Vector3 that must not be updated
  71182. */
  71183. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  71184. /**
  71185. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  71186. * @returns a new down Vector3
  71187. */
  71188. static Down(): Vector3;
  71189. /**
  71190. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71191. * @returns a new forward Vector3
  71192. */
  71193. static Forward(): Vector3;
  71194. /**
  71195. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71196. * @returns a new forward Vector3
  71197. */
  71198. static Backward(): Vector3;
  71199. /**
  71200. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71201. * @returns a new right Vector3
  71202. */
  71203. static Right(): Vector3;
  71204. /**
  71205. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71206. * @returns a new left Vector3
  71207. */
  71208. static Left(): Vector3;
  71209. /**
  71210. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71211. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71212. * @param vector defines the Vector3 to transform
  71213. * @param transformation defines the transformation matrix
  71214. * @returns the transformed Vector3
  71215. */
  71216. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71217. /**
  71218. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71219. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71220. * @param vector defines the Vector3 to transform
  71221. * @param transformation defines the transformation matrix
  71222. * @param result defines the Vector3 where to store the result
  71223. */
  71224. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71225. /**
  71226. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71227. * This method computes tranformed coordinates only, not transformed direction vectors
  71228. * @param x define the x coordinate of the source vector
  71229. * @param y define the y coordinate of the source vector
  71230. * @param z define the z coordinate of the source vector
  71231. * @param transformation defines the transformation matrix
  71232. * @param result defines the Vector3 where to store the result
  71233. */
  71234. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71235. /**
  71236. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71237. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71238. * @param vector defines the Vector3 to transform
  71239. * @param transformation defines the transformation matrix
  71240. * @returns the new Vector3
  71241. */
  71242. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71243. /**
  71244. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71245. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71246. * @param vector defines the Vector3 to transform
  71247. * @param transformation defines the transformation matrix
  71248. * @param result defines the Vector3 where to store the result
  71249. */
  71250. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71251. /**
  71252. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71253. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71254. * @param x define the x coordinate of the source vector
  71255. * @param y define the y coordinate of the source vector
  71256. * @param z define the z coordinate of the source vector
  71257. * @param transformation defines the transformation matrix
  71258. * @param result defines the Vector3 where to store the result
  71259. */
  71260. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71261. /**
  71262. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71263. * @param value1 defines the first control point
  71264. * @param value2 defines the second control point
  71265. * @param value3 defines the third control point
  71266. * @param value4 defines the fourth control point
  71267. * @param amount defines the amount on the spline to use
  71268. * @returns the new Vector3
  71269. */
  71270. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71271. /**
  71272. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  71273. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71274. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71275. * @param value defines the current value
  71276. * @param min defines the lower range value
  71277. * @param max defines the upper range value
  71278. * @returns the new Vector3
  71279. */
  71280. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71281. /**
  71282. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  71283. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71284. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71285. * @param value defines the current value
  71286. * @param min defines the lower range value
  71287. * @param max defines the upper range value
  71288. * @param result defines the Vector3 where to store the result
  71289. */
  71290. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71291. /**
  71292. * Checks if a given vector is inside a specific range
  71293. * @param v defines the vector to test
  71294. * @param min defines the minimum range
  71295. * @param max defines the maximum range
  71296. */
  71297. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71298. /**
  71299. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71300. * @param value1 defines the first control point
  71301. * @param tangent1 defines the first tangent vector
  71302. * @param value2 defines the second control point
  71303. * @param tangent2 defines the second tangent vector
  71304. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71305. * @returns the new Vector3
  71306. */
  71307. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71308. /**
  71309. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71310. * @param start defines the start value
  71311. * @param end defines the end value
  71312. * @param amount max defines amount between both (between 0 and 1)
  71313. * @returns the new Vector3
  71314. */
  71315. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71316. /**
  71317. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71318. * @param start defines the start value
  71319. * @param end defines the end value
  71320. * @param amount max defines amount between both (between 0 and 1)
  71321. * @param result defines the Vector3 where to store the result
  71322. */
  71323. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71324. /**
  71325. * Returns the dot product (float) between the vectors "left" and "right"
  71326. * @param left defines the left operand
  71327. * @param right defines the right operand
  71328. * @returns the dot product
  71329. */
  71330. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71331. /**
  71332. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71333. * The cross product is then orthogonal to both "left" and "right"
  71334. * @param left defines the left operand
  71335. * @param right defines the right operand
  71336. * @returns the cross product
  71337. */
  71338. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71339. /**
  71340. * Sets the given vector "result" with the cross product of "left" and "right"
  71341. * The cross product is then orthogonal to both "left" and "right"
  71342. * @param left defines the left operand
  71343. * @param right defines the right operand
  71344. * @param result defines the Vector3 where to store the result
  71345. */
  71346. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71347. /**
  71348. * Returns a new Vector3 as the normalization of the given vector
  71349. * @param vector defines the Vector3 to normalize
  71350. * @returns the new Vector3
  71351. */
  71352. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71353. /**
  71354. * Sets the given vector "result" with the normalization of the given first vector
  71355. * @param vector defines the Vector3 to normalize
  71356. * @param result defines the Vector3 where to store the result
  71357. */
  71358. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71359. /**
  71360. * Project a Vector3 onto screen space
  71361. * @param vector defines the Vector3 to project
  71362. * @param world defines the world matrix to use
  71363. * @param transform defines the transform (view x projection) matrix to use
  71364. * @param viewport defines the screen viewport to use
  71365. * @returns the new Vector3
  71366. */
  71367. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71368. /** @hidden */
  71369. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71370. /**
  71371. * Unproject from screen space to object space
  71372. * @param source defines the screen space Vector3 to use
  71373. * @param viewportWidth defines the current width of the viewport
  71374. * @param viewportHeight defines the current height of the viewport
  71375. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71376. * @param transform defines the transform (view x projection) matrix to use
  71377. * @returns the new Vector3
  71378. */
  71379. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71380. /**
  71381. * Unproject from screen space to object space
  71382. * @param source defines the screen space Vector3 to use
  71383. * @param viewportWidth defines the current width of the viewport
  71384. * @param viewportHeight defines the current height of the viewport
  71385. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71386. * @param view defines the view matrix to use
  71387. * @param projection defines the projection matrix to use
  71388. * @returns the new Vector3
  71389. */
  71390. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71391. /**
  71392. * Unproject from screen space to object space
  71393. * @param source defines the screen space Vector3 to use
  71394. * @param viewportWidth defines the current width of the viewport
  71395. * @param viewportHeight defines the current height of the viewport
  71396. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71397. * @param view defines the view matrix to use
  71398. * @param projection defines the projection matrix to use
  71399. * @param result defines the Vector3 where to store the result
  71400. */
  71401. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71402. /**
  71403. * Unproject from screen space to object space
  71404. * @param sourceX defines the screen space x coordinate to use
  71405. * @param sourceY defines the screen space y coordinate to use
  71406. * @param sourceZ defines the screen space z coordinate to use
  71407. * @param viewportWidth defines the current width of the viewport
  71408. * @param viewportHeight defines the current height of the viewport
  71409. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71410. * @param view defines the view matrix to use
  71411. * @param projection defines the projection matrix to use
  71412. * @param result defines the Vector3 where to store the result
  71413. */
  71414. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71415. /**
  71416. * Gets the minimal coordinate values between two Vector3
  71417. * @param left defines the first operand
  71418. * @param right defines the second operand
  71419. * @returns the new Vector3
  71420. */
  71421. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71422. /**
  71423. * Gets the maximal coordinate values between two Vector3
  71424. * @param left defines the first operand
  71425. * @param right defines the second operand
  71426. * @returns the new Vector3
  71427. */
  71428. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71429. /**
  71430. * Returns the distance between the vectors "value1" and "value2"
  71431. * @param value1 defines the first operand
  71432. * @param value2 defines the second operand
  71433. * @returns the distance
  71434. */
  71435. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71436. /**
  71437. * Returns the squared distance between the vectors "value1" and "value2"
  71438. * @param value1 defines the first operand
  71439. * @param value2 defines the second operand
  71440. * @returns the squared distance
  71441. */
  71442. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71443. /**
  71444. * Returns a new Vector3 located at the center between "value1" and "value2"
  71445. * @param value1 defines the first operand
  71446. * @param value2 defines the second operand
  71447. * @returns the new Vector3
  71448. */
  71449. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71450. /**
  71451. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71452. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71453. * to something in order to rotate it from its local system to the given target system
  71454. * Note: axis1, axis2 and axis3 are normalized during this operation
  71455. * @param axis1 defines the first axis
  71456. * @param axis2 defines the second axis
  71457. * @param axis3 defines the third axis
  71458. * @returns a new Vector3
  71459. */
  71460. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71461. /**
  71462. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71463. * @param axis1 defines the first axis
  71464. * @param axis2 defines the second axis
  71465. * @param axis3 defines the third axis
  71466. * @param ref defines the Vector3 where to store the result
  71467. */
  71468. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71469. }
  71470. /**
  71471. * Vector4 class created for EulerAngle class conversion to Quaternion
  71472. */
  71473. export class Vector4 {
  71474. /** x value of the vector */
  71475. x: number;
  71476. /** y value of the vector */
  71477. y: number;
  71478. /** z value of the vector */
  71479. z: number;
  71480. /** w value of the vector */
  71481. w: number;
  71482. /**
  71483. * Creates a Vector4 object from the given floats.
  71484. * @param x x value of the vector
  71485. * @param y y value of the vector
  71486. * @param z z value of the vector
  71487. * @param w w value of the vector
  71488. */
  71489. constructor(
  71490. /** x value of the vector */
  71491. x: number,
  71492. /** y value of the vector */
  71493. y: number,
  71494. /** z value of the vector */
  71495. z: number,
  71496. /** w value of the vector */
  71497. w: number);
  71498. /**
  71499. * Returns the string with the Vector4 coordinates.
  71500. * @returns a string containing all the vector values
  71501. */
  71502. toString(): string;
  71503. /**
  71504. * Returns the string "Vector4".
  71505. * @returns "Vector4"
  71506. */
  71507. getClassName(): string;
  71508. /**
  71509. * Returns the Vector4 hash code.
  71510. * @returns a unique hash code
  71511. */
  71512. getHashCode(): number;
  71513. /**
  71514. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71515. * @returns the resulting array
  71516. */
  71517. asArray(): number[];
  71518. /**
  71519. * Populates the given array from the given index with the Vector4 coordinates.
  71520. * @param array array to populate
  71521. * @param index index of the array to start at (default: 0)
  71522. * @returns the Vector4.
  71523. */
  71524. toArray(array: FloatArray, index?: number): Vector4;
  71525. /**
  71526. * Adds the given vector to the current Vector4.
  71527. * @param otherVector the vector to add
  71528. * @returns the updated Vector4.
  71529. */
  71530. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71531. /**
  71532. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71533. * @param otherVector the vector to add
  71534. * @returns the resulting vector
  71535. */
  71536. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71537. /**
  71538. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71539. * @param otherVector the vector to add
  71540. * @param result the vector to store the result
  71541. * @returns the current Vector4.
  71542. */
  71543. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71544. /**
  71545. * Subtract in place the given vector from the current Vector4.
  71546. * @param otherVector the vector to subtract
  71547. * @returns the updated Vector4.
  71548. */
  71549. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71550. /**
  71551. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71552. * @param otherVector the vector to add
  71553. * @returns the new vector with the result
  71554. */
  71555. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71556. /**
  71557. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71558. * @param otherVector the vector to subtract
  71559. * @param result the vector to store the result
  71560. * @returns the current Vector4.
  71561. */
  71562. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71563. /**
  71564. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71565. */
  71566. /**
  71567. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71568. * @param x value to subtract
  71569. * @param y value to subtract
  71570. * @param z value to subtract
  71571. * @param w value to subtract
  71572. * @returns new vector containing the result
  71573. */
  71574. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71575. /**
  71576. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71577. * @param x value to subtract
  71578. * @param y value to subtract
  71579. * @param z value to subtract
  71580. * @param w value to subtract
  71581. * @param result the vector to store the result in
  71582. * @returns the current Vector4.
  71583. */
  71584. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71585. /**
  71586. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71587. * @returns a new vector with the negated values
  71588. */
  71589. negate(): Vector4;
  71590. /**
  71591. * Multiplies the current Vector4 coordinates by scale (float).
  71592. * @param scale the number to scale with
  71593. * @returns the updated Vector4.
  71594. */
  71595. scaleInPlace(scale: number): Vector4;
  71596. /**
  71597. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71598. * @param scale the number to scale with
  71599. * @returns a new vector with the result
  71600. */
  71601. scale(scale: number): Vector4;
  71602. /**
  71603. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71604. * @param scale the number to scale with
  71605. * @param result a vector to store the result in
  71606. * @returns the current Vector4.
  71607. */
  71608. scaleToRef(scale: number, result: Vector4): Vector4;
  71609. /**
  71610. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71611. * @param scale defines the scale factor
  71612. * @param result defines the Vector4 object where to store the result
  71613. * @returns the unmodified current Vector4
  71614. */
  71615. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71616. /**
  71617. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71618. * @param otherVector the vector to compare against
  71619. * @returns true if they are equal
  71620. */
  71621. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71622. /**
  71623. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71624. * @param otherVector vector to compare against
  71625. * @param epsilon (Default: very small number)
  71626. * @returns true if they are equal
  71627. */
  71628. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71629. /**
  71630. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71631. * @param x x value to compare against
  71632. * @param y y value to compare against
  71633. * @param z z value to compare against
  71634. * @param w w value to compare against
  71635. * @returns true if equal
  71636. */
  71637. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71638. /**
  71639. * Multiplies in place the current Vector4 by the given one.
  71640. * @param otherVector vector to multiple with
  71641. * @returns the updated Vector4.
  71642. */
  71643. multiplyInPlace(otherVector: Vector4): Vector4;
  71644. /**
  71645. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71646. * @param otherVector vector to multiple with
  71647. * @returns resulting new vector
  71648. */
  71649. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71650. /**
  71651. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71652. * @param otherVector vector to multiple with
  71653. * @param result vector to store the result
  71654. * @returns the current Vector4.
  71655. */
  71656. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71657. /**
  71658. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71659. * @param x x value multiply with
  71660. * @param y y value multiply with
  71661. * @param z z value multiply with
  71662. * @param w w value multiply with
  71663. * @returns resulting new vector
  71664. */
  71665. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71666. /**
  71667. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71668. * @param otherVector vector to devide with
  71669. * @returns resulting new vector
  71670. */
  71671. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71672. /**
  71673. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71674. * @param otherVector vector to devide with
  71675. * @param result vector to store the result
  71676. * @returns the current Vector4.
  71677. */
  71678. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71679. /**
  71680. * Divides the current Vector3 coordinates by the given ones.
  71681. * @param otherVector vector to devide with
  71682. * @returns the updated Vector3.
  71683. */
  71684. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71685. /**
  71686. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71687. * @param other defines the second operand
  71688. * @returns the current updated Vector4
  71689. */
  71690. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71691. /**
  71692. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71693. * @param other defines the second operand
  71694. * @returns the current updated Vector4
  71695. */
  71696. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71697. /**
  71698. * Gets a new Vector4 from current Vector4 floored values
  71699. * @returns a new Vector4
  71700. */
  71701. floor(): Vector4;
  71702. /**
  71703. * Gets a new Vector4 from current Vector3 floored values
  71704. * @returns a new Vector4
  71705. */
  71706. fract(): Vector4;
  71707. /**
  71708. * Returns the Vector4 length (float).
  71709. * @returns the length
  71710. */
  71711. length(): number;
  71712. /**
  71713. * Returns the Vector4 squared length (float).
  71714. * @returns the length squared
  71715. */
  71716. lengthSquared(): number;
  71717. /**
  71718. * Normalizes in place the Vector4.
  71719. * @returns the updated Vector4.
  71720. */
  71721. normalize(): Vector4;
  71722. /**
  71723. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71724. * @returns this converted to a new vector3
  71725. */
  71726. toVector3(): Vector3;
  71727. /**
  71728. * Returns a new Vector4 copied from the current one.
  71729. * @returns the new cloned vector
  71730. */
  71731. clone(): Vector4;
  71732. /**
  71733. * Updates the current Vector4 with the given one coordinates.
  71734. * @param source the source vector to copy from
  71735. * @returns the updated Vector4.
  71736. */
  71737. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71738. /**
  71739. * Updates the current Vector4 coordinates with the given floats.
  71740. * @param x float to copy from
  71741. * @param y float to copy from
  71742. * @param z float to copy from
  71743. * @param w float to copy from
  71744. * @returns the updated Vector4.
  71745. */
  71746. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71747. /**
  71748. * Updates the current Vector4 coordinates with the given floats.
  71749. * @param x float to set from
  71750. * @param y float to set from
  71751. * @param z float to set from
  71752. * @param w float to set from
  71753. * @returns the updated Vector4.
  71754. */
  71755. set(x: number, y: number, z: number, w: number): Vector4;
  71756. /**
  71757. * Copies the given float to the current Vector3 coordinates
  71758. * @param v defines the x, y, z and w coordinates of the operand
  71759. * @returns the current updated Vector3
  71760. */
  71761. setAll(v: number): Vector4;
  71762. /**
  71763. * Returns a new Vector4 set from the starting index of the given array.
  71764. * @param array the array to pull values from
  71765. * @param offset the offset into the array to start at
  71766. * @returns the new vector
  71767. */
  71768. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71769. /**
  71770. * Updates the given vector "result" from the starting index of the given array.
  71771. * @param array the array to pull values from
  71772. * @param offset the offset into the array to start at
  71773. * @param result the vector to store the result in
  71774. */
  71775. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71776. /**
  71777. * Updates the given vector "result" from the starting index of the given Float32Array.
  71778. * @param array the array to pull values from
  71779. * @param offset the offset into the array to start at
  71780. * @param result the vector to store the result in
  71781. */
  71782. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71783. /**
  71784. * Updates the given vector "result" coordinates from the given floats.
  71785. * @param x float to set from
  71786. * @param y float to set from
  71787. * @param z float to set from
  71788. * @param w float to set from
  71789. * @param result the vector to the floats in
  71790. */
  71791. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71792. /**
  71793. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71794. * @returns the new vector
  71795. */
  71796. static Zero(): Vector4;
  71797. /**
  71798. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71799. * @returns the new vector
  71800. */
  71801. static One(): Vector4;
  71802. /**
  71803. * Returns a new normalized Vector4 from the given one.
  71804. * @param vector the vector to normalize
  71805. * @returns the vector
  71806. */
  71807. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71808. /**
  71809. * Updates the given vector "result" from the normalization of the given one.
  71810. * @param vector the vector to normalize
  71811. * @param result the vector to store the result in
  71812. */
  71813. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71814. /**
  71815. * Returns a vector with the minimum values from the left and right vectors
  71816. * @param left left vector to minimize
  71817. * @param right right vector to minimize
  71818. * @returns a new vector with the minimum of the left and right vector values
  71819. */
  71820. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71821. /**
  71822. * Returns a vector with the maximum values from the left and right vectors
  71823. * @param left left vector to maximize
  71824. * @param right right vector to maximize
  71825. * @returns a new vector with the maximum of the left and right vector values
  71826. */
  71827. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71828. /**
  71829. * Returns the distance (float) between the vectors "value1" and "value2".
  71830. * @param value1 value to calulate the distance between
  71831. * @param value2 value to calulate the distance between
  71832. * @return the distance between the two vectors
  71833. */
  71834. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71835. /**
  71836. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71837. * @param value1 value to calulate the distance between
  71838. * @param value2 value to calulate the distance between
  71839. * @return the distance between the two vectors squared
  71840. */
  71841. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71842. /**
  71843. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71844. * @param value1 value to calulate the center between
  71845. * @param value2 value to calulate the center between
  71846. * @return the center between the two vectors
  71847. */
  71848. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71849. /**
  71850. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71851. * This methods computes transformed normalized direction vectors only.
  71852. * @param vector the vector to transform
  71853. * @param transformation the transformation matrix to apply
  71854. * @returns the new vector
  71855. */
  71856. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71857. /**
  71858. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71859. * This methods computes transformed normalized direction vectors only.
  71860. * @param vector the vector to transform
  71861. * @param transformation the transformation matrix to apply
  71862. * @param result the vector to store the result in
  71863. */
  71864. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71865. /**
  71866. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71867. * This methods computes transformed normalized direction vectors only.
  71868. * @param x value to transform
  71869. * @param y value to transform
  71870. * @param z value to transform
  71871. * @param w value to transform
  71872. * @param transformation the transformation matrix to apply
  71873. * @param result the vector to store the results in
  71874. */
  71875. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71876. /**
  71877. * Creates a new Vector4 from a Vector3
  71878. * @param source defines the source data
  71879. * @param w defines the 4th component (default is 0)
  71880. * @returns a new Vector4
  71881. */
  71882. static FromVector3(source: Vector3, w?: number): Vector4;
  71883. }
  71884. /**
  71885. * Class used to store quaternion data
  71886. * @see https://en.wikipedia.org/wiki/Quaternion
  71887. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71888. */
  71889. export class Quaternion {
  71890. /** defines the first component (0 by default) */
  71891. x: number;
  71892. /** defines the second component (0 by default) */
  71893. y: number;
  71894. /** defines the third component (0 by default) */
  71895. z: number;
  71896. /** defines the fourth component (1.0 by default) */
  71897. w: number;
  71898. /**
  71899. * Creates a new Quaternion from the given floats
  71900. * @param x defines the first component (0 by default)
  71901. * @param y defines the second component (0 by default)
  71902. * @param z defines the third component (0 by default)
  71903. * @param w defines the fourth component (1.0 by default)
  71904. */
  71905. constructor(
  71906. /** defines the first component (0 by default) */
  71907. x?: number,
  71908. /** defines the second component (0 by default) */
  71909. y?: number,
  71910. /** defines the third component (0 by default) */
  71911. z?: number,
  71912. /** defines the fourth component (1.0 by default) */
  71913. w?: number);
  71914. /**
  71915. * Gets a string representation for the current quaternion
  71916. * @returns a string with the Quaternion coordinates
  71917. */
  71918. toString(): string;
  71919. /**
  71920. * Gets the class name of the quaternion
  71921. * @returns the string "Quaternion"
  71922. */
  71923. getClassName(): string;
  71924. /**
  71925. * Gets a hash code for this quaternion
  71926. * @returns the quaternion hash code
  71927. */
  71928. getHashCode(): number;
  71929. /**
  71930. * Copy the quaternion to an array
  71931. * @returns a new array populated with 4 elements from the quaternion coordinates
  71932. */
  71933. asArray(): number[];
  71934. /**
  71935. * Check if two quaternions are equals
  71936. * @param otherQuaternion defines the second operand
  71937. * @return true if the current quaternion and the given one coordinates are strictly equals
  71938. */
  71939. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71940. /**
  71941. * Clone the current quaternion
  71942. * @returns a new quaternion copied from the current one
  71943. */
  71944. clone(): Quaternion;
  71945. /**
  71946. * Copy a quaternion to the current one
  71947. * @param other defines the other quaternion
  71948. * @returns the updated current quaternion
  71949. */
  71950. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71951. /**
  71952. * Updates the current quaternion with the given float coordinates
  71953. * @param x defines the x coordinate
  71954. * @param y defines the y coordinate
  71955. * @param z defines the z coordinate
  71956. * @param w defines the w coordinate
  71957. * @returns the updated current quaternion
  71958. */
  71959. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71960. /**
  71961. * Updates the current quaternion from the given float coordinates
  71962. * @param x defines the x coordinate
  71963. * @param y defines the y coordinate
  71964. * @param z defines the z coordinate
  71965. * @param w defines the w coordinate
  71966. * @returns the updated current quaternion
  71967. */
  71968. set(x: number, y: number, z: number, w: number): Quaternion;
  71969. /**
  71970. * Adds two quaternions
  71971. * @param other defines the second operand
  71972. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71973. */
  71974. add(other: DeepImmutable<Quaternion>): Quaternion;
  71975. /**
  71976. * Add a quaternion to the current one
  71977. * @param other defines the quaternion to add
  71978. * @returns the current quaternion
  71979. */
  71980. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71981. /**
  71982. * Subtract two quaternions
  71983. * @param other defines the second operand
  71984. * @returns a new quaternion as the subtraction result of the given one from the current one
  71985. */
  71986. subtract(other: Quaternion): Quaternion;
  71987. /**
  71988. * Multiplies the current quaternion by a scale factor
  71989. * @param value defines the scale factor
  71990. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71991. */
  71992. scale(value: number): Quaternion;
  71993. /**
  71994. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71995. * @param scale defines the scale factor
  71996. * @param result defines the Quaternion object where to store the result
  71997. * @returns the unmodified current quaternion
  71998. */
  71999. scaleToRef(scale: number, result: Quaternion): Quaternion;
  72000. /**
  72001. * Multiplies in place the current quaternion by a scale factor
  72002. * @param value defines the scale factor
  72003. * @returns the current modified quaternion
  72004. */
  72005. scaleInPlace(value: number): Quaternion;
  72006. /**
  72007. * Scale the current quaternion values by a factor and add the result to a given quaternion
  72008. * @param scale defines the scale factor
  72009. * @param result defines the Quaternion object where to store the result
  72010. * @returns the unmodified current quaternion
  72011. */
  72012. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  72013. /**
  72014. * Multiplies two quaternions
  72015. * @param q1 defines the second operand
  72016. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  72017. */
  72018. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  72019. /**
  72020. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  72021. * @param q1 defines the second operand
  72022. * @param result defines the target quaternion
  72023. * @returns the current quaternion
  72024. */
  72025. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  72026. /**
  72027. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  72028. * @param q1 defines the second operand
  72029. * @returns the currentupdated quaternion
  72030. */
  72031. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  72032. /**
  72033. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  72034. * @param ref defines the target quaternion
  72035. * @returns the current quaternion
  72036. */
  72037. conjugateToRef(ref: Quaternion): Quaternion;
  72038. /**
  72039. * Conjugates in place (1-q) the current quaternion
  72040. * @returns the current updated quaternion
  72041. */
  72042. conjugateInPlace(): Quaternion;
  72043. /**
  72044. * Conjugates in place (1-q) the current quaternion
  72045. * @returns a new quaternion
  72046. */
  72047. conjugate(): Quaternion;
  72048. /**
  72049. * Gets length of current quaternion
  72050. * @returns the quaternion length (float)
  72051. */
  72052. length(): number;
  72053. /**
  72054. * Normalize in place the current quaternion
  72055. * @returns the current updated quaternion
  72056. */
  72057. normalize(): Quaternion;
  72058. /**
  72059. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  72060. * @param order is a reserved parameter and is ignore for now
  72061. * @returns a new Vector3 containing the Euler angles
  72062. */
  72063. toEulerAngles(order?: string): Vector3;
  72064. /**
  72065. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  72066. * @param result defines the vector which will be filled with the Euler angles
  72067. * @param order is a reserved parameter and is ignore for now
  72068. * @returns the current unchanged quaternion
  72069. */
  72070. toEulerAnglesToRef(result: Vector3): Quaternion;
  72071. /**
  72072. * Updates the given rotation matrix with the current quaternion values
  72073. * @param result defines the target matrix
  72074. * @returns the current unchanged quaternion
  72075. */
  72076. toRotationMatrix(result: Matrix): Quaternion;
  72077. /**
  72078. * Updates the current quaternion from the given rotation matrix values
  72079. * @param matrix defines the source matrix
  72080. * @returns the current updated quaternion
  72081. */
  72082. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72083. /**
  72084. * Creates a new quaternion from a rotation matrix
  72085. * @param matrix defines the source matrix
  72086. * @returns a new quaternion created from the given rotation matrix values
  72087. */
  72088. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72089. /**
  72090. * Updates the given quaternion with the given rotation matrix values
  72091. * @param matrix defines the source matrix
  72092. * @param result defines the target quaternion
  72093. */
  72094. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  72095. /**
  72096. * Returns the dot product (float) between the quaternions "left" and "right"
  72097. * @param left defines the left operand
  72098. * @param right defines the right operand
  72099. * @returns the dot product
  72100. */
  72101. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  72102. /**
  72103. * Checks if the two quaternions are close to each other
  72104. * @param quat0 defines the first quaternion to check
  72105. * @param quat1 defines the second quaternion to check
  72106. * @returns true if the two quaternions are close to each other
  72107. */
  72108. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  72109. /**
  72110. * Creates an empty quaternion
  72111. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  72112. */
  72113. static Zero(): Quaternion;
  72114. /**
  72115. * Inverse a given quaternion
  72116. * @param q defines the source quaternion
  72117. * @returns a new quaternion as the inverted current quaternion
  72118. */
  72119. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  72120. /**
  72121. * Inverse a given quaternion
  72122. * @param q defines the source quaternion
  72123. * @param result the quaternion the result will be stored in
  72124. * @returns the result quaternion
  72125. */
  72126. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  72127. /**
  72128. * Creates an identity quaternion
  72129. * @returns the identity quaternion
  72130. */
  72131. static Identity(): Quaternion;
  72132. /**
  72133. * Gets a boolean indicating if the given quaternion is identity
  72134. * @param quaternion defines the quaternion to check
  72135. * @returns true if the quaternion is identity
  72136. */
  72137. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  72138. /**
  72139. * Creates a quaternion from a rotation around an axis
  72140. * @param axis defines the axis to use
  72141. * @param angle defines the angle to use
  72142. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  72143. */
  72144. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  72145. /**
  72146. * Creates a rotation around an axis and stores it into the given quaternion
  72147. * @param axis defines the axis to use
  72148. * @param angle defines the angle to use
  72149. * @param result defines the target quaternion
  72150. * @returns the target quaternion
  72151. */
  72152. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  72153. /**
  72154. * Creates a new quaternion from data stored into an array
  72155. * @param array defines the data source
  72156. * @param offset defines the offset in the source array where the data starts
  72157. * @returns a new quaternion
  72158. */
  72159. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  72160. /**
  72161. * Create a quaternion from Euler rotation angles
  72162. * @param x Pitch
  72163. * @param y Yaw
  72164. * @param z Roll
  72165. * @returns the new Quaternion
  72166. */
  72167. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  72168. /**
  72169. * Updates a quaternion from Euler rotation angles
  72170. * @param x Pitch
  72171. * @param y Yaw
  72172. * @param z Roll
  72173. * @param result the quaternion to store the result
  72174. * @returns the updated quaternion
  72175. */
  72176. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  72177. /**
  72178. * Create a quaternion from Euler rotation vector
  72179. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72180. * @returns the new Quaternion
  72181. */
  72182. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  72183. /**
  72184. * Updates a quaternion from Euler rotation vector
  72185. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72186. * @param result the quaternion to store the result
  72187. * @returns the updated quaternion
  72188. */
  72189. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72190. /**
  72191. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72192. * @param yaw defines the rotation around Y axis
  72193. * @param pitch defines the rotation around X axis
  72194. * @param roll defines the rotation around Z axis
  72195. * @returns the new quaternion
  72196. */
  72197. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72198. /**
  72199. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72200. * @param yaw defines the rotation around Y axis
  72201. * @param pitch defines the rotation around X axis
  72202. * @param roll defines the rotation around Z axis
  72203. * @param result defines the target quaternion
  72204. */
  72205. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72206. /**
  72207. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72208. * @param alpha defines the rotation around first axis
  72209. * @param beta defines the rotation around second axis
  72210. * @param gamma defines the rotation around third axis
  72211. * @returns the new quaternion
  72212. */
  72213. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72214. /**
  72215. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72216. * @param alpha defines the rotation around first axis
  72217. * @param beta defines the rotation around second axis
  72218. * @param gamma defines the rotation around third axis
  72219. * @param result defines the target quaternion
  72220. */
  72221. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72222. /**
  72223. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  72224. * @param axis1 defines the first axis
  72225. * @param axis2 defines the second axis
  72226. * @param axis3 defines the third axis
  72227. * @returns the new quaternion
  72228. */
  72229. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72230. /**
  72231. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  72232. * @param axis1 defines the first axis
  72233. * @param axis2 defines the second axis
  72234. * @param axis3 defines the third axis
  72235. * @param ref defines the target quaternion
  72236. */
  72237. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72238. /**
  72239. * Interpolates between two quaternions
  72240. * @param left defines first quaternion
  72241. * @param right defines second quaternion
  72242. * @param amount defines the gradient to use
  72243. * @returns the new interpolated quaternion
  72244. */
  72245. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72246. /**
  72247. * Interpolates between two quaternions and stores it into a target quaternion
  72248. * @param left defines first quaternion
  72249. * @param right defines second quaternion
  72250. * @param amount defines the gradient to use
  72251. * @param result defines the target quaternion
  72252. */
  72253. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72254. /**
  72255. * Interpolate between two quaternions using Hermite interpolation
  72256. * @param value1 defines first quaternion
  72257. * @param tangent1 defines the incoming tangent
  72258. * @param value2 defines second quaternion
  72259. * @param tangent2 defines the outgoing tangent
  72260. * @param amount defines the target quaternion
  72261. * @returns the new interpolated quaternion
  72262. */
  72263. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72264. }
  72265. /**
  72266. * Class used to store matrix data (4x4)
  72267. */
  72268. export class Matrix {
  72269. private static _updateFlagSeed;
  72270. private static _identityReadOnly;
  72271. private _isIdentity;
  72272. private _isIdentityDirty;
  72273. private _isIdentity3x2;
  72274. private _isIdentity3x2Dirty;
  72275. /**
  72276. * Gets the update flag of the matrix which is an unique number for the matrix.
  72277. * It will be incremented every time the matrix data change.
  72278. * You can use it to speed the comparison between two versions of the same matrix.
  72279. */
  72280. updateFlag: number;
  72281. private readonly _m;
  72282. /**
  72283. * Gets the internal data of the matrix
  72284. */
  72285. readonly m: DeepImmutable<Float32Array>;
  72286. /** @hidden */
  72287. _markAsUpdated(): void;
  72288. /** @hidden */
  72289. private _updateIdentityStatus;
  72290. /**
  72291. * Creates an empty matrix (filled with zeros)
  72292. */
  72293. constructor();
  72294. /**
  72295. * Check if the current matrix is identity
  72296. * @returns true is the matrix is the identity matrix
  72297. */
  72298. isIdentity(): boolean;
  72299. /**
  72300. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72301. * @returns true is the matrix is the identity matrix
  72302. */
  72303. isIdentityAs3x2(): boolean;
  72304. /**
  72305. * Gets the determinant of the matrix
  72306. * @returns the matrix determinant
  72307. */
  72308. determinant(): number;
  72309. /**
  72310. * Returns the matrix as a Float32Array
  72311. * @returns the matrix underlying array
  72312. */
  72313. toArray(): DeepImmutable<Float32Array>;
  72314. /**
  72315. * Returns the matrix as a Float32Array
  72316. * @returns the matrix underlying array.
  72317. */
  72318. asArray(): DeepImmutable<Float32Array>;
  72319. /**
  72320. * Inverts the current matrix in place
  72321. * @returns the current inverted matrix
  72322. */
  72323. invert(): Matrix;
  72324. /**
  72325. * Sets all the matrix elements to zero
  72326. * @returns the current matrix
  72327. */
  72328. reset(): Matrix;
  72329. /**
  72330. * Adds the current matrix with a second one
  72331. * @param other defines the matrix to add
  72332. * @returns a new matrix as the addition of the current matrix and the given one
  72333. */
  72334. add(other: DeepImmutable<Matrix>): Matrix;
  72335. /**
  72336. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72337. * @param other defines the matrix to add
  72338. * @param result defines the target matrix
  72339. * @returns the current matrix
  72340. */
  72341. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72342. /**
  72343. * Adds in place the given matrix to the current matrix
  72344. * @param other defines the second operand
  72345. * @returns the current updated matrix
  72346. */
  72347. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72348. /**
  72349. * Sets the given matrix to the current inverted Matrix
  72350. * @param other defines the target matrix
  72351. * @returns the unmodified current matrix
  72352. */
  72353. invertToRef(other: Matrix): Matrix;
  72354. /**
  72355. * add a value at the specified position in the current Matrix
  72356. * @param index the index of the value within the matrix. between 0 and 15.
  72357. * @param value the value to be added
  72358. * @returns the current updated matrix
  72359. */
  72360. addAtIndex(index: number, value: number): Matrix;
  72361. /**
  72362. * mutiply the specified position in the current Matrix by a value
  72363. * @param index the index of the value within the matrix. between 0 and 15.
  72364. * @param value the value to be added
  72365. * @returns the current updated matrix
  72366. */
  72367. multiplyAtIndex(index: number, value: number): Matrix;
  72368. /**
  72369. * Inserts the translation vector (using 3 floats) in the current matrix
  72370. * @param x defines the 1st component of the translation
  72371. * @param y defines the 2nd component of the translation
  72372. * @param z defines the 3rd component of the translation
  72373. * @returns the current updated matrix
  72374. */
  72375. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72376. /**
  72377. * Adds the translation vector (using 3 floats) in the current matrix
  72378. * @param x defines the 1st component of the translation
  72379. * @param y defines the 2nd component of the translation
  72380. * @param z defines the 3rd component of the translation
  72381. * @returns the current updated matrix
  72382. */
  72383. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72384. /**
  72385. * Inserts the translation vector in the current matrix
  72386. * @param vector3 defines the translation to insert
  72387. * @returns the current updated matrix
  72388. */
  72389. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72390. /**
  72391. * Gets the translation value of the current matrix
  72392. * @returns a new Vector3 as the extracted translation from the matrix
  72393. */
  72394. getTranslation(): Vector3;
  72395. /**
  72396. * Fill a Vector3 with the extracted translation from the matrix
  72397. * @param result defines the Vector3 where to store the translation
  72398. * @returns the current matrix
  72399. */
  72400. getTranslationToRef(result: Vector3): Matrix;
  72401. /**
  72402. * Remove rotation and scaling part from the matrix
  72403. * @returns the updated matrix
  72404. */
  72405. removeRotationAndScaling(): Matrix;
  72406. /**
  72407. * Multiply two matrices
  72408. * @param other defines the second operand
  72409. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72410. */
  72411. multiply(other: DeepImmutable<Matrix>): Matrix;
  72412. /**
  72413. * Copy the current matrix from the given one
  72414. * @param other defines the source matrix
  72415. * @returns the current updated matrix
  72416. */
  72417. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72418. /**
  72419. * Populates the given array from the starting index with the current matrix values
  72420. * @param array defines the target array
  72421. * @param offset defines the offset in the target array where to start storing values
  72422. * @returns the current matrix
  72423. */
  72424. copyToArray(array: Float32Array, offset?: number): Matrix;
  72425. /**
  72426. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72427. * @param other defines the second operand
  72428. * @param result defines the matrix where to store the multiplication
  72429. * @returns the current matrix
  72430. */
  72431. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72432. /**
  72433. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72434. * @param other defines the second operand
  72435. * @param result defines the array where to store the multiplication
  72436. * @param offset defines the offset in the target array where to start storing values
  72437. * @returns the current matrix
  72438. */
  72439. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72440. /**
  72441. * Check equality between this matrix and a second one
  72442. * @param value defines the second matrix to compare
  72443. * @returns true is the current matrix and the given one values are strictly equal
  72444. */
  72445. equals(value: DeepImmutable<Matrix>): boolean;
  72446. /**
  72447. * Clone the current matrix
  72448. * @returns a new matrix from the current matrix
  72449. */
  72450. clone(): Matrix;
  72451. /**
  72452. * Returns the name of the current matrix class
  72453. * @returns the string "Matrix"
  72454. */
  72455. getClassName(): string;
  72456. /**
  72457. * Gets the hash code of the current matrix
  72458. * @returns the hash code
  72459. */
  72460. getHashCode(): number;
  72461. /**
  72462. * Decomposes the current Matrix into a translation, rotation and scaling components
  72463. * @param scale defines the scale vector3 given as a reference to update
  72464. * @param rotation defines the rotation quaternion given as a reference to update
  72465. * @param translation defines the translation vector3 given as a reference to update
  72466. * @returns true if operation was successful
  72467. */
  72468. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72469. /**
  72470. * Gets specific row of the matrix
  72471. * @param index defines the number of the row to get
  72472. * @returns the index-th row of the current matrix as a new Vector4
  72473. */
  72474. getRow(index: number): Nullable<Vector4>;
  72475. /**
  72476. * Sets the index-th row of the current matrix to the vector4 values
  72477. * @param index defines the number of the row to set
  72478. * @param row defines the target vector4
  72479. * @returns the updated current matrix
  72480. */
  72481. setRow(index: number, row: Vector4): Matrix;
  72482. /**
  72483. * Compute the transpose of the matrix
  72484. * @returns the new transposed matrix
  72485. */
  72486. transpose(): Matrix;
  72487. /**
  72488. * Compute the transpose of the matrix and store it in a given matrix
  72489. * @param result defines the target matrix
  72490. * @returns the current matrix
  72491. */
  72492. transposeToRef(result: Matrix): Matrix;
  72493. /**
  72494. * Sets the index-th row of the current matrix with the given 4 x float values
  72495. * @param index defines the row index
  72496. * @param x defines the x component to set
  72497. * @param y defines the y component to set
  72498. * @param z defines the z component to set
  72499. * @param w defines the w component to set
  72500. * @returns the updated current matrix
  72501. */
  72502. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72503. /**
  72504. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72505. * @param scale defines the scale factor
  72506. * @returns a new matrix
  72507. */
  72508. scale(scale: number): Matrix;
  72509. /**
  72510. * Scale the current matrix values by a factor to a given result matrix
  72511. * @param scale defines the scale factor
  72512. * @param result defines the matrix to store the result
  72513. * @returns the current matrix
  72514. */
  72515. scaleToRef(scale: number, result: Matrix): Matrix;
  72516. /**
  72517. * Scale the current matrix values by a factor and add the result to a given matrix
  72518. * @param scale defines the scale factor
  72519. * @param result defines the Matrix to store the result
  72520. * @returns the current matrix
  72521. */
  72522. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72523. /**
  72524. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72525. * @param ref matrix to store the result
  72526. */
  72527. toNormalMatrix(ref: Matrix): void;
  72528. /**
  72529. * Gets only rotation part of the current matrix
  72530. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72531. */
  72532. getRotationMatrix(): Matrix;
  72533. /**
  72534. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72535. * @param result defines the target matrix to store data to
  72536. * @returns the current matrix
  72537. */
  72538. getRotationMatrixToRef(result: Matrix): Matrix;
  72539. /**
  72540. * Toggles model matrix from being right handed to left handed in place and vice versa
  72541. */
  72542. toggleModelMatrixHandInPlace(): void;
  72543. /**
  72544. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72545. */
  72546. toggleProjectionMatrixHandInPlace(): void;
  72547. /**
  72548. * Creates a matrix from an array
  72549. * @param array defines the source array
  72550. * @param offset defines an offset in the source array
  72551. * @returns a new Matrix set from the starting index of the given array
  72552. */
  72553. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72554. /**
  72555. * Copy the content of an array into a given matrix
  72556. * @param array defines the source array
  72557. * @param offset defines an offset in the source array
  72558. * @param result defines the target matrix
  72559. */
  72560. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72561. /**
  72562. * Stores an array into a matrix after having multiplied each component by a given factor
  72563. * @param array defines the source array
  72564. * @param offset defines the offset in the source array
  72565. * @param scale defines the scaling factor
  72566. * @param result defines the target matrix
  72567. */
  72568. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72569. /**
  72570. * Gets an identity matrix that must not be updated
  72571. */
  72572. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72573. /**
  72574. * Stores a list of values (16) inside a given matrix
  72575. * @param initialM11 defines 1st value of 1st row
  72576. * @param initialM12 defines 2nd value of 1st row
  72577. * @param initialM13 defines 3rd value of 1st row
  72578. * @param initialM14 defines 4th value of 1st row
  72579. * @param initialM21 defines 1st value of 2nd row
  72580. * @param initialM22 defines 2nd value of 2nd row
  72581. * @param initialM23 defines 3rd value of 2nd row
  72582. * @param initialM24 defines 4th value of 2nd row
  72583. * @param initialM31 defines 1st value of 3rd row
  72584. * @param initialM32 defines 2nd value of 3rd row
  72585. * @param initialM33 defines 3rd value of 3rd row
  72586. * @param initialM34 defines 4th value of 3rd row
  72587. * @param initialM41 defines 1st value of 4th row
  72588. * @param initialM42 defines 2nd value of 4th row
  72589. * @param initialM43 defines 3rd value of 4th row
  72590. * @param initialM44 defines 4th value of 4th row
  72591. * @param result defines the target matrix
  72592. */
  72593. 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;
  72594. /**
  72595. * Creates new matrix from a list of values (16)
  72596. * @param initialM11 defines 1st value of 1st row
  72597. * @param initialM12 defines 2nd value of 1st row
  72598. * @param initialM13 defines 3rd value of 1st row
  72599. * @param initialM14 defines 4th value of 1st row
  72600. * @param initialM21 defines 1st value of 2nd row
  72601. * @param initialM22 defines 2nd value of 2nd row
  72602. * @param initialM23 defines 3rd value of 2nd row
  72603. * @param initialM24 defines 4th value of 2nd row
  72604. * @param initialM31 defines 1st value of 3rd row
  72605. * @param initialM32 defines 2nd value of 3rd row
  72606. * @param initialM33 defines 3rd value of 3rd row
  72607. * @param initialM34 defines 4th value of 3rd row
  72608. * @param initialM41 defines 1st value of 4th row
  72609. * @param initialM42 defines 2nd value of 4th row
  72610. * @param initialM43 defines 3rd value of 4th row
  72611. * @param initialM44 defines 4th value of 4th row
  72612. * @returns the new matrix
  72613. */
  72614. 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;
  72615. /**
  72616. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72617. * @param scale defines the scale vector3
  72618. * @param rotation defines the rotation quaternion
  72619. * @param translation defines the translation vector3
  72620. * @returns a new matrix
  72621. */
  72622. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72623. /**
  72624. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72625. * @param scale defines the scale vector3
  72626. * @param rotation defines the rotation quaternion
  72627. * @param translation defines the translation vector3
  72628. * @param result defines the target matrix
  72629. */
  72630. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72631. /**
  72632. * Creates a new identity matrix
  72633. * @returns a new identity matrix
  72634. */
  72635. static Identity(): Matrix;
  72636. /**
  72637. * Creates a new identity matrix and stores the result in a given matrix
  72638. * @param result defines the target matrix
  72639. */
  72640. static IdentityToRef(result: Matrix): void;
  72641. /**
  72642. * Creates a new zero matrix
  72643. * @returns a new zero matrix
  72644. */
  72645. static Zero(): Matrix;
  72646. /**
  72647. * Creates a new rotation matrix for "angle" radians around the X axis
  72648. * @param angle defines the angle (in radians) to use
  72649. * @return the new matrix
  72650. */
  72651. static RotationX(angle: number): Matrix;
  72652. /**
  72653. * Creates a new matrix as the invert of a given matrix
  72654. * @param source defines the source matrix
  72655. * @returns the new matrix
  72656. */
  72657. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72658. /**
  72659. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72660. * @param angle defines the angle (in radians) to use
  72661. * @param result defines the target matrix
  72662. */
  72663. static RotationXToRef(angle: number, result: Matrix): void;
  72664. /**
  72665. * Creates a new rotation matrix for "angle" radians around the Y axis
  72666. * @param angle defines the angle (in radians) to use
  72667. * @return the new matrix
  72668. */
  72669. static RotationY(angle: number): Matrix;
  72670. /**
  72671. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72672. * @param angle defines the angle (in radians) to use
  72673. * @param result defines the target matrix
  72674. */
  72675. static RotationYToRef(angle: number, result: Matrix): void;
  72676. /**
  72677. * Creates a new rotation matrix for "angle" radians around the Z axis
  72678. * @param angle defines the angle (in radians) to use
  72679. * @return the new matrix
  72680. */
  72681. static RotationZ(angle: number): Matrix;
  72682. /**
  72683. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72684. * @param angle defines the angle (in radians) to use
  72685. * @param result defines the target matrix
  72686. */
  72687. static RotationZToRef(angle: number, result: Matrix): void;
  72688. /**
  72689. * Creates a new rotation matrix for "angle" radians around the given axis
  72690. * @param axis defines the axis to use
  72691. * @param angle defines the angle (in radians) to use
  72692. * @return the new matrix
  72693. */
  72694. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72695. /**
  72696. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72697. * @param axis defines the axis to use
  72698. * @param angle defines the angle (in radians) to use
  72699. * @param result defines the target matrix
  72700. */
  72701. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72702. /**
  72703. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72704. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72705. * @param from defines the vector to align
  72706. * @param to defines the vector to align to
  72707. * @param result defines the target matrix
  72708. */
  72709. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72710. /**
  72711. * Creates a rotation matrix
  72712. * @param yaw defines the yaw angle in radians (Y axis)
  72713. * @param pitch defines the pitch angle in radians (X axis)
  72714. * @param roll defines the roll angle in radians (X axis)
  72715. * @returns the new rotation matrix
  72716. */
  72717. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72718. /**
  72719. * Creates a rotation matrix and stores it in a given matrix
  72720. * @param yaw defines the yaw angle in radians (Y axis)
  72721. * @param pitch defines the pitch angle in radians (X axis)
  72722. * @param roll defines the roll angle in radians (X axis)
  72723. * @param result defines the target matrix
  72724. */
  72725. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72726. /**
  72727. * Creates a scaling matrix
  72728. * @param x defines the scale factor on X axis
  72729. * @param y defines the scale factor on Y axis
  72730. * @param z defines the scale factor on Z axis
  72731. * @returns the new matrix
  72732. */
  72733. static Scaling(x: number, y: number, z: number): Matrix;
  72734. /**
  72735. * Creates a scaling matrix and stores it in a given matrix
  72736. * @param x defines the scale factor on X axis
  72737. * @param y defines the scale factor on Y axis
  72738. * @param z defines the scale factor on Z axis
  72739. * @param result defines the target matrix
  72740. */
  72741. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72742. /**
  72743. * Creates a translation matrix
  72744. * @param x defines the translation on X axis
  72745. * @param y defines the translation on Y axis
  72746. * @param z defines the translationon Z axis
  72747. * @returns the new matrix
  72748. */
  72749. static Translation(x: number, y: number, z: number): Matrix;
  72750. /**
  72751. * Creates a translation matrix and stores it in a given matrix
  72752. * @param x defines the translation on X axis
  72753. * @param y defines the translation on Y axis
  72754. * @param z defines the translationon Z axis
  72755. * @param result defines the target matrix
  72756. */
  72757. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72758. /**
  72759. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72760. * @param startValue defines the start value
  72761. * @param endValue defines the end value
  72762. * @param gradient defines the gradient factor
  72763. * @returns the new matrix
  72764. */
  72765. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72766. /**
  72767. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72768. * @param startValue defines the start value
  72769. * @param endValue defines the end value
  72770. * @param gradient defines the gradient factor
  72771. * @param result defines the Matrix object where to store data
  72772. */
  72773. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72774. /**
  72775. * Builds a new matrix whose values are computed by:
  72776. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72777. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72778. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72779. * @param startValue defines the first matrix
  72780. * @param endValue defines the second matrix
  72781. * @param gradient defines the gradient between the two matrices
  72782. * @returns the new matrix
  72783. */
  72784. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72785. /**
  72786. * Update a matrix to values which are computed by:
  72787. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72788. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72789. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72790. * @param startValue defines the first matrix
  72791. * @param endValue defines the second matrix
  72792. * @param gradient defines the gradient between the two matrices
  72793. * @param result defines the target matrix
  72794. */
  72795. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72796. /**
  72797. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  72798. * This function works in left handed mode
  72799. * @param eye defines the final position of the entity
  72800. * @param target defines where the entity should look at
  72801. * @param up defines the up vector for the entity
  72802. * @returns the new matrix
  72803. */
  72804. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72805. /**
  72806. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  72807. * This function works in left handed mode
  72808. * @param eye defines the final position of the entity
  72809. * @param target defines where the entity should look at
  72810. * @param up defines the up vector for the entity
  72811. * @param result defines the target matrix
  72812. */
  72813. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72814. /**
  72815. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  72816. * This function works in right handed mode
  72817. * @param eye defines the final position of the entity
  72818. * @param target defines where the entity should look at
  72819. * @param up defines the up vector for the entity
  72820. * @returns the new matrix
  72821. */
  72822. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72823. /**
  72824. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  72825. * This function works in right handed mode
  72826. * @param eye defines the final position of the entity
  72827. * @param target defines where the entity should look at
  72828. * @param up defines the up vector for the entity
  72829. * @param result defines the target matrix
  72830. */
  72831. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72832. /**
  72833. * Create a left-handed orthographic projection matrix
  72834. * @param width defines the viewport width
  72835. * @param height defines the viewport height
  72836. * @param znear defines the near clip plane
  72837. * @param zfar defines the far clip plane
  72838. * @returns a new matrix as a left-handed orthographic projection matrix
  72839. */
  72840. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72841. /**
  72842. * Store a left-handed orthographic projection to a given matrix
  72843. * @param width defines the viewport width
  72844. * @param height defines the viewport height
  72845. * @param znear defines the near clip plane
  72846. * @param zfar defines the far clip plane
  72847. * @param result defines the target matrix
  72848. */
  72849. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72850. /**
  72851. * Create a left-handed orthographic projection matrix
  72852. * @param left defines the viewport left coordinate
  72853. * @param right defines the viewport right coordinate
  72854. * @param bottom defines the viewport bottom coordinate
  72855. * @param top defines the viewport top coordinate
  72856. * @param znear defines the near clip plane
  72857. * @param zfar defines the far clip plane
  72858. * @returns a new matrix as a left-handed orthographic projection matrix
  72859. */
  72860. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72861. /**
  72862. * Stores a left-handed orthographic projection into a given matrix
  72863. * @param left defines the viewport left coordinate
  72864. * @param right defines the viewport right coordinate
  72865. * @param bottom defines the viewport bottom coordinate
  72866. * @param top defines the viewport top coordinate
  72867. * @param znear defines the near clip plane
  72868. * @param zfar defines the far clip plane
  72869. * @param result defines the target matrix
  72870. */
  72871. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72872. /**
  72873. * Creates a right-handed orthographic projection matrix
  72874. * @param left defines the viewport left coordinate
  72875. * @param right defines the viewport right coordinate
  72876. * @param bottom defines the viewport bottom coordinate
  72877. * @param top defines the viewport top coordinate
  72878. * @param znear defines the near clip plane
  72879. * @param zfar defines the far clip plane
  72880. * @returns a new matrix as a right-handed orthographic projection matrix
  72881. */
  72882. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72883. /**
  72884. * Stores a right-handed orthographic projection into a given matrix
  72885. * @param left defines the viewport left coordinate
  72886. * @param right defines the viewport right coordinate
  72887. * @param bottom defines the viewport bottom coordinate
  72888. * @param top defines the viewport top coordinate
  72889. * @param znear defines the near clip plane
  72890. * @param zfar defines the far clip plane
  72891. * @param result defines the target matrix
  72892. */
  72893. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72894. /**
  72895. * Creates a left-handed perspective projection matrix
  72896. * @param width defines the viewport width
  72897. * @param height defines the viewport height
  72898. * @param znear defines the near clip plane
  72899. * @param zfar defines the far clip plane
  72900. * @returns a new matrix as a left-handed perspective projection matrix
  72901. */
  72902. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72903. /**
  72904. * Creates a left-handed perspective projection matrix
  72905. * @param fov defines the horizontal field of view
  72906. * @param aspect defines the aspect ratio
  72907. * @param znear defines the near clip plane
  72908. * @param zfar defines the far clip plane
  72909. * @returns a new matrix as a left-handed perspective projection matrix
  72910. */
  72911. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72912. /**
  72913. * Stores a left-handed perspective projection into a given matrix
  72914. * @param fov defines the horizontal field of view
  72915. * @param aspect defines the aspect ratio
  72916. * @param znear defines the near clip plane
  72917. * @param zfar defines the far clip plane
  72918. * @param result defines the target matrix
  72919. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72920. */
  72921. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72922. /**
  72923. * Stores a left-handed perspective projection into a given matrix with depth reversed
  72924. * @param fov defines the horizontal field of view
  72925. * @param aspect defines the aspect ratio
  72926. * @param znear defines the near clip plane
  72927. * @param zfar not used as infinity is used as far clip
  72928. * @param result defines the target matrix
  72929. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72930. */
  72931. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72932. /**
  72933. * Creates a right-handed perspective projection matrix
  72934. * @param fov defines the horizontal field of view
  72935. * @param aspect defines the aspect ratio
  72936. * @param znear defines the near clip plane
  72937. * @param zfar defines the far clip plane
  72938. * @returns a new matrix as a right-handed perspective projection matrix
  72939. */
  72940. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72941. /**
  72942. * Stores a right-handed perspective projection into a given matrix
  72943. * @param fov defines the horizontal field of view
  72944. * @param aspect defines the aspect ratio
  72945. * @param znear defines the near clip plane
  72946. * @param zfar defines the far clip plane
  72947. * @param result defines the target matrix
  72948. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72949. */
  72950. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72951. /**
  72952. * Stores a right-handed perspective projection into a given matrix
  72953. * @param fov defines the horizontal field of view
  72954. * @param aspect defines the aspect ratio
  72955. * @param znear defines the near clip plane
  72956. * @param zfar not used as infinity is used as far clip
  72957. * @param result defines the target matrix
  72958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72959. */
  72960. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72961. /**
  72962. * Stores a perspective projection for WebVR info a given matrix
  72963. * @param fov defines the field of view
  72964. * @param znear defines the near clip plane
  72965. * @param zfar defines the far clip plane
  72966. * @param result defines the target matrix
  72967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72968. */
  72969. static PerspectiveFovWebVRToRef(fov: {
  72970. upDegrees: number;
  72971. downDegrees: number;
  72972. leftDegrees: number;
  72973. rightDegrees: number;
  72974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72975. /**
  72976. * Computes a complete transformation matrix
  72977. * @param viewport defines the viewport to use
  72978. * @param world defines the world matrix
  72979. * @param view defines the view matrix
  72980. * @param projection defines the projection matrix
  72981. * @param zmin defines the near clip plane
  72982. * @param zmax defines the far clip plane
  72983. * @returns the transformation matrix
  72984. */
  72985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72986. /**
  72987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72988. * @param matrix defines the matrix to use
  72989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72990. */
  72991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72992. /**
  72993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72994. * @param matrix defines the matrix to use
  72995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72996. */
  72997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72998. /**
  72999. * Compute the transpose of a given matrix
  73000. * @param matrix defines the matrix to transpose
  73001. * @returns the new matrix
  73002. */
  73003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  73004. /**
  73005. * Compute the transpose of a matrix and store it in a target matrix
  73006. * @param matrix defines the matrix to transpose
  73007. * @param result defines the target matrix
  73008. */
  73009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  73010. /**
  73011. * Computes a reflection matrix from a plane
  73012. * @param plane defines the reflection plane
  73013. * @returns a new matrix
  73014. */
  73015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  73016. /**
  73017. * Computes a reflection matrix from a plane
  73018. * @param plane defines the reflection plane
  73019. * @param result defines the target matrix
  73020. */
  73021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  73022. /**
  73023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  73024. * @param xaxis defines the value of the 1st axis
  73025. * @param yaxis defines the value of the 2nd axis
  73026. * @param zaxis defines the value of the 3rd axis
  73027. * @param result defines the target matrix
  73028. */
  73029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  73030. /**
  73031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  73032. * @param quat defines the quaternion to use
  73033. * @param result defines the target matrix
  73034. */
  73035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  73036. }
  73037. /**
  73038. * @hidden
  73039. */
  73040. export class TmpVectors {
  73041. static Vector2: Vector2[];
  73042. static Vector3: Vector3[];
  73043. static Vector4: Vector4[];
  73044. static Quaternion: Quaternion[];
  73045. static Matrix: Matrix[];
  73046. }
  73047. }
  73048. declare module BABYLON {
  73049. /**
  73050. * Defines potential orientation for back face culling
  73051. */
  73052. export enum Orientation {
  73053. /**
  73054. * Clockwise
  73055. */
  73056. CW = 0,
  73057. /** Counter clockwise */
  73058. CCW = 1
  73059. }
  73060. /** Class used to represent a Bezier curve */
  73061. export class BezierCurve {
  73062. /**
  73063. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  73064. * @param t defines the time
  73065. * @param x1 defines the left coordinate on X axis
  73066. * @param y1 defines the left coordinate on Y axis
  73067. * @param x2 defines the right coordinate on X axis
  73068. * @param y2 defines the right coordinate on Y axis
  73069. * @returns the interpolated value
  73070. */
  73071. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  73072. }
  73073. /**
  73074. * Defines angle representation
  73075. */
  73076. export class Angle {
  73077. private _radians;
  73078. /**
  73079. * Creates an Angle object of "radians" radians (float).
  73080. * @param radians the angle in radians
  73081. */
  73082. constructor(radians: number);
  73083. /**
  73084. * Get value in degrees
  73085. * @returns the Angle value in degrees (float)
  73086. */
  73087. degrees(): number;
  73088. /**
  73089. * Get value in radians
  73090. * @returns the Angle value in radians (float)
  73091. */
  73092. radians(): number;
  73093. /**
  73094. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  73095. * @param a defines first vector
  73096. * @param b defines second vector
  73097. * @returns a new Angle
  73098. */
  73099. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  73100. /**
  73101. * Gets a new Angle object from the given float in radians
  73102. * @param radians defines the angle value in radians
  73103. * @returns a new Angle
  73104. */
  73105. static FromRadians(radians: number): Angle;
  73106. /**
  73107. * Gets a new Angle object from the given float in degrees
  73108. * @param degrees defines the angle value in degrees
  73109. * @returns a new Angle
  73110. */
  73111. static FromDegrees(degrees: number): Angle;
  73112. }
  73113. /**
  73114. * This represents an arc in a 2d space.
  73115. */
  73116. export class Arc2 {
  73117. /** Defines the start point of the arc */
  73118. startPoint: Vector2;
  73119. /** Defines the mid point of the arc */
  73120. midPoint: Vector2;
  73121. /** Defines the end point of the arc */
  73122. endPoint: Vector2;
  73123. /**
  73124. * Defines the center point of the arc.
  73125. */
  73126. centerPoint: Vector2;
  73127. /**
  73128. * Defines the radius of the arc.
  73129. */
  73130. radius: number;
  73131. /**
  73132. * Defines the angle of the arc (from mid point to end point).
  73133. */
  73134. angle: Angle;
  73135. /**
  73136. * Defines the start angle of the arc (from start point to middle point).
  73137. */
  73138. startAngle: Angle;
  73139. /**
  73140. * Defines the orientation of the arc (clock wise/counter clock wise).
  73141. */
  73142. orientation: Orientation;
  73143. /**
  73144. * Creates an Arc object from the three given points : start, middle and end.
  73145. * @param startPoint Defines the start point of the arc
  73146. * @param midPoint Defines the midlle point of the arc
  73147. * @param endPoint Defines the end point of the arc
  73148. */
  73149. constructor(
  73150. /** Defines the start point of the arc */
  73151. startPoint: Vector2,
  73152. /** Defines the mid point of the arc */
  73153. midPoint: Vector2,
  73154. /** Defines the end point of the arc */
  73155. endPoint: Vector2);
  73156. }
  73157. /**
  73158. * Represents a 2D path made up of multiple 2D points
  73159. */
  73160. export class Path2 {
  73161. private _points;
  73162. private _length;
  73163. /**
  73164. * If the path start and end point are the same
  73165. */
  73166. closed: boolean;
  73167. /**
  73168. * Creates a Path2 object from the starting 2D coordinates x and y.
  73169. * @param x the starting points x value
  73170. * @param y the starting points y value
  73171. */
  73172. constructor(x: number, y: number);
  73173. /**
  73174. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  73175. * @param x the added points x value
  73176. * @param y the added points y value
  73177. * @returns the updated Path2.
  73178. */
  73179. addLineTo(x: number, y: number): Path2;
  73180. /**
  73181. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  73182. * @param midX middle point x value
  73183. * @param midY middle point y value
  73184. * @param endX end point x value
  73185. * @param endY end point y value
  73186. * @param numberOfSegments (default: 36)
  73187. * @returns the updated Path2.
  73188. */
  73189. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  73190. /**
  73191. * Closes the Path2.
  73192. * @returns the Path2.
  73193. */
  73194. close(): Path2;
  73195. /**
  73196. * Gets the sum of the distance between each sequential point in the path
  73197. * @returns the Path2 total length (float).
  73198. */
  73199. length(): number;
  73200. /**
  73201. * Gets the points which construct the path
  73202. * @returns the Path2 internal array of points.
  73203. */
  73204. getPoints(): Vector2[];
  73205. /**
  73206. * Retreives the point at the distance aways from the starting point
  73207. * @param normalizedLengthPosition the length along the path to retreive the point from
  73208. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  73209. */
  73210. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73211. /**
  73212. * Creates a new path starting from an x and y position
  73213. * @param x starting x value
  73214. * @param y starting y value
  73215. * @returns a new Path2 starting at the coordinates (x, y).
  73216. */
  73217. static StartingAt(x: number, y: number): Path2;
  73218. }
  73219. /**
  73220. * Represents a 3D path made up of multiple 3D points
  73221. */
  73222. export class Path3D {
  73223. /**
  73224. * an array of Vector3, the curve axis of the Path3D
  73225. */
  73226. path: Vector3[];
  73227. private _curve;
  73228. private _distances;
  73229. private _tangents;
  73230. private _normals;
  73231. private _binormals;
  73232. private _raw;
  73233. private _alignTangentsWithPath;
  73234. private readonly _pointAtData;
  73235. /**
  73236. * new Path3D(path, normal, raw)
  73237. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73238. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73239. * @param path an array of Vector3, the curve axis of the Path3D
  73240. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73241. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73242. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73243. */
  73244. constructor(
  73245. /**
  73246. * an array of Vector3, the curve axis of the Path3D
  73247. */
  73248. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73249. /**
  73250. * Returns the Path3D array of successive Vector3 designing its curve.
  73251. * @returns the Path3D array of successive Vector3 designing its curve.
  73252. */
  73253. getCurve(): Vector3[];
  73254. /**
  73255. * Returns the Path3D array of successive Vector3 designing its curve.
  73256. * @returns the Path3D array of successive Vector3 designing its curve.
  73257. */
  73258. getPoints(): Vector3[];
  73259. /**
  73260. * @returns the computed length (float) of the path.
  73261. */
  73262. length(): number;
  73263. /**
  73264. * Returns an array populated with tangent vectors on each Path3D curve point.
  73265. * @returns an array populated with tangent vectors on each Path3D curve point.
  73266. */
  73267. getTangents(): Vector3[];
  73268. /**
  73269. * Returns an array populated with normal vectors on each Path3D curve point.
  73270. * @returns an array populated with normal vectors on each Path3D curve point.
  73271. */
  73272. getNormals(): Vector3[];
  73273. /**
  73274. * Returns an array populated with binormal vectors on each Path3D curve point.
  73275. * @returns an array populated with binormal vectors on each Path3D curve point.
  73276. */
  73277. getBinormals(): Vector3[];
  73278. /**
  73279. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73280. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73281. */
  73282. getDistances(): number[];
  73283. /**
  73284. * Returns an interpolated point along this path
  73285. * @param position the position of the point along this path, from 0.0 to 1.0
  73286. * @returns a new Vector3 as the point
  73287. */
  73288. getPointAt(position: number): Vector3;
  73289. /**
  73290. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73291. * @param position the position of the point along this path, from 0.0 to 1.0
  73292. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73293. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73294. */
  73295. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73296. /**
  73297. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73298. * @param position the position of the point along this path, from 0.0 to 1.0
  73299. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73300. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73301. */
  73302. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73303. /**
  73304. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73305. * @param position the position of the point along this path, from 0.0 to 1.0
  73306. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73307. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73308. */
  73309. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73310. /**
  73311. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73312. * @param position the position of the point along this path, from 0.0 to 1.0
  73313. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73314. */
  73315. getDistanceAt(position: number): number;
  73316. /**
  73317. * Returns the array index of the previous point of an interpolated point along this path
  73318. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73319. * @returns the array index
  73320. */
  73321. getPreviousPointIndexAt(position: number): number;
  73322. /**
  73323. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73324. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73325. * @returns the sub position
  73326. */
  73327. getSubPositionAt(position: number): number;
  73328. /**
  73329. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73330. * @param target the vector of which to get the closest position to
  73331. * @returns the position of the closest virtual point on this path to the target vector
  73332. */
  73333. getClosestPositionTo(target: Vector3): number;
  73334. /**
  73335. * Returns a sub path (slice) of this path
  73336. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73337. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73338. * @returns a sub path (slice) of this path
  73339. */
  73340. slice(start?: number, end?: number): Path3D;
  73341. /**
  73342. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73343. * @param path path which all values are copied into the curves points
  73344. * @param firstNormal which should be projected onto the curve
  73345. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73346. * @returns the same object updated.
  73347. */
  73348. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73349. private _compute;
  73350. private _getFirstNonNullVector;
  73351. private _getLastNonNullVector;
  73352. private _normalVector;
  73353. /**
  73354. * Updates the point at data for an interpolated point along this curve
  73355. * @param position the position of the point along this curve, from 0.0 to 1.0
  73356. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73357. * @returns the (updated) point at data
  73358. */
  73359. private _updatePointAtData;
  73360. /**
  73361. * Updates the point at data from the specified parameters
  73362. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73363. * @param point the interpolated point
  73364. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73365. */
  73366. private _setPointAtData;
  73367. /**
  73368. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73369. */
  73370. private _updateInterpolationMatrix;
  73371. }
  73372. /**
  73373. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73374. * A Curve3 is designed from a series of successive Vector3.
  73375. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73376. */
  73377. export class Curve3 {
  73378. private _points;
  73379. private _length;
  73380. /**
  73381. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73382. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73383. * @param v1 (Vector3) the control point
  73384. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73385. * @param nbPoints (integer) the wanted number of points in the curve
  73386. * @returns the created Curve3
  73387. */
  73388. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73389. /**
  73390. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73391. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73392. * @param v1 (Vector3) the first control point
  73393. * @param v2 (Vector3) the second control point
  73394. * @param v3 (Vector3) the end point of the Cubic Bezier
  73395. * @param nbPoints (integer) the wanted number of points in the curve
  73396. * @returns the created Curve3
  73397. */
  73398. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73399. /**
  73400. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73401. * @param p1 (Vector3) the origin point of the Hermite Spline
  73402. * @param t1 (Vector3) the tangent vector at the origin point
  73403. * @param p2 (Vector3) the end point of the Hermite Spline
  73404. * @param t2 (Vector3) the tangent vector at the end point
  73405. * @param nbPoints (integer) the wanted number of points in the curve
  73406. * @returns the created Curve3
  73407. */
  73408. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73409. /**
  73410. * Returns a Curve3 object along a CatmullRom Spline curve :
  73411. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73412. * @param nbPoints (integer) the wanted number of points between each curve control points
  73413. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73414. * @returns the created Curve3
  73415. */
  73416. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73417. /**
  73418. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73419. * A Curve3 is designed from a series of successive Vector3.
  73420. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73421. * @param points points which make up the curve
  73422. */
  73423. constructor(points: Vector3[]);
  73424. /**
  73425. * @returns the Curve3 stored array of successive Vector3
  73426. */
  73427. getPoints(): Vector3[];
  73428. /**
  73429. * @returns the computed length (float) of the curve.
  73430. */
  73431. length(): number;
  73432. /**
  73433. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73434. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73435. * curveA and curveB keep unchanged.
  73436. * @param curve the curve to continue from this curve
  73437. * @returns the newly constructed curve
  73438. */
  73439. continue(curve: DeepImmutable<Curve3>): Curve3;
  73440. private _computeLength;
  73441. }
  73442. }
  73443. declare module BABYLON {
  73444. /**
  73445. * This represents the main contract an easing function should follow.
  73446. * Easing functions are used throughout the animation system.
  73447. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73448. */
  73449. export interface IEasingFunction {
  73450. /**
  73451. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73452. * of the easing function.
  73453. * The link below provides some of the most common examples of easing functions.
  73454. * @see https://easings.net/
  73455. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73456. * @returns the corresponding value on the curve defined by the easing function
  73457. */
  73458. ease(gradient: number): number;
  73459. }
  73460. /**
  73461. * Base class used for every default easing function.
  73462. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73463. */
  73464. export class EasingFunction implements IEasingFunction {
  73465. /**
  73466. * Interpolation follows the mathematical formula associated with the easing function.
  73467. */
  73468. static readonly EASINGMODE_EASEIN: number;
  73469. /**
  73470. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73471. */
  73472. static readonly EASINGMODE_EASEOUT: number;
  73473. /**
  73474. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73475. */
  73476. static readonly EASINGMODE_EASEINOUT: number;
  73477. private _easingMode;
  73478. /**
  73479. * Sets the easing mode of the current function.
  73480. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73481. */
  73482. setEasingMode(easingMode: number): void;
  73483. /**
  73484. * Gets the current easing mode.
  73485. * @returns the easing mode
  73486. */
  73487. getEasingMode(): number;
  73488. /**
  73489. * @hidden
  73490. */
  73491. easeInCore(gradient: number): number;
  73492. /**
  73493. * Given an input gradient between 0 and 1, this returns the corresponding value
  73494. * of the easing function.
  73495. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73496. * @returns the corresponding value on the curve defined by the easing function
  73497. */
  73498. ease(gradient: number): number;
  73499. }
  73500. /**
  73501. * Easing function with a circle shape (see link below).
  73502. * @see https://easings.net/#easeInCirc
  73503. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73504. */
  73505. export class CircleEase extends EasingFunction implements IEasingFunction {
  73506. /** @hidden */
  73507. easeInCore(gradient: number): number;
  73508. }
  73509. /**
  73510. * Easing function with a ease back shape (see link below).
  73511. * @see https://easings.net/#easeInBack
  73512. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73513. */
  73514. export class BackEase extends EasingFunction implements IEasingFunction {
  73515. /** Defines the amplitude of the function */
  73516. amplitude: number;
  73517. /**
  73518. * Instantiates a back ease easing
  73519. * @see https://easings.net/#easeInBack
  73520. * @param amplitude Defines the amplitude of the function
  73521. */
  73522. constructor(
  73523. /** Defines the amplitude of the function */
  73524. amplitude?: number);
  73525. /** @hidden */
  73526. easeInCore(gradient: number): number;
  73527. }
  73528. /**
  73529. * Easing function with a bouncing shape (see link below).
  73530. * @see https://easings.net/#easeInBounce
  73531. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73532. */
  73533. export class BounceEase extends EasingFunction implements IEasingFunction {
  73534. /** Defines the number of bounces */
  73535. bounces: number;
  73536. /** Defines the amplitude of the bounce */
  73537. bounciness: number;
  73538. /**
  73539. * Instantiates a bounce easing
  73540. * @see https://easings.net/#easeInBounce
  73541. * @param bounces Defines the number of bounces
  73542. * @param bounciness Defines the amplitude of the bounce
  73543. */
  73544. constructor(
  73545. /** Defines the number of bounces */
  73546. bounces?: number,
  73547. /** Defines the amplitude of the bounce */
  73548. bounciness?: number);
  73549. /** @hidden */
  73550. easeInCore(gradient: number): number;
  73551. }
  73552. /**
  73553. * Easing function with a power of 3 shape (see link below).
  73554. * @see https://easings.net/#easeInCubic
  73555. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73556. */
  73557. export class CubicEase extends EasingFunction implements IEasingFunction {
  73558. /** @hidden */
  73559. easeInCore(gradient: number): number;
  73560. }
  73561. /**
  73562. * Easing function with an elastic shape (see link below).
  73563. * @see https://easings.net/#easeInElastic
  73564. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73565. */
  73566. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73567. /** Defines the number of oscillations*/
  73568. oscillations: number;
  73569. /** Defines the amplitude of the oscillations*/
  73570. springiness: number;
  73571. /**
  73572. * Instantiates an elastic easing function
  73573. * @see https://easings.net/#easeInElastic
  73574. * @param oscillations Defines the number of oscillations
  73575. * @param springiness Defines the amplitude of the oscillations
  73576. */
  73577. constructor(
  73578. /** Defines the number of oscillations*/
  73579. oscillations?: number,
  73580. /** Defines the amplitude of the oscillations*/
  73581. springiness?: number);
  73582. /** @hidden */
  73583. easeInCore(gradient: number): number;
  73584. }
  73585. /**
  73586. * Easing function with an exponential shape (see link below).
  73587. * @see https://easings.net/#easeInExpo
  73588. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73589. */
  73590. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73591. /** Defines the exponent of the function */
  73592. exponent: number;
  73593. /**
  73594. * Instantiates an exponential easing function
  73595. * @see https://easings.net/#easeInExpo
  73596. * @param exponent Defines the exponent of the function
  73597. */
  73598. constructor(
  73599. /** Defines the exponent of the function */
  73600. exponent?: number);
  73601. /** @hidden */
  73602. easeInCore(gradient: number): number;
  73603. }
  73604. /**
  73605. * Easing function with a power shape (see link below).
  73606. * @see https://easings.net/#easeInQuad
  73607. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73608. */
  73609. export class PowerEase extends EasingFunction implements IEasingFunction {
  73610. /** Defines the power of the function */
  73611. power: number;
  73612. /**
  73613. * Instantiates an power base easing function
  73614. * @see https://easings.net/#easeInQuad
  73615. * @param power Defines the power of the function
  73616. */
  73617. constructor(
  73618. /** Defines the power of the function */
  73619. power?: number);
  73620. /** @hidden */
  73621. easeInCore(gradient: number): number;
  73622. }
  73623. /**
  73624. * Easing function with a power of 2 shape (see link below).
  73625. * @see https://easings.net/#easeInQuad
  73626. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73627. */
  73628. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73629. /** @hidden */
  73630. easeInCore(gradient: number): number;
  73631. }
  73632. /**
  73633. * Easing function with a power of 4 shape (see link below).
  73634. * @see https://easings.net/#easeInQuart
  73635. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73636. */
  73637. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73638. /** @hidden */
  73639. easeInCore(gradient: number): number;
  73640. }
  73641. /**
  73642. * Easing function with a power of 5 shape (see link below).
  73643. * @see https://easings.net/#easeInQuint
  73644. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73645. */
  73646. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73647. /** @hidden */
  73648. easeInCore(gradient: number): number;
  73649. }
  73650. /**
  73651. * Easing function with a sin shape (see link below).
  73652. * @see https://easings.net/#easeInSine
  73653. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73654. */
  73655. export class SineEase extends EasingFunction implements IEasingFunction {
  73656. /** @hidden */
  73657. easeInCore(gradient: number): number;
  73658. }
  73659. /**
  73660. * Easing function with a bezier shape (see link below).
  73661. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73662. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73663. */
  73664. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73665. /** Defines the x component of the start tangent in the bezier curve */
  73666. x1: number;
  73667. /** Defines the y component of the start tangent in the bezier curve */
  73668. y1: number;
  73669. /** Defines the x component of the end tangent in the bezier curve */
  73670. x2: number;
  73671. /** Defines the y component of the end tangent in the bezier curve */
  73672. y2: number;
  73673. /**
  73674. * Instantiates a bezier function
  73675. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73676. * @param x1 Defines the x component of the start tangent in the bezier curve
  73677. * @param y1 Defines the y component of the start tangent in the bezier curve
  73678. * @param x2 Defines the x component of the end tangent in the bezier curve
  73679. * @param y2 Defines the y component of the end tangent in the bezier curve
  73680. */
  73681. constructor(
  73682. /** Defines the x component of the start tangent in the bezier curve */
  73683. x1?: number,
  73684. /** Defines the y component of the start tangent in the bezier curve */
  73685. y1?: number,
  73686. /** Defines the x component of the end tangent in the bezier curve */
  73687. x2?: number,
  73688. /** Defines the y component of the end tangent in the bezier curve */
  73689. y2?: number);
  73690. /** @hidden */
  73691. easeInCore(gradient: number): number;
  73692. }
  73693. }
  73694. declare module BABYLON {
  73695. /**
  73696. * Class used to hold a RBG color
  73697. */
  73698. export class Color3 {
  73699. /**
  73700. * Defines the red component (between 0 and 1, default is 0)
  73701. */
  73702. r: number;
  73703. /**
  73704. * Defines the green component (between 0 and 1, default is 0)
  73705. */
  73706. g: number;
  73707. /**
  73708. * Defines the blue component (between 0 and 1, default is 0)
  73709. */
  73710. b: number;
  73711. /**
  73712. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73713. * @param r defines the red component (between 0 and 1, default is 0)
  73714. * @param g defines the green component (between 0 and 1, default is 0)
  73715. * @param b defines the blue component (between 0 and 1, default is 0)
  73716. */
  73717. constructor(
  73718. /**
  73719. * Defines the red component (between 0 and 1, default is 0)
  73720. */
  73721. r?: number,
  73722. /**
  73723. * Defines the green component (between 0 and 1, default is 0)
  73724. */
  73725. g?: number,
  73726. /**
  73727. * Defines the blue component (between 0 and 1, default is 0)
  73728. */
  73729. b?: number);
  73730. /**
  73731. * Creates a string with the Color3 current values
  73732. * @returns the string representation of the Color3 object
  73733. */
  73734. toString(): string;
  73735. /**
  73736. * Returns the string "Color3"
  73737. * @returns "Color3"
  73738. */
  73739. getClassName(): string;
  73740. /**
  73741. * Compute the Color3 hash code
  73742. * @returns an unique number that can be used to hash Color3 objects
  73743. */
  73744. getHashCode(): number;
  73745. /**
  73746. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73747. * @param array defines the array where to store the r,g,b components
  73748. * @param index defines an optional index in the target array to define where to start storing values
  73749. * @returns the current Color3 object
  73750. */
  73751. toArray(array: FloatArray, index?: number): Color3;
  73752. /**
  73753. * Returns a new Color4 object from the current Color3 and the given alpha
  73754. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73755. * @returns a new Color4 object
  73756. */
  73757. toColor4(alpha?: number): Color4;
  73758. /**
  73759. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73760. * @returns the new array
  73761. */
  73762. asArray(): number[];
  73763. /**
  73764. * Returns the luminance value
  73765. * @returns a float value
  73766. */
  73767. toLuminance(): number;
  73768. /**
  73769. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73770. * @param otherColor defines the second operand
  73771. * @returns the new Color3 object
  73772. */
  73773. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73774. /**
  73775. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73776. * @param otherColor defines the second operand
  73777. * @param result defines the Color3 object where to store the result
  73778. * @returns the current Color3
  73779. */
  73780. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73781. /**
  73782. * Determines equality between Color3 objects
  73783. * @param otherColor defines the second operand
  73784. * @returns true if the rgb values are equal to the given ones
  73785. */
  73786. equals(otherColor: DeepImmutable<Color3>): boolean;
  73787. /**
  73788. * Determines equality between the current Color3 object and a set of r,b,g values
  73789. * @param r defines the red component to check
  73790. * @param g defines the green component to check
  73791. * @param b defines the blue component to check
  73792. * @returns true if the rgb values are equal to the given ones
  73793. */
  73794. equalsFloats(r: number, g: number, b: number): boolean;
  73795. /**
  73796. * Multiplies in place each rgb value by scale
  73797. * @param scale defines the scaling factor
  73798. * @returns the updated Color3
  73799. */
  73800. scale(scale: number): Color3;
  73801. /**
  73802. * Multiplies the rgb values by scale and stores the result into "result"
  73803. * @param scale defines the scaling factor
  73804. * @param result defines the Color3 object where to store the result
  73805. * @returns the unmodified current Color3
  73806. */
  73807. scaleToRef(scale: number, result: Color3): Color3;
  73808. /**
  73809. * Scale the current Color3 values by a factor and add the result to a given Color3
  73810. * @param scale defines the scale factor
  73811. * @param result defines color to store the result into
  73812. * @returns the unmodified current Color3
  73813. */
  73814. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73815. /**
  73816. * Clamps the rgb values by the min and max values and stores the result into "result"
  73817. * @param min defines minimum clamping value (default is 0)
  73818. * @param max defines maximum clamping value (default is 1)
  73819. * @param result defines color to store the result into
  73820. * @returns the original Color3
  73821. */
  73822. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73823. /**
  73824. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73825. * @param otherColor defines the second operand
  73826. * @returns the new Color3
  73827. */
  73828. add(otherColor: DeepImmutable<Color3>): Color3;
  73829. /**
  73830. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73831. * @param otherColor defines the second operand
  73832. * @param result defines Color3 object to store the result into
  73833. * @returns the unmodified current Color3
  73834. */
  73835. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73836. /**
  73837. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73838. * @param otherColor defines the second operand
  73839. * @returns the new Color3
  73840. */
  73841. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73842. /**
  73843. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73844. * @param otherColor defines the second operand
  73845. * @param result defines Color3 object to store the result into
  73846. * @returns the unmodified current Color3
  73847. */
  73848. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73849. /**
  73850. * Copy the current object
  73851. * @returns a new Color3 copied the current one
  73852. */
  73853. clone(): Color3;
  73854. /**
  73855. * Copies the rgb values from the source in the current Color3
  73856. * @param source defines the source Color3 object
  73857. * @returns the updated Color3 object
  73858. */
  73859. copyFrom(source: DeepImmutable<Color3>): Color3;
  73860. /**
  73861. * Updates the Color3 rgb values from the given floats
  73862. * @param r defines the red component to read from
  73863. * @param g defines the green component to read from
  73864. * @param b defines the blue component to read from
  73865. * @returns the current Color3 object
  73866. */
  73867. copyFromFloats(r: number, g: number, b: number): Color3;
  73868. /**
  73869. * Updates the Color3 rgb values from the given floats
  73870. * @param r defines the red component to read from
  73871. * @param g defines the green component to read from
  73872. * @param b defines the blue component to read from
  73873. * @returns the current Color3 object
  73874. */
  73875. set(r: number, g: number, b: number): Color3;
  73876. /**
  73877. * Compute the Color3 hexadecimal code as a string
  73878. * @returns a string containing the hexadecimal representation of the Color3 object
  73879. */
  73880. toHexString(): string;
  73881. /**
  73882. * Computes a new Color3 converted from the current one to linear space
  73883. * @returns a new Color3 object
  73884. */
  73885. toLinearSpace(): Color3;
  73886. /**
  73887. * Converts current color in rgb space to HSV values
  73888. * @returns a new color3 representing the HSV values
  73889. */
  73890. toHSV(): Color3;
  73891. /**
  73892. * Converts current color in rgb space to HSV values
  73893. * @param result defines the Color3 where to store the HSV values
  73894. */
  73895. toHSVToRef(result: Color3): void;
  73896. /**
  73897. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73898. * @param convertedColor defines the Color3 object where to store the linear space version
  73899. * @returns the unmodified Color3
  73900. */
  73901. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73902. /**
  73903. * Computes a new Color3 converted from the current one to gamma space
  73904. * @returns a new Color3 object
  73905. */
  73906. toGammaSpace(): Color3;
  73907. /**
  73908. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73909. * @param convertedColor defines the Color3 object where to store the gamma space version
  73910. * @returns the unmodified Color3
  73911. */
  73912. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73913. private static _BlackReadOnly;
  73914. /**
  73915. * Convert Hue, saturation and value to a Color3 (RGB)
  73916. * @param hue defines the hue
  73917. * @param saturation defines the saturation
  73918. * @param value defines the value
  73919. * @param result defines the Color3 where to store the RGB values
  73920. */
  73921. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73922. /**
  73923. * Creates a new Color3 from the string containing valid hexadecimal values
  73924. * @param hex defines a string containing valid hexadecimal values
  73925. * @returns a new Color3 object
  73926. */
  73927. static FromHexString(hex: string): Color3;
  73928. /**
  73929. * Creates a new Color3 from the starting index of the given array
  73930. * @param array defines the source array
  73931. * @param offset defines an offset in the source array
  73932. * @returns a new Color3 object
  73933. */
  73934. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73935. /**
  73936. * Creates a new Color3 from integer values (< 256)
  73937. * @param r defines the red component to read from (value between 0 and 255)
  73938. * @param g defines the green component to read from (value between 0 and 255)
  73939. * @param b defines the blue component to read from (value between 0 and 255)
  73940. * @returns a new Color3 object
  73941. */
  73942. static FromInts(r: number, g: number, b: number): Color3;
  73943. /**
  73944. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73945. * @param start defines the start Color3 value
  73946. * @param end defines the end Color3 value
  73947. * @param amount defines the gradient value between start and end
  73948. * @returns a new Color3 object
  73949. */
  73950. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73951. /**
  73952. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73953. * @param left defines the start value
  73954. * @param right defines the end value
  73955. * @param amount defines the gradient factor
  73956. * @param result defines the Color3 object where to store the result
  73957. */
  73958. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73959. /**
  73960. * Returns a Color3 value containing a red color
  73961. * @returns a new Color3 object
  73962. */
  73963. static Red(): Color3;
  73964. /**
  73965. * Returns a Color3 value containing a green color
  73966. * @returns a new Color3 object
  73967. */
  73968. static Green(): Color3;
  73969. /**
  73970. * Returns a Color3 value containing a blue color
  73971. * @returns a new Color3 object
  73972. */
  73973. static Blue(): Color3;
  73974. /**
  73975. * Returns a Color3 value containing a black color
  73976. * @returns a new Color3 object
  73977. */
  73978. static Black(): Color3;
  73979. /**
  73980. * Gets a Color3 value containing a black color that must not be updated
  73981. */
  73982. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73983. /**
  73984. * Returns a Color3 value containing a white color
  73985. * @returns a new Color3 object
  73986. */
  73987. static White(): Color3;
  73988. /**
  73989. * Returns a Color3 value containing a purple color
  73990. * @returns a new Color3 object
  73991. */
  73992. static Purple(): Color3;
  73993. /**
  73994. * Returns a Color3 value containing a magenta color
  73995. * @returns a new Color3 object
  73996. */
  73997. static Magenta(): Color3;
  73998. /**
  73999. * Returns a Color3 value containing a yellow color
  74000. * @returns a new Color3 object
  74001. */
  74002. static Yellow(): Color3;
  74003. /**
  74004. * Returns a Color3 value containing a gray color
  74005. * @returns a new Color3 object
  74006. */
  74007. static Gray(): Color3;
  74008. /**
  74009. * Returns a Color3 value containing a teal color
  74010. * @returns a new Color3 object
  74011. */
  74012. static Teal(): Color3;
  74013. /**
  74014. * Returns a Color3 value containing a random color
  74015. * @returns a new Color3 object
  74016. */
  74017. static Random(): Color3;
  74018. }
  74019. /**
  74020. * Class used to hold a RBGA color
  74021. */
  74022. export class Color4 {
  74023. /**
  74024. * Defines the red component (between 0 and 1, default is 0)
  74025. */
  74026. r: number;
  74027. /**
  74028. * Defines the green component (between 0 and 1, default is 0)
  74029. */
  74030. g: number;
  74031. /**
  74032. * Defines the blue component (between 0 and 1, default is 0)
  74033. */
  74034. b: number;
  74035. /**
  74036. * Defines the alpha component (between 0 and 1, default is 1)
  74037. */
  74038. a: number;
  74039. /**
  74040. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  74041. * @param r defines the red component (between 0 and 1, default is 0)
  74042. * @param g defines the green component (between 0 and 1, default is 0)
  74043. * @param b defines the blue component (between 0 and 1, default is 0)
  74044. * @param a defines the alpha component (between 0 and 1, default is 1)
  74045. */
  74046. constructor(
  74047. /**
  74048. * Defines the red component (between 0 and 1, default is 0)
  74049. */
  74050. r?: number,
  74051. /**
  74052. * Defines the green component (between 0 and 1, default is 0)
  74053. */
  74054. g?: number,
  74055. /**
  74056. * Defines the blue component (between 0 and 1, default is 0)
  74057. */
  74058. b?: number,
  74059. /**
  74060. * Defines the alpha component (between 0 and 1, default is 1)
  74061. */
  74062. a?: number);
  74063. /**
  74064. * Adds in place the given Color4 values to the current Color4 object
  74065. * @param right defines the second operand
  74066. * @returns the current updated Color4 object
  74067. */
  74068. addInPlace(right: DeepImmutable<Color4>): Color4;
  74069. /**
  74070. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  74071. * @returns the new array
  74072. */
  74073. asArray(): number[];
  74074. /**
  74075. * Stores from the starting index in the given array the Color4 successive values
  74076. * @param array defines the array where to store the r,g,b components
  74077. * @param index defines an optional index in the target array to define where to start storing values
  74078. * @returns the current Color4 object
  74079. */
  74080. toArray(array: number[], index?: number): Color4;
  74081. /**
  74082. * Determines equality between Color4 objects
  74083. * @param otherColor defines the second operand
  74084. * @returns true if the rgba values are equal to the given ones
  74085. */
  74086. equals(otherColor: DeepImmutable<Color4>): boolean;
  74087. /**
  74088. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  74089. * @param right defines the second operand
  74090. * @returns a new Color4 object
  74091. */
  74092. add(right: DeepImmutable<Color4>): Color4;
  74093. /**
  74094. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  74095. * @param right defines the second operand
  74096. * @returns a new Color4 object
  74097. */
  74098. subtract(right: DeepImmutable<Color4>): Color4;
  74099. /**
  74100. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  74101. * @param right defines the second operand
  74102. * @param result defines the Color4 object where to store the result
  74103. * @returns the current Color4 object
  74104. */
  74105. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  74106. /**
  74107. * Creates a new Color4 with the current Color4 values multiplied by scale
  74108. * @param scale defines the scaling factor to apply
  74109. * @returns a new Color4 object
  74110. */
  74111. scale(scale: number): Color4;
  74112. /**
  74113. * Multiplies the current Color4 values by scale and stores the result in "result"
  74114. * @param scale defines the scaling factor to apply
  74115. * @param result defines the Color4 object where to store the result
  74116. * @returns the current unmodified Color4
  74117. */
  74118. scaleToRef(scale: number, result: Color4): Color4;
  74119. /**
  74120. * Scale the current Color4 values by a factor and add the result to a given Color4
  74121. * @param scale defines the scale factor
  74122. * @param result defines the Color4 object where to store the result
  74123. * @returns the unmodified current Color4
  74124. */
  74125. scaleAndAddToRef(scale: number, result: Color4): Color4;
  74126. /**
  74127. * Clamps the rgb values by the min and max values and stores the result into "result"
  74128. * @param min defines minimum clamping value (default is 0)
  74129. * @param max defines maximum clamping value (default is 1)
  74130. * @param result defines color to store the result into.
  74131. * @returns the cuurent Color4
  74132. */
  74133. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  74134. /**
  74135. * Multipy an Color4 value by another and return a new Color4 object
  74136. * @param color defines the Color4 value to multiply by
  74137. * @returns a new Color4 object
  74138. */
  74139. multiply(color: Color4): Color4;
  74140. /**
  74141. * Multipy a Color4 value by another and push the result in a reference value
  74142. * @param color defines the Color4 value to multiply by
  74143. * @param result defines the Color4 to fill the result in
  74144. * @returns the result Color4
  74145. */
  74146. multiplyToRef(color: Color4, result: Color4): Color4;
  74147. /**
  74148. * Creates a string with the Color4 current values
  74149. * @returns the string representation of the Color4 object
  74150. */
  74151. toString(): string;
  74152. /**
  74153. * Returns the string "Color4"
  74154. * @returns "Color4"
  74155. */
  74156. getClassName(): string;
  74157. /**
  74158. * Compute the Color4 hash code
  74159. * @returns an unique number that can be used to hash Color4 objects
  74160. */
  74161. getHashCode(): number;
  74162. /**
  74163. * Creates a new Color4 copied from the current one
  74164. * @returns a new Color4 object
  74165. */
  74166. clone(): Color4;
  74167. /**
  74168. * Copies the given Color4 values into the current one
  74169. * @param source defines the source Color4 object
  74170. * @returns the current updated Color4 object
  74171. */
  74172. copyFrom(source: Color4): Color4;
  74173. /**
  74174. * Copies the given float values into the current one
  74175. * @param r defines the red component to read from
  74176. * @param g defines the green component to read from
  74177. * @param b defines the blue component to read from
  74178. * @param a defines the alpha component to read from
  74179. * @returns the current updated Color4 object
  74180. */
  74181. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  74182. /**
  74183. * Copies the given float values into the current one
  74184. * @param r defines the red component to read from
  74185. * @param g defines the green component to read from
  74186. * @param b defines the blue component to read from
  74187. * @param a defines the alpha component to read from
  74188. * @returns the current updated Color4 object
  74189. */
  74190. set(r: number, g: number, b: number, a: number): Color4;
  74191. /**
  74192. * Compute the Color4 hexadecimal code as a string
  74193. * @returns a string containing the hexadecimal representation of the Color4 object
  74194. */
  74195. toHexString(): string;
  74196. /**
  74197. * Computes a new Color4 converted from the current one to linear space
  74198. * @returns a new Color4 object
  74199. */
  74200. toLinearSpace(): Color4;
  74201. /**
  74202. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  74203. * @param convertedColor defines the Color4 object where to store the linear space version
  74204. * @returns the unmodified Color4
  74205. */
  74206. toLinearSpaceToRef(convertedColor: Color4): Color4;
  74207. /**
  74208. * Computes a new Color4 converted from the current one to gamma space
  74209. * @returns a new Color4 object
  74210. */
  74211. toGammaSpace(): Color4;
  74212. /**
  74213. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74214. * @param convertedColor defines the Color4 object where to store the gamma space version
  74215. * @returns the unmodified Color4
  74216. */
  74217. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74218. /**
  74219. * Creates a new Color4 from the string containing valid hexadecimal values
  74220. * @param hex defines a string containing valid hexadecimal values
  74221. * @returns a new Color4 object
  74222. */
  74223. static FromHexString(hex: string): Color4;
  74224. /**
  74225. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74226. * @param left defines the start value
  74227. * @param right defines the end value
  74228. * @param amount defines the gradient factor
  74229. * @returns a new Color4 object
  74230. */
  74231. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74232. /**
  74233. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74234. * @param left defines the start value
  74235. * @param right defines the end value
  74236. * @param amount defines the gradient factor
  74237. * @param result defines the Color4 object where to store data
  74238. */
  74239. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74240. /**
  74241. * Creates a new Color4 from a Color3 and an alpha value
  74242. * @param color3 defines the source Color3 to read from
  74243. * @param alpha defines the alpha component (1.0 by default)
  74244. * @returns a new Color4 object
  74245. */
  74246. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74247. /**
  74248. * Creates a new Color4 from the starting index element of the given array
  74249. * @param array defines the source array to read from
  74250. * @param offset defines the offset in the source array
  74251. * @returns a new Color4 object
  74252. */
  74253. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74254. /**
  74255. * Creates a new Color3 from integer values (< 256)
  74256. * @param r defines the red component to read from (value between 0 and 255)
  74257. * @param g defines the green component to read from (value between 0 and 255)
  74258. * @param b defines the blue component to read from (value between 0 and 255)
  74259. * @param a defines the alpha component to read from (value between 0 and 255)
  74260. * @returns a new Color3 object
  74261. */
  74262. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74263. /**
  74264. * Check the content of a given array and convert it to an array containing RGBA data
  74265. * If the original array was already containing count * 4 values then it is returned directly
  74266. * @param colors defines the array to check
  74267. * @param count defines the number of RGBA data to expect
  74268. * @returns an array containing count * 4 values (RGBA)
  74269. */
  74270. static CheckColors4(colors: number[], count: number): number[];
  74271. }
  74272. /**
  74273. * @hidden
  74274. */
  74275. export class TmpColors {
  74276. static Color3: Color3[];
  74277. static Color4: Color4[];
  74278. }
  74279. }
  74280. declare module BABYLON {
  74281. /**
  74282. * Defines an interface which represents an animation key frame
  74283. */
  74284. export interface IAnimationKey {
  74285. /**
  74286. * Frame of the key frame
  74287. */
  74288. frame: number;
  74289. /**
  74290. * Value at the specifies key frame
  74291. */
  74292. value: any;
  74293. /**
  74294. * The input tangent for the cubic hermite spline
  74295. */
  74296. inTangent?: any;
  74297. /**
  74298. * The output tangent for the cubic hermite spline
  74299. */
  74300. outTangent?: any;
  74301. /**
  74302. * The animation interpolation type
  74303. */
  74304. interpolation?: AnimationKeyInterpolation;
  74305. }
  74306. /**
  74307. * Enum for the animation key frame interpolation type
  74308. */
  74309. export enum AnimationKeyInterpolation {
  74310. /**
  74311. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74312. */
  74313. STEP = 1
  74314. }
  74315. }
  74316. declare module BABYLON {
  74317. /**
  74318. * Represents the range of an animation
  74319. */
  74320. export class AnimationRange {
  74321. /**The name of the animation range**/
  74322. name: string;
  74323. /**The starting frame of the animation */
  74324. from: number;
  74325. /**The ending frame of the animation*/
  74326. to: number;
  74327. /**
  74328. * Initializes the range of an animation
  74329. * @param name The name of the animation range
  74330. * @param from The starting frame of the animation
  74331. * @param to The ending frame of the animation
  74332. */
  74333. constructor(
  74334. /**The name of the animation range**/
  74335. name: string,
  74336. /**The starting frame of the animation */
  74337. from: number,
  74338. /**The ending frame of the animation*/
  74339. to: number);
  74340. /**
  74341. * Makes a copy of the animation range
  74342. * @returns A copy of the animation range
  74343. */
  74344. clone(): AnimationRange;
  74345. }
  74346. }
  74347. declare module BABYLON {
  74348. /**
  74349. * Composed of a frame, and an action function
  74350. */
  74351. export class AnimationEvent {
  74352. /** The frame for which the event is triggered **/
  74353. frame: number;
  74354. /** The event to perform when triggered **/
  74355. action: (currentFrame: number) => void;
  74356. /** Specifies if the event should be triggered only once**/
  74357. onlyOnce?: boolean | undefined;
  74358. /**
  74359. * Specifies if the animation event is done
  74360. */
  74361. isDone: boolean;
  74362. /**
  74363. * Initializes the animation event
  74364. * @param frame The frame for which the event is triggered
  74365. * @param action The event to perform when triggered
  74366. * @param onlyOnce Specifies if the event should be triggered only once
  74367. */
  74368. constructor(
  74369. /** The frame for which the event is triggered **/
  74370. frame: number,
  74371. /** The event to perform when triggered **/
  74372. action: (currentFrame: number) => void,
  74373. /** Specifies if the event should be triggered only once**/
  74374. onlyOnce?: boolean | undefined);
  74375. /** @hidden */
  74376. _clone(): AnimationEvent;
  74377. }
  74378. }
  74379. declare module BABYLON {
  74380. /**
  74381. * Interface used to define a behavior
  74382. */
  74383. export interface Behavior<T> {
  74384. /** gets or sets behavior's name */
  74385. name: string;
  74386. /**
  74387. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74388. */
  74389. init(): void;
  74390. /**
  74391. * Called when the behavior is attached to a target
  74392. * @param target defines the target where the behavior is attached to
  74393. */
  74394. attach(target: T): void;
  74395. /**
  74396. * Called when the behavior is detached from its target
  74397. */
  74398. detach(): void;
  74399. }
  74400. /**
  74401. * Interface implemented by classes supporting behaviors
  74402. */
  74403. export interface IBehaviorAware<T> {
  74404. /**
  74405. * Attach a behavior
  74406. * @param behavior defines the behavior to attach
  74407. * @returns the current host
  74408. */
  74409. addBehavior(behavior: Behavior<T>): T;
  74410. /**
  74411. * Remove a behavior from the current object
  74412. * @param behavior defines the behavior to detach
  74413. * @returns the current host
  74414. */
  74415. removeBehavior(behavior: Behavior<T>): T;
  74416. /**
  74417. * Gets a behavior using its name to search
  74418. * @param name defines the name to search
  74419. * @returns the behavior or null if not found
  74420. */
  74421. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74422. }
  74423. }
  74424. declare module BABYLON {
  74425. /**
  74426. * Defines an array and its length.
  74427. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74428. */
  74429. export interface ISmartArrayLike<T> {
  74430. /**
  74431. * The data of the array.
  74432. */
  74433. data: Array<T>;
  74434. /**
  74435. * The active length of the array.
  74436. */
  74437. length: number;
  74438. }
  74439. /**
  74440. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74441. */
  74442. export class SmartArray<T> implements ISmartArrayLike<T> {
  74443. /**
  74444. * The full set of data from the array.
  74445. */
  74446. data: Array<T>;
  74447. /**
  74448. * The active length of the array.
  74449. */
  74450. length: number;
  74451. protected _id: number;
  74452. /**
  74453. * Instantiates a Smart Array.
  74454. * @param capacity defines the default capacity of the array.
  74455. */
  74456. constructor(capacity: number);
  74457. /**
  74458. * Pushes a value at the end of the active data.
  74459. * @param value defines the object to push in the array.
  74460. */
  74461. push(value: T): void;
  74462. /**
  74463. * Iterates over the active data and apply the lambda to them.
  74464. * @param func defines the action to apply on each value.
  74465. */
  74466. forEach(func: (content: T) => void): void;
  74467. /**
  74468. * Sorts the full sets of data.
  74469. * @param compareFn defines the comparison function to apply.
  74470. */
  74471. sort(compareFn: (a: T, b: T) => number): void;
  74472. /**
  74473. * Resets the active data to an empty array.
  74474. */
  74475. reset(): void;
  74476. /**
  74477. * Releases all the data from the array as well as the array.
  74478. */
  74479. dispose(): void;
  74480. /**
  74481. * Concats the active data with a given array.
  74482. * @param array defines the data to concatenate with.
  74483. */
  74484. concat(array: any): void;
  74485. /**
  74486. * Returns the position of a value in the active data.
  74487. * @param value defines the value to find the index for
  74488. * @returns the index if found in the active data otherwise -1
  74489. */
  74490. indexOf(value: T): number;
  74491. /**
  74492. * Returns whether an element is part of the active data.
  74493. * @param value defines the value to look for
  74494. * @returns true if found in the active data otherwise false
  74495. */
  74496. contains(value: T): boolean;
  74497. private static _GlobalId;
  74498. }
  74499. /**
  74500. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74501. * The data in this array can only be present once
  74502. */
  74503. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74504. private _duplicateId;
  74505. /**
  74506. * Pushes a value at the end of the active data.
  74507. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74508. * @param value defines the object to push in the array.
  74509. */
  74510. push(value: T): void;
  74511. /**
  74512. * Pushes a value at the end of the active data.
  74513. * If the data is already present, it won t be added again
  74514. * @param value defines the object to push in the array.
  74515. * @returns true if added false if it was already present
  74516. */
  74517. pushNoDuplicate(value: T): boolean;
  74518. /**
  74519. * Resets the active data to an empty array.
  74520. */
  74521. reset(): void;
  74522. /**
  74523. * Concats the active data with a given array.
  74524. * This ensures no dupplicate will be present in the result.
  74525. * @param array defines the data to concatenate with.
  74526. */
  74527. concatWithNoDuplicate(array: any): void;
  74528. }
  74529. }
  74530. declare module BABYLON {
  74531. /**
  74532. * @ignore
  74533. * This is a list of all the different input types that are available in the application.
  74534. * Fo instance: ArcRotateCameraGamepadInput...
  74535. */
  74536. export var CameraInputTypes: {};
  74537. /**
  74538. * This is the contract to implement in order to create a new input class.
  74539. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74540. */
  74541. export interface ICameraInput<TCamera extends Camera> {
  74542. /**
  74543. * Defines the camera the input is attached to.
  74544. */
  74545. camera: Nullable<TCamera>;
  74546. /**
  74547. * Gets the class name of the current intput.
  74548. * @returns the class name
  74549. */
  74550. getClassName(): string;
  74551. /**
  74552. * Get the friendly name associated with the input class.
  74553. * @returns the input friendly name
  74554. */
  74555. getSimpleName(): string;
  74556. /**
  74557. * Attach the input controls to a specific dom element to get the input from.
  74558. * @param element Defines the element the controls should be listened from
  74559. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74560. */
  74561. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74562. /**
  74563. * Detach the current controls from the specified dom element.
  74564. * @param element Defines the element to stop listening the inputs from
  74565. */
  74566. detachControl(element: Nullable<HTMLElement>): void;
  74567. /**
  74568. * Update the current camera state depending on the inputs that have been used this frame.
  74569. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74570. */
  74571. checkInputs?: () => void;
  74572. }
  74573. /**
  74574. * Represents a map of input types to input instance or input index to input instance.
  74575. */
  74576. export interface CameraInputsMap<TCamera extends Camera> {
  74577. /**
  74578. * Accessor to the input by input type.
  74579. */
  74580. [name: string]: ICameraInput<TCamera>;
  74581. /**
  74582. * Accessor to the input by input index.
  74583. */
  74584. [idx: number]: ICameraInput<TCamera>;
  74585. }
  74586. /**
  74587. * This represents the input manager used within a camera.
  74588. * It helps dealing with all the different kind of input attached to a camera.
  74589. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74590. */
  74591. export class CameraInputsManager<TCamera extends Camera> {
  74592. /**
  74593. * Defines the list of inputs attahed to the camera.
  74594. */
  74595. attached: CameraInputsMap<TCamera>;
  74596. /**
  74597. * Defines the dom element the camera is collecting inputs from.
  74598. * This is null if the controls have not been attached.
  74599. */
  74600. attachedElement: Nullable<HTMLElement>;
  74601. /**
  74602. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74603. */
  74604. noPreventDefault: boolean;
  74605. /**
  74606. * Defined the camera the input manager belongs to.
  74607. */
  74608. camera: TCamera;
  74609. /**
  74610. * Update the current camera state depending on the inputs that have been used this frame.
  74611. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74612. */
  74613. checkInputs: () => void;
  74614. /**
  74615. * Instantiate a new Camera Input Manager.
  74616. * @param camera Defines the camera the input manager blongs to
  74617. */
  74618. constructor(camera: TCamera);
  74619. /**
  74620. * Add an input method to a camera
  74621. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74622. * @param input camera input method
  74623. */
  74624. add(input: ICameraInput<TCamera>): void;
  74625. /**
  74626. * Remove a specific input method from a camera
  74627. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74628. * @param inputToRemove camera input method
  74629. */
  74630. remove(inputToRemove: ICameraInput<TCamera>): void;
  74631. /**
  74632. * Remove a specific input type from a camera
  74633. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74634. * @param inputType the type of the input to remove
  74635. */
  74636. removeByType(inputType: string): void;
  74637. private _addCheckInputs;
  74638. /**
  74639. * Attach the input controls to the currently attached dom element to listen the events from.
  74640. * @param input Defines the input to attach
  74641. */
  74642. attachInput(input: ICameraInput<TCamera>): void;
  74643. /**
  74644. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74645. * @param element Defines the dom element to collect the events from
  74646. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74647. */
  74648. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74649. /**
  74650. * Detach the current manager inputs controls from a specific dom element.
  74651. * @param element Defines the dom element to collect the events from
  74652. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74653. */
  74654. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74655. /**
  74656. * Rebuild the dynamic inputCheck function from the current list of
  74657. * defined inputs in the manager.
  74658. */
  74659. rebuildInputCheck(): void;
  74660. /**
  74661. * Remove all attached input methods from a camera
  74662. */
  74663. clear(): void;
  74664. /**
  74665. * Serialize the current input manager attached to a camera.
  74666. * This ensures than once parsed,
  74667. * the input associated to the camera will be identical to the current ones
  74668. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74669. */
  74670. serialize(serializedCamera: any): void;
  74671. /**
  74672. * Parses an input manager serialized JSON to restore the previous list of inputs
  74673. * and states associated to a camera.
  74674. * @param parsedCamera Defines the JSON to parse
  74675. */
  74676. parse(parsedCamera: any): void;
  74677. }
  74678. }
  74679. declare module BABYLON {
  74680. /**
  74681. * Class used to store data that will be store in GPU memory
  74682. */
  74683. export class Buffer {
  74684. private _engine;
  74685. private _buffer;
  74686. /** @hidden */
  74687. _data: Nullable<DataArray>;
  74688. private _updatable;
  74689. private _instanced;
  74690. private _divisor;
  74691. /**
  74692. * Gets the byte stride.
  74693. */
  74694. readonly byteStride: number;
  74695. /**
  74696. * Constructor
  74697. * @param engine the engine
  74698. * @param data the data to use for this buffer
  74699. * @param updatable whether the data is updatable
  74700. * @param stride the stride (optional)
  74701. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74702. * @param instanced whether the buffer is instanced (optional)
  74703. * @param useBytes set to true if the stride in in bytes (optional)
  74704. * @param divisor sets an optional divisor for instances (1 by default)
  74705. */
  74706. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74707. /**
  74708. * Create a new VertexBuffer based on the current buffer
  74709. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74710. * @param offset defines offset in the buffer (0 by default)
  74711. * @param size defines the size in floats of attributes (position is 3 for instance)
  74712. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74713. * @param instanced defines if the vertex buffer contains indexed data
  74714. * @param useBytes defines if the offset and stride are in bytes *
  74715. * @param divisor sets an optional divisor for instances (1 by default)
  74716. * @returns the new vertex buffer
  74717. */
  74718. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74719. /**
  74720. * Gets a boolean indicating if the Buffer is updatable?
  74721. * @returns true if the buffer is updatable
  74722. */
  74723. isUpdatable(): boolean;
  74724. /**
  74725. * Gets current buffer's data
  74726. * @returns a DataArray or null
  74727. */
  74728. getData(): Nullable<DataArray>;
  74729. /**
  74730. * Gets underlying native buffer
  74731. * @returns underlying native buffer
  74732. */
  74733. getBuffer(): Nullable<DataBuffer>;
  74734. /**
  74735. * Gets the stride in float32 units (i.e. byte stride / 4).
  74736. * May not be an integer if the byte stride is not divisible by 4.
  74737. * DEPRECATED. Use byteStride instead.
  74738. * @returns the stride in float32 units
  74739. */
  74740. getStrideSize(): number;
  74741. /**
  74742. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74743. * @param data defines the data to store
  74744. */
  74745. create(data?: Nullable<DataArray>): void;
  74746. /** @hidden */
  74747. _rebuild(): void;
  74748. /**
  74749. * Update current buffer data
  74750. * @param data defines the data to store
  74751. */
  74752. update(data: DataArray): void;
  74753. /**
  74754. * Updates the data directly.
  74755. * @param data the new data
  74756. * @param offset the new offset
  74757. * @param vertexCount the vertex count (optional)
  74758. * @param useBytes set to true if the offset is in bytes
  74759. */
  74760. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74761. /**
  74762. * Release all resources
  74763. */
  74764. dispose(): void;
  74765. }
  74766. /**
  74767. * Specialized buffer used to store vertex data
  74768. */
  74769. export class VertexBuffer {
  74770. /** @hidden */
  74771. _buffer: Buffer;
  74772. private _kind;
  74773. private _size;
  74774. private _ownsBuffer;
  74775. private _instanced;
  74776. private _instanceDivisor;
  74777. /**
  74778. * The byte type.
  74779. */
  74780. static readonly BYTE: number;
  74781. /**
  74782. * The unsigned byte type.
  74783. */
  74784. static readonly UNSIGNED_BYTE: number;
  74785. /**
  74786. * The short type.
  74787. */
  74788. static readonly SHORT: number;
  74789. /**
  74790. * The unsigned short type.
  74791. */
  74792. static readonly UNSIGNED_SHORT: number;
  74793. /**
  74794. * The integer type.
  74795. */
  74796. static readonly INT: number;
  74797. /**
  74798. * The unsigned integer type.
  74799. */
  74800. static readonly UNSIGNED_INT: number;
  74801. /**
  74802. * The float type.
  74803. */
  74804. static readonly FLOAT: number;
  74805. /**
  74806. * Gets or sets the instance divisor when in instanced mode
  74807. */
  74808. instanceDivisor: number;
  74809. /**
  74810. * Gets the byte stride.
  74811. */
  74812. readonly byteStride: number;
  74813. /**
  74814. * Gets the byte offset.
  74815. */
  74816. readonly byteOffset: number;
  74817. /**
  74818. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74819. */
  74820. readonly normalized: boolean;
  74821. /**
  74822. * Gets the data type of each component in the array.
  74823. */
  74824. readonly type: number;
  74825. /**
  74826. * Constructor
  74827. * @param engine the engine
  74828. * @param data the data to use for this vertex buffer
  74829. * @param kind the vertex buffer kind
  74830. * @param updatable whether the data is updatable
  74831. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74832. * @param stride the stride (optional)
  74833. * @param instanced whether the buffer is instanced (optional)
  74834. * @param offset the offset of the data (optional)
  74835. * @param size the number of components (optional)
  74836. * @param type the type of the component (optional)
  74837. * @param normalized whether the data contains normalized data (optional)
  74838. * @param useBytes set to true if stride and offset are in bytes (optional)
  74839. * @param divisor defines the instance divisor to use (1 by default)
  74840. */
  74841. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  74842. /** @hidden */
  74843. _rebuild(): void;
  74844. /**
  74845. * Returns the kind of the VertexBuffer (string)
  74846. * @returns a string
  74847. */
  74848. getKind(): string;
  74849. /**
  74850. * Gets a boolean indicating if the VertexBuffer is updatable?
  74851. * @returns true if the buffer is updatable
  74852. */
  74853. isUpdatable(): boolean;
  74854. /**
  74855. * Gets current buffer's data
  74856. * @returns a DataArray or null
  74857. */
  74858. getData(): Nullable<DataArray>;
  74859. /**
  74860. * Gets underlying native buffer
  74861. * @returns underlying native buffer
  74862. */
  74863. getBuffer(): Nullable<DataBuffer>;
  74864. /**
  74865. * Gets the stride in float32 units (i.e. byte stride / 4).
  74866. * May not be an integer if the byte stride is not divisible by 4.
  74867. * DEPRECATED. Use byteStride instead.
  74868. * @returns the stride in float32 units
  74869. */
  74870. getStrideSize(): number;
  74871. /**
  74872. * Returns the offset as a multiple of the type byte length.
  74873. * DEPRECATED. Use byteOffset instead.
  74874. * @returns the offset in bytes
  74875. */
  74876. getOffset(): number;
  74877. /**
  74878. * Returns the number of components per vertex attribute (integer)
  74879. * @returns the size in float
  74880. */
  74881. getSize(): number;
  74882. /**
  74883. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74884. * @returns true if this buffer is instanced
  74885. */
  74886. getIsInstanced(): boolean;
  74887. /**
  74888. * Returns the instancing divisor, zero for non-instanced (integer).
  74889. * @returns a number
  74890. */
  74891. getInstanceDivisor(): number;
  74892. /**
  74893. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74894. * @param data defines the data to store
  74895. */
  74896. create(data?: DataArray): void;
  74897. /**
  74898. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74899. * This function will create a new buffer if the current one is not updatable
  74900. * @param data defines the data to store
  74901. */
  74902. update(data: DataArray): void;
  74903. /**
  74904. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74905. * Returns the directly updated WebGLBuffer.
  74906. * @param data the new data
  74907. * @param offset the new offset
  74908. * @param useBytes set to true if the offset is in bytes
  74909. */
  74910. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74911. /**
  74912. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74913. */
  74914. dispose(): void;
  74915. /**
  74916. * Enumerates each value of this vertex buffer as numbers.
  74917. * @param count the number of values to enumerate
  74918. * @param callback the callback function called for each value
  74919. */
  74920. forEach(count: number, callback: (value: number, index: number) => void): void;
  74921. /**
  74922. * Positions
  74923. */
  74924. static readonly PositionKind: string;
  74925. /**
  74926. * Normals
  74927. */
  74928. static readonly NormalKind: string;
  74929. /**
  74930. * Tangents
  74931. */
  74932. static readonly TangentKind: string;
  74933. /**
  74934. * Texture coordinates
  74935. */
  74936. static readonly UVKind: string;
  74937. /**
  74938. * Texture coordinates 2
  74939. */
  74940. static readonly UV2Kind: string;
  74941. /**
  74942. * Texture coordinates 3
  74943. */
  74944. static readonly UV3Kind: string;
  74945. /**
  74946. * Texture coordinates 4
  74947. */
  74948. static readonly UV4Kind: string;
  74949. /**
  74950. * Texture coordinates 5
  74951. */
  74952. static readonly UV5Kind: string;
  74953. /**
  74954. * Texture coordinates 6
  74955. */
  74956. static readonly UV6Kind: string;
  74957. /**
  74958. * Colors
  74959. */
  74960. static readonly ColorKind: string;
  74961. /**
  74962. * Matrix indices (for bones)
  74963. */
  74964. static readonly MatricesIndicesKind: string;
  74965. /**
  74966. * Matrix weights (for bones)
  74967. */
  74968. static readonly MatricesWeightsKind: string;
  74969. /**
  74970. * Additional matrix indices (for bones)
  74971. */
  74972. static readonly MatricesIndicesExtraKind: string;
  74973. /**
  74974. * Additional matrix weights (for bones)
  74975. */
  74976. static readonly MatricesWeightsExtraKind: string;
  74977. /**
  74978. * Deduces the stride given a kind.
  74979. * @param kind The kind string to deduce
  74980. * @returns The deduced stride
  74981. */
  74982. static DeduceStride(kind: string): number;
  74983. /**
  74984. * Gets the byte length of the given type.
  74985. * @param type the type
  74986. * @returns the number of bytes
  74987. */
  74988. static GetTypeByteLength(type: number): number;
  74989. /**
  74990. * Enumerates each value of the given parameters as numbers.
  74991. * @param data the data to enumerate
  74992. * @param byteOffset the byte offset of the data
  74993. * @param byteStride the byte stride of the data
  74994. * @param componentCount the number of components per element
  74995. * @param componentType the type of the component
  74996. * @param count the number of values to enumerate
  74997. * @param normalized whether the data is normalized
  74998. * @param callback the callback function called for each value
  74999. */
  75000. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  75001. private static _GetFloatValue;
  75002. }
  75003. }
  75004. declare module BABYLON {
  75005. /**
  75006. * @hidden
  75007. */
  75008. export class IntersectionInfo {
  75009. bu: Nullable<number>;
  75010. bv: Nullable<number>;
  75011. distance: number;
  75012. faceId: number;
  75013. subMeshId: number;
  75014. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  75015. }
  75016. }
  75017. declare module BABYLON {
  75018. /**
  75019. * Represens a plane by the equation ax + by + cz + d = 0
  75020. */
  75021. export class Plane {
  75022. private static _TmpMatrix;
  75023. /**
  75024. * Normal of the plane (a,b,c)
  75025. */
  75026. normal: Vector3;
  75027. /**
  75028. * d component of the plane
  75029. */
  75030. d: number;
  75031. /**
  75032. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  75033. * @param a a component of the plane
  75034. * @param b b component of the plane
  75035. * @param c c component of the plane
  75036. * @param d d component of the plane
  75037. */
  75038. constructor(a: number, b: number, c: number, d: number);
  75039. /**
  75040. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  75041. */
  75042. asArray(): number[];
  75043. /**
  75044. * @returns a new plane copied from the current Plane.
  75045. */
  75046. clone(): Plane;
  75047. /**
  75048. * @returns the string "Plane".
  75049. */
  75050. getClassName(): string;
  75051. /**
  75052. * @returns the Plane hash code.
  75053. */
  75054. getHashCode(): number;
  75055. /**
  75056. * Normalize the current Plane in place.
  75057. * @returns the updated Plane.
  75058. */
  75059. normalize(): Plane;
  75060. /**
  75061. * Applies a transformation the plane and returns the result
  75062. * @param transformation the transformation matrix to be applied to the plane
  75063. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  75064. */
  75065. transform(transformation: DeepImmutable<Matrix>): Plane;
  75066. /**
  75067. * Calcualtte the dot product between the point and the plane normal
  75068. * @param point point to calculate the dot product with
  75069. * @returns the dot product (float) of the point coordinates and the plane normal.
  75070. */
  75071. dotCoordinate(point: DeepImmutable<Vector3>): number;
  75072. /**
  75073. * Updates the current Plane from the plane defined by the three given points.
  75074. * @param point1 one of the points used to contruct the plane
  75075. * @param point2 one of the points used to contruct the plane
  75076. * @param point3 one of the points used to contruct the plane
  75077. * @returns the updated Plane.
  75078. */
  75079. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75080. /**
  75081. * Checks if the plane is facing a given direction
  75082. * @param direction the direction to check if the plane is facing
  75083. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  75084. * @returns True is the vector "direction" is the same side than the plane normal.
  75085. */
  75086. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  75087. /**
  75088. * Calculates the distance to a point
  75089. * @param point point to calculate distance to
  75090. * @returns the signed distance (float) from the given point to the Plane.
  75091. */
  75092. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  75093. /**
  75094. * Creates a plane from an array
  75095. * @param array the array to create a plane from
  75096. * @returns a new Plane from the given array.
  75097. */
  75098. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  75099. /**
  75100. * Creates a plane from three points
  75101. * @param point1 point used to create the plane
  75102. * @param point2 point used to create the plane
  75103. * @param point3 point used to create the plane
  75104. * @returns a new Plane defined by the three given points.
  75105. */
  75106. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75107. /**
  75108. * Creates a plane from an origin point and a normal
  75109. * @param origin origin of the plane to be constructed
  75110. * @param normal normal of the plane to be constructed
  75111. * @returns a new Plane the normal vector to this plane at the given origin point.
  75112. * Note : the vector "normal" is updated because normalized.
  75113. */
  75114. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  75115. /**
  75116. * Calculates the distance from a plane and a point
  75117. * @param origin origin of the plane to be constructed
  75118. * @param normal normal of the plane to be constructed
  75119. * @param point point to calculate distance to
  75120. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  75121. */
  75122. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  75123. }
  75124. }
  75125. declare module BABYLON {
  75126. /**
  75127. * Class used to store bounding sphere information
  75128. */
  75129. export class BoundingSphere {
  75130. /**
  75131. * Gets the center of the bounding sphere in local space
  75132. */
  75133. readonly center: Vector3;
  75134. /**
  75135. * Radius of the bounding sphere in local space
  75136. */
  75137. radius: number;
  75138. /**
  75139. * Gets the center of the bounding sphere in world space
  75140. */
  75141. readonly centerWorld: Vector3;
  75142. /**
  75143. * Radius of the bounding sphere in world space
  75144. */
  75145. radiusWorld: number;
  75146. /**
  75147. * Gets the minimum vector in local space
  75148. */
  75149. readonly minimum: Vector3;
  75150. /**
  75151. * Gets the maximum vector in local space
  75152. */
  75153. readonly maximum: Vector3;
  75154. private _worldMatrix;
  75155. private static readonly TmpVector3;
  75156. /**
  75157. * Creates a new bounding sphere
  75158. * @param min defines the minimum vector (in local space)
  75159. * @param max defines the maximum vector (in local space)
  75160. * @param worldMatrix defines the new world matrix
  75161. */
  75162. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75163. /**
  75164. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  75165. * @param min defines the new minimum vector (in local space)
  75166. * @param max defines the new maximum vector (in local space)
  75167. * @param worldMatrix defines the new world matrix
  75168. */
  75169. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75170. /**
  75171. * Scale the current bounding sphere by applying a scale factor
  75172. * @param factor defines the scale factor to apply
  75173. * @returns the current bounding box
  75174. */
  75175. scale(factor: number): BoundingSphere;
  75176. /**
  75177. * Gets the world matrix of the bounding box
  75178. * @returns a matrix
  75179. */
  75180. getWorldMatrix(): DeepImmutable<Matrix>;
  75181. /** @hidden */
  75182. _update(worldMatrix: DeepImmutable<Matrix>): void;
  75183. /**
  75184. * Tests if the bounding sphere is intersecting the frustum planes
  75185. * @param frustumPlanes defines the frustum planes to test
  75186. * @returns true if there is an intersection
  75187. */
  75188. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75189. /**
  75190. * Tests if the bounding sphere center is in between the frustum planes.
  75191. * Used for optimistic fast inclusion.
  75192. * @param frustumPlanes defines the frustum planes to test
  75193. * @returns true if the sphere center is in between the frustum planes
  75194. */
  75195. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75196. /**
  75197. * Tests if a point is inside the bounding sphere
  75198. * @param point defines the point to test
  75199. * @returns true if the point is inside the bounding sphere
  75200. */
  75201. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75202. /**
  75203. * Checks if two sphere intersct
  75204. * @param sphere0 sphere 0
  75205. * @param sphere1 sphere 1
  75206. * @returns true if the speres intersect
  75207. */
  75208. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  75209. }
  75210. }
  75211. declare module BABYLON {
  75212. /**
  75213. * Class used to store bounding box information
  75214. */
  75215. export class BoundingBox implements ICullable {
  75216. /**
  75217. * Gets the 8 vectors representing the bounding box in local space
  75218. */
  75219. readonly vectors: Vector3[];
  75220. /**
  75221. * Gets the center of the bounding box in local space
  75222. */
  75223. readonly center: Vector3;
  75224. /**
  75225. * Gets the center of the bounding box in world space
  75226. */
  75227. readonly centerWorld: Vector3;
  75228. /**
  75229. * Gets the extend size in local space
  75230. */
  75231. readonly extendSize: Vector3;
  75232. /**
  75233. * Gets the extend size in world space
  75234. */
  75235. readonly extendSizeWorld: Vector3;
  75236. /**
  75237. * Gets the OBB (object bounding box) directions
  75238. */
  75239. readonly directions: Vector3[];
  75240. /**
  75241. * Gets the 8 vectors representing the bounding box in world space
  75242. */
  75243. readonly vectorsWorld: Vector3[];
  75244. /**
  75245. * Gets the minimum vector in world space
  75246. */
  75247. readonly minimumWorld: Vector3;
  75248. /**
  75249. * Gets the maximum vector in world space
  75250. */
  75251. readonly maximumWorld: Vector3;
  75252. /**
  75253. * Gets the minimum vector in local space
  75254. */
  75255. readonly minimum: Vector3;
  75256. /**
  75257. * Gets the maximum vector in local space
  75258. */
  75259. readonly maximum: Vector3;
  75260. private _worldMatrix;
  75261. private static readonly TmpVector3;
  75262. /**
  75263. * @hidden
  75264. */
  75265. _tag: number;
  75266. /**
  75267. * Creates a new bounding box
  75268. * @param min defines the minimum vector (in local space)
  75269. * @param max defines the maximum vector (in local space)
  75270. * @param worldMatrix defines the new world matrix
  75271. */
  75272. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75273. /**
  75274. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75275. * @param min defines the new minimum vector (in local space)
  75276. * @param max defines the new maximum vector (in local space)
  75277. * @param worldMatrix defines the new world matrix
  75278. */
  75279. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75280. /**
  75281. * Scale the current bounding box by applying a scale factor
  75282. * @param factor defines the scale factor to apply
  75283. * @returns the current bounding box
  75284. */
  75285. scale(factor: number): BoundingBox;
  75286. /**
  75287. * Gets the world matrix of the bounding box
  75288. * @returns a matrix
  75289. */
  75290. getWorldMatrix(): DeepImmutable<Matrix>;
  75291. /** @hidden */
  75292. _update(world: DeepImmutable<Matrix>): void;
  75293. /**
  75294. * Tests if the bounding box is intersecting the frustum planes
  75295. * @param frustumPlanes defines the frustum planes to test
  75296. * @returns true if there is an intersection
  75297. */
  75298. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75299. /**
  75300. * Tests if the bounding box is entirely inside the frustum planes
  75301. * @param frustumPlanes defines the frustum planes to test
  75302. * @returns true if there is an inclusion
  75303. */
  75304. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75305. /**
  75306. * Tests if a point is inside the bounding box
  75307. * @param point defines the point to test
  75308. * @returns true if the point is inside the bounding box
  75309. */
  75310. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75311. /**
  75312. * Tests if the bounding box intersects with a bounding sphere
  75313. * @param sphere defines the sphere to test
  75314. * @returns true if there is an intersection
  75315. */
  75316. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75317. /**
  75318. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75319. * @param min defines the min vector to use
  75320. * @param max defines the max vector to use
  75321. * @returns true if there is an intersection
  75322. */
  75323. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75324. /**
  75325. * Tests if two bounding boxes are intersections
  75326. * @param box0 defines the first box to test
  75327. * @param box1 defines the second box to test
  75328. * @returns true if there is an intersection
  75329. */
  75330. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75331. /**
  75332. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75333. * @param minPoint defines the minimum vector of the bounding box
  75334. * @param maxPoint defines the maximum vector of the bounding box
  75335. * @param sphereCenter defines the sphere center
  75336. * @param sphereRadius defines the sphere radius
  75337. * @returns true if there is an intersection
  75338. */
  75339. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75340. /**
  75341. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75342. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75343. * @param frustumPlanes defines the frustum planes to test
  75344. * @return true if there is an inclusion
  75345. */
  75346. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75347. /**
  75348. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75349. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75350. * @param frustumPlanes defines the frustum planes to test
  75351. * @return true if there is an intersection
  75352. */
  75353. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75354. }
  75355. }
  75356. declare module BABYLON {
  75357. /** @hidden */
  75358. export class Collider {
  75359. /** Define if a collision was found */
  75360. collisionFound: boolean;
  75361. /**
  75362. * Define last intersection point in local space
  75363. */
  75364. intersectionPoint: Vector3;
  75365. /**
  75366. * Define last collided mesh
  75367. */
  75368. collidedMesh: Nullable<AbstractMesh>;
  75369. private _collisionPoint;
  75370. private _planeIntersectionPoint;
  75371. private _tempVector;
  75372. private _tempVector2;
  75373. private _tempVector3;
  75374. private _tempVector4;
  75375. private _edge;
  75376. private _baseToVertex;
  75377. private _destinationPoint;
  75378. private _slidePlaneNormal;
  75379. private _displacementVector;
  75380. /** @hidden */
  75381. _radius: Vector3;
  75382. /** @hidden */
  75383. _retry: number;
  75384. private _velocity;
  75385. private _basePoint;
  75386. private _epsilon;
  75387. /** @hidden */
  75388. _velocityWorldLength: number;
  75389. /** @hidden */
  75390. _basePointWorld: Vector3;
  75391. private _velocityWorld;
  75392. private _normalizedVelocity;
  75393. /** @hidden */
  75394. _initialVelocity: Vector3;
  75395. /** @hidden */
  75396. _initialPosition: Vector3;
  75397. private _nearestDistance;
  75398. private _collisionMask;
  75399. collisionMask: number;
  75400. /**
  75401. * Gets the plane normal used to compute the sliding response (in local space)
  75402. */
  75403. readonly slidePlaneNormal: Vector3;
  75404. /** @hidden */
  75405. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75406. /** @hidden */
  75407. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75408. /** @hidden */
  75409. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75410. /** @hidden */
  75411. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75412. /** @hidden */
  75413. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75414. /** @hidden */
  75415. _getResponse(pos: Vector3, vel: Vector3): void;
  75416. }
  75417. }
  75418. declare module BABYLON {
  75419. /**
  75420. * Interface for cullable objects
  75421. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75422. */
  75423. export interface ICullable {
  75424. /**
  75425. * Checks if the object or part of the object is in the frustum
  75426. * @param frustumPlanes Camera near/planes
  75427. * @returns true if the object is in frustum otherwise false
  75428. */
  75429. isInFrustum(frustumPlanes: Plane[]): boolean;
  75430. /**
  75431. * Checks if a cullable object (mesh...) is in the camera frustum
  75432. * Unlike isInFrustum this cheks the full bounding box
  75433. * @param frustumPlanes Camera near/planes
  75434. * @returns true if the object is in frustum otherwise false
  75435. */
  75436. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75437. }
  75438. /**
  75439. * Info for a bounding data of a mesh
  75440. */
  75441. export class BoundingInfo implements ICullable {
  75442. /**
  75443. * Bounding box for the mesh
  75444. */
  75445. readonly boundingBox: BoundingBox;
  75446. /**
  75447. * Bounding sphere for the mesh
  75448. */
  75449. readonly boundingSphere: BoundingSphere;
  75450. private _isLocked;
  75451. private static readonly TmpVector3;
  75452. /**
  75453. * Constructs bounding info
  75454. * @param minimum min vector of the bounding box/sphere
  75455. * @param maximum max vector of the bounding box/sphere
  75456. * @param worldMatrix defines the new world matrix
  75457. */
  75458. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75459. /**
  75460. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75461. * @param min defines the new minimum vector (in local space)
  75462. * @param max defines the new maximum vector (in local space)
  75463. * @param worldMatrix defines the new world matrix
  75464. */
  75465. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75466. /**
  75467. * min vector of the bounding box/sphere
  75468. */
  75469. readonly minimum: Vector3;
  75470. /**
  75471. * max vector of the bounding box/sphere
  75472. */
  75473. readonly maximum: Vector3;
  75474. /**
  75475. * If the info is locked and won't be updated to avoid perf overhead
  75476. */
  75477. isLocked: boolean;
  75478. /**
  75479. * Updates the bounding sphere and box
  75480. * @param world world matrix to be used to update
  75481. */
  75482. update(world: DeepImmutable<Matrix>): void;
  75483. /**
  75484. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75485. * @param center New center of the bounding info
  75486. * @param extend New extend of the bounding info
  75487. * @returns the current bounding info
  75488. */
  75489. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75490. /**
  75491. * Scale the current bounding info by applying a scale factor
  75492. * @param factor defines the scale factor to apply
  75493. * @returns the current bounding info
  75494. */
  75495. scale(factor: number): BoundingInfo;
  75496. /**
  75497. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75498. * @param frustumPlanes defines the frustum to test
  75499. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75500. * @returns true if the bounding info is in the frustum planes
  75501. */
  75502. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75503. /**
  75504. * Gets the world distance between the min and max points of the bounding box
  75505. */
  75506. readonly diagonalLength: number;
  75507. /**
  75508. * Checks if a cullable object (mesh...) is in the camera frustum
  75509. * Unlike isInFrustum this cheks the full bounding box
  75510. * @param frustumPlanes Camera near/planes
  75511. * @returns true if the object is in frustum otherwise false
  75512. */
  75513. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75514. /** @hidden */
  75515. _checkCollision(collider: Collider): boolean;
  75516. /**
  75517. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75518. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75519. * @param point the point to check intersection with
  75520. * @returns if the point intersects
  75521. */
  75522. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75523. /**
  75524. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75525. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75526. * @param boundingInfo the bounding info to check intersection with
  75527. * @param precise if the intersection should be done using OBB
  75528. * @returns if the bounding info intersects
  75529. */
  75530. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75531. }
  75532. }
  75533. declare module BABYLON {
  75534. /**
  75535. * Extracts minimum and maximum values from a list of indexed positions
  75536. * @param positions defines the positions to use
  75537. * @param indices defines the indices to the positions
  75538. * @param indexStart defines the start index
  75539. * @param indexCount defines the end index
  75540. * @param bias defines bias value to add to the result
  75541. * @return minimum and maximum values
  75542. */
  75543. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75544. minimum: Vector3;
  75545. maximum: Vector3;
  75546. };
  75547. /**
  75548. * Extracts minimum and maximum values from a list of positions
  75549. * @param positions defines the positions to use
  75550. * @param start defines the start index in the positions array
  75551. * @param count defines the number of positions to handle
  75552. * @param bias defines bias value to add to the result
  75553. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75554. * @return minimum and maximum values
  75555. */
  75556. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75557. minimum: Vector3;
  75558. maximum: Vector3;
  75559. };
  75560. }
  75561. declare module BABYLON {
  75562. /** @hidden */
  75563. export class WebGLDataBuffer extends DataBuffer {
  75564. private _buffer;
  75565. constructor(resource: WebGLBuffer);
  75566. readonly underlyingResource: any;
  75567. }
  75568. }
  75569. declare module BABYLON {
  75570. /** @hidden */
  75571. export class WebGLPipelineContext implements IPipelineContext {
  75572. engine: ThinEngine;
  75573. program: Nullable<WebGLProgram>;
  75574. context?: WebGLRenderingContext;
  75575. vertexShader?: WebGLShader;
  75576. fragmentShader?: WebGLShader;
  75577. isParallelCompiled: boolean;
  75578. onCompiled?: () => void;
  75579. transformFeedback?: WebGLTransformFeedback | null;
  75580. readonly isAsync: boolean;
  75581. readonly isReady: boolean;
  75582. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75583. }
  75584. }
  75585. declare module BABYLON {
  75586. interface ThinEngine {
  75587. /**
  75588. * Create an uniform buffer
  75589. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75590. * @param elements defines the content of the uniform buffer
  75591. * @returns the webGL uniform buffer
  75592. */
  75593. createUniformBuffer(elements: FloatArray): DataBuffer;
  75594. /**
  75595. * Create a dynamic uniform buffer
  75596. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75597. * @param elements defines the content of the uniform buffer
  75598. * @returns the webGL uniform buffer
  75599. */
  75600. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75601. /**
  75602. * Update an existing uniform buffer
  75603. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75604. * @param uniformBuffer defines the target uniform buffer
  75605. * @param elements defines the content to update
  75606. * @param offset defines the offset in the uniform buffer where update should start
  75607. * @param count defines the size of the data to update
  75608. */
  75609. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75610. /**
  75611. * Bind an uniform buffer to the current webGL context
  75612. * @param buffer defines the buffer to bind
  75613. */
  75614. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75615. /**
  75616. * Bind a buffer to the current webGL context at a given location
  75617. * @param buffer defines the buffer to bind
  75618. * @param location defines the index where to bind the buffer
  75619. */
  75620. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75621. /**
  75622. * Bind a specific block at a given index in a specific shader program
  75623. * @param pipelineContext defines the pipeline context to use
  75624. * @param blockName defines the block name
  75625. * @param index defines the index where to bind the block
  75626. */
  75627. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75628. }
  75629. }
  75630. declare module BABYLON {
  75631. /**
  75632. * Uniform buffer objects.
  75633. *
  75634. * Handles blocks of uniform on the GPU.
  75635. *
  75636. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75637. *
  75638. * For more information, please refer to :
  75639. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75640. */
  75641. export class UniformBuffer {
  75642. private _engine;
  75643. private _buffer;
  75644. private _data;
  75645. private _bufferData;
  75646. private _dynamic?;
  75647. private _uniformLocations;
  75648. private _uniformSizes;
  75649. private _uniformLocationPointer;
  75650. private _needSync;
  75651. private _noUBO;
  75652. private _currentEffect;
  75653. /** @hidden */
  75654. _alreadyBound: boolean;
  75655. private static _MAX_UNIFORM_SIZE;
  75656. private static _tempBuffer;
  75657. /**
  75658. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75659. * This is dynamic to allow compat with webgl 1 and 2.
  75660. * You will need to pass the name of the uniform as well as the value.
  75661. */
  75662. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75663. /**
  75664. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75665. * This is dynamic to allow compat with webgl 1 and 2.
  75666. * You will need to pass the name of the uniform as well as the value.
  75667. */
  75668. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75669. /**
  75670. * Lambda to Update a single float in a uniform buffer.
  75671. * This is dynamic to allow compat with webgl 1 and 2.
  75672. * You will need to pass the name of the uniform as well as the value.
  75673. */
  75674. updateFloat: (name: string, x: number) => void;
  75675. /**
  75676. * Lambda to Update a vec2 of float in a uniform buffer.
  75677. * This is dynamic to allow compat with webgl 1 and 2.
  75678. * You will need to pass the name of the uniform as well as the value.
  75679. */
  75680. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75681. /**
  75682. * Lambda to Update a vec3 of float in a uniform buffer.
  75683. * This is dynamic to allow compat with webgl 1 and 2.
  75684. * You will need to pass the name of the uniform as well as the value.
  75685. */
  75686. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75687. /**
  75688. * Lambda to Update a vec4 of float in a uniform buffer.
  75689. * This is dynamic to allow compat with webgl 1 and 2.
  75690. * You will need to pass the name of the uniform as well as the value.
  75691. */
  75692. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75693. /**
  75694. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75695. * This is dynamic to allow compat with webgl 1 and 2.
  75696. * You will need to pass the name of the uniform as well as the value.
  75697. */
  75698. updateMatrix: (name: string, mat: Matrix) => void;
  75699. /**
  75700. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75701. * This is dynamic to allow compat with webgl 1 and 2.
  75702. * You will need to pass the name of the uniform as well as the value.
  75703. */
  75704. updateVector3: (name: string, vector: Vector3) => void;
  75705. /**
  75706. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75707. * This is dynamic to allow compat with webgl 1 and 2.
  75708. * You will need to pass the name of the uniform as well as the value.
  75709. */
  75710. updateVector4: (name: string, vector: Vector4) => void;
  75711. /**
  75712. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75713. * This is dynamic to allow compat with webgl 1 and 2.
  75714. * You will need to pass the name of the uniform as well as the value.
  75715. */
  75716. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75717. /**
  75718. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75719. * This is dynamic to allow compat with webgl 1 and 2.
  75720. * You will need to pass the name of the uniform as well as the value.
  75721. */
  75722. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75723. /**
  75724. * Instantiates a new Uniform buffer objects.
  75725. *
  75726. * Handles blocks of uniform on the GPU.
  75727. *
  75728. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75729. *
  75730. * For more information, please refer to :
  75731. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75732. * @param engine Define the engine the buffer is associated with
  75733. * @param data Define the data contained in the buffer
  75734. * @param dynamic Define if the buffer is updatable
  75735. */
  75736. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75737. /**
  75738. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75739. * or just falling back on setUniformXXX calls.
  75740. */
  75741. readonly useUbo: boolean;
  75742. /**
  75743. * Indicates if the WebGL underlying uniform buffer is in sync
  75744. * with the javascript cache data.
  75745. */
  75746. readonly isSync: boolean;
  75747. /**
  75748. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75749. * Also, a dynamic UniformBuffer will disable cache verification and always
  75750. * update the underlying WebGL uniform buffer to the GPU.
  75751. * @returns if Dynamic, otherwise false
  75752. */
  75753. isDynamic(): boolean;
  75754. /**
  75755. * The data cache on JS side.
  75756. * @returns the underlying data as a float array
  75757. */
  75758. getData(): Float32Array;
  75759. /**
  75760. * The underlying WebGL Uniform buffer.
  75761. * @returns the webgl buffer
  75762. */
  75763. getBuffer(): Nullable<DataBuffer>;
  75764. /**
  75765. * std140 layout specifies how to align data within an UBO structure.
  75766. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75767. * for specs.
  75768. */
  75769. private _fillAlignment;
  75770. /**
  75771. * Adds an uniform in the buffer.
  75772. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75773. * for the layout to be correct !
  75774. * @param name Name of the uniform, as used in the uniform block in the shader.
  75775. * @param size Data size, or data directly.
  75776. */
  75777. addUniform(name: string, size: number | number[]): void;
  75778. /**
  75779. * Adds a Matrix 4x4 to the uniform buffer.
  75780. * @param name Name of the uniform, as used in the uniform block in the shader.
  75781. * @param mat A 4x4 matrix.
  75782. */
  75783. addMatrix(name: string, mat: Matrix): void;
  75784. /**
  75785. * Adds a vec2 to the uniform buffer.
  75786. * @param name Name of the uniform, as used in the uniform block in the shader.
  75787. * @param x Define the x component value of the vec2
  75788. * @param y Define the y component value of the vec2
  75789. */
  75790. addFloat2(name: string, x: number, y: number): void;
  75791. /**
  75792. * Adds a vec3 to the uniform buffer.
  75793. * @param name Name of the uniform, as used in the uniform block in the shader.
  75794. * @param x Define the x component value of the vec3
  75795. * @param y Define the y component value of the vec3
  75796. * @param z Define the z component value of the vec3
  75797. */
  75798. addFloat3(name: string, x: number, y: number, z: number): void;
  75799. /**
  75800. * Adds a vec3 to the uniform buffer.
  75801. * @param name Name of the uniform, as used in the uniform block in the shader.
  75802. * @param color Define the vec3 from a Color
  75803. */
  75804. addColor3(name: string, color: Color3): void;
  75805. /**
  75806. * Adds a vec4 to the uniform buffer.
  75807. * @param name Name of the uniform, as used in the uniform block in the shader.
  75808. * @param color Define the rgb components from a Color
  75809. * @param alpha Define the a component of the vec4
  75810. */
  75811. addColor4(name: string, color: Color3, alpha: number): void;
  75812. /**
  75813. * Adds a vec3 to the uniform buffer.
  75814. * @param name Name of the uniform, as used in the uniform block in the shader.
  75815. * @param vector Define the vec3 components from a Vector
  75816. */
  75817. addVector3(name: string, vector: Vector3): void;
  75818. /**
  75819. * Adds a Matrix 3x3 to the uniform buffer.
  75820. * @param name Name of the uniform, as used in the uniform block in the shader.
  75821. */
  75822. addMatrix3x3(name: string): void;
  75823. /**
  75824. * Adds a Matrix 2x2 to the uniform buffer.
  75825. * @param name Name of the uniform, as used in the uniform block in the shader.
  75826. */
  75827. addMatrix2x2(name: string): void;
  75828. /**
  75829. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75830. */
  75831. create(): void;
  75832. /** @hidden */
  75833. _rebuild(): void;
  75834. /**
  75835. * Updates the WebGL Uniform Buffer on the GPU.
  75836. * If the `dynamic` flag is set to true, no cache comparison is done.
  75837. * Otherwise, the buffer will be updated only if the cache differs.
  75838. */
  75839. update(): void;
  75840. /**
  75841. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75842. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75843. * @param data Define the flattened data
  75844. * @param size Define the size of the data.
  75845. */
  75846. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75847. private _valueCache;
  75848. private _cacheMatrix;
  75849. private _updateMatrix3x3ForUniform;
  75850. private _updateMatrix3x3ForEffect;
  75851. private _updateMatrix2x2ForEffect;
  75852. private _updateMatrix2x2ForUniform;
  75853. private _updateFloatForEffect;
  75854. private _updateFloatForUniform;
  75855. private _updateFloat2ForEffect;
  75856. private _updateFloat2ForUniform;
  75857. private _updateFloat3ForEffect;
  75858. private _updateFloat3ForUniform;
  75859. private _updateFloat4ForEffect;
  75860. private _updateFloat4ForUniform;
  75861. private _updateMatrixForEffect;
  75862. private _updateMatrixForUniform;
  75863. private _updateVector3ForEffect;
  75864. private _updateVector3ForUniform;
  75865. private _updateVector4ForEffect;
  75866. private _updateVector4ForUniform;
  75867. private _updateColor3ForEffect;
  75868. private _updateColor3ForUniform;
  75869. private _updateColor4ForEffect;
  75870. private _updateColor4ForUniform;
  75871. /**
  75872. * Sets a sampler uniform on the effect.
  75873. * @param name Define the name of the sampler.
  75874. * @param texture Define the texture to set in the sampler
  75875. */
  75876. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75877. /**
  75878. * Directly updates the value of the uniform in the cache AND on the GPU.
  75879. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75880. * @param data Define the flattened data
  75881. */
  75882. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75883. /**
  75884. * Binds this uniform buffer to an effect.
  75885. * @param effect Define the effect to bind the buffer to
  75886. * @param name Name of the uniform block in the shader.
  75887. */
  75888. bindToEffect(effect: Effect, name: string): void;
  75889. /**
  75890. * Disposes the uniform buffer.
  75891. */
  75892. dispose(): void;
  75893. }
  75894. }
  75895. declare module BABYLON {
  75896. /**
  75897. * Enum that determines the text-wrapping mode to use.
  75898. */
  75899. export enum InspectableType {
  75900. /**
  75901. * Checkbox for booleans
  75902. */
  75903. Checkbox = 0,
  75904. /**
  75905. * Sliders for numbers
  75906. */
  75907. Slider = 1,
  75908. /**
  75909. * Vector3
  75910. */
  75911. Vector3 = 2,
  75912. /**
  75913. * Quaternions
  75914. */
  75915. Quaternion = 3,
  75916. /**
  75917. * Color3
  75918. */
  75919. Color3 = 4,
  75920. /**
  75921. * String
  75922. */
  75923. String = 5
  75924. }
  75925. /**
  75926. * Interface used to define custom inspectable properties.
  75927. * This interface is used by the inspector to display custom property grids
  75928. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75929. */
  75930. export interface IInspectable {
  75931. /**
  75932. * Gets the label to display
  75933. */
  75934. label: string;
  75935. /**
  75936. * Gets the name of the property to edit
  75937. */
  75938. propertyName: string;
  75939. /**
  75940. * Gets the type of the editor to use
  75941. */
  75942. type: InspectableType;
  75943. /**
  75944. * Gets the minimum value of the property when using in "slider" mode
  75945. */
  75946. min?: number;
  75947. /**
  75948. * Gets the maximum value of the property when using in "slider" mode
  75949. */
  75950. max?: number;
  75951. /**
  75952. * Gets the setp to use when using in "slider" mode
  75953. */
  75954. step?: number;
  75955. }
  75956. }
  75957. declare module BABYLON {
  75958. /**
  75959. * Class used to provide helper for timing
  75960. */
  75961. export class TimingTools {
  75962. /**
  75963. * Polyfill for setImmediate
  75964. * @param action defines the action to execute after the current execution block
  75965. */
  75966. static SetImmediate(action: () => void): void;
  75967. }
  75968. }
  75969. declare module BABYLON {
  75970. /**
  75971. * Class used to enable instatition of objects by class name
  75972. */
  75973. export class InstantiationTools {
  75974. /**
  75975. * Use this object to register external classes like custom textures or material
  75976. * to allow the laoders to instantiate them
  75977. */
  75978. static RegisteredExternalClasses: {
  75979. [key: string]: Object;
  75980. };
  75981. /**
  75982. * Tries to instantiate a new object from a given class name
  75983. * @param className defines the class name to instantiate
  75984. * @returns the new object or null if the system was not able to do the instantiation
  75985. */
  75986. static Instantiate(className: string): any;
  75987. }
  75988. }
  75989. declare module BABYLON {
  75990. /**
  75991. * Define options used to create a depth texture
  75992. */
  75993. export class DepthTextureCreationOptions {
  75994. /** Specifies whether or not a stencil should be allocated in the texture */
  75995. generateStencil?: boolean;
  75996. /** Specifies whether or not bilinear filtering is enable on the texture */
  75997. bilinearFiltering?: boolean;
  75998. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75999. comparisonFunction?: number;
  76000. /** Specifies if the created texture is a cube texture */
  76001. isCube?: boolean;
  76002. }
  76003. }
  76004. declare module BABYLON {
  76005. interface ThinEngine {
  76006. /**
  76007. * Creates a depth stencil cube texture.
  76008. * This is only available in WebGL 2.
  76009. * @param size The size of face edge in the cube texture.
  76010. * @param options The options defining the cube texture.
  76011. * @returns The cube texture
  76012. */
  76013. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  76014. /**
  76015. * Creates a cube texture
  76016. * @param rootUrl defines the url where the files to load is located
  76017. * @param scene defines the current scene
  76018. * @param files defines the list of files to load (1 per face)
  76019. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76020. * @param onLoad defines an optional callback raised when the texture is loaded
  76021. * @param onError defines an optional callback raised if there is an issue to load the texture
  76022. * @param format defines the format of the data
  76023. * @param forcedExtension defines the extension to use to pick the right loader
  76024. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76025. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76026. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76027. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  76028. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  76029. * @returns the cube texture as an InternalTexture
  76030. */
  76031. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  76032. /**
  76033. * Creates a cube texture
  76034. * @param rootUrl defines the url where the files to load is located
  76035. * @param scene defines the current scene
  76036. * @param files defines the list of files to load (1 per face)
  76037. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76038. * @param onLoad defines an optional callback raised when the texture is loaded
  76039. * @param onError defines an optional callback raised if there is an issue to load the texture
  76040. * @param format defines the format of the data
  76041. * @param forcedExtension defines the extension to use to pick the right loader
  76042. * @returns the cube texture as an InternalTexture
  76043. */
  76044. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  76045. /**
  76046. * Creates a cube texture
  76047. * @param rootUrl defines the url where the files to load is located
  76048. * @param scene defines the current scene
  76049. * @param files defines the list of files to load (1 per face)
  76050. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76051. * @param onLoad defines an optional callback raised when the texture is loaded
  76052. * @param onError defines an optional callback raised if there is an issue to load the texture
  76053. * @param format defines the format of the data
  76054. * @param forcedExtension defines the extension to use to pick the right loader
  76055. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76056. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76057. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76058. * @returns the cube texture as an InternalTexture
  76059. */
  76060. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  76061. /** @hidden */
  76062. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  76063. /** @hidden */
  76064. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  76065. /** @hidden */
  76066. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76067. /** @hidden */
  76068. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76069. /**
  76070. * @hidden
  76071. */
  76072. _setCubeMapTextureParams(loadMipmap: boolean): void;
  76073. }
  76074. }
  76075. declare module BABYLON {
  76076. /**
  76077. * Class for creating a cube texture
  76078. */
  76079. export class CubeTexture extends BaseTexture {
  76080. private _delayedOnLoad;
  76081. /**
  76082. * The url of the texture
  76083. */
  76084. url: string;
  76085. /**
  76086. * Gets or sets the center of the bounding box associated with the cube texture.
  76087. * It must define where the camera used to render the texture was set
  76088. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76089. */
  76090. boundingBoxPosition: Vector3;
  76091. private _boundingBoxSize;
  76092. /**
  76093. * Gets or sets the size of the bounding box associated with the cube texture
  76094. * When defined, the cubemap will switch to local mode
  76095. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  76096. * @example https://www.babylonjs-playground.com/#RNASML
  76097. */
  76098. /**
  76099. * Returns the bounding box size
  76100. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76101. */
  76102. boundingBoxSize: Vector3;
  76103. protected _rotationY: number;
  76104. /**
  76105. * Sets texture matrix rotation angle around Y axis in radians.
  76106. */
  76107. /**
  76108. * Gets texture matrix rotation angle around Y axis radians.
  76109. */
  76110. rotationY: number;
  76111. /**
  76112. * Are mip maps generated for this texture or not.
  76113. */
  76114. readonly noMipmap: boolean;
  76115. private _noMipmap;
  76116. private _files;
  76117. protected _forcedExtension: Nullable<string>;
  76118. private _extensions;
  76119. private _textureMatrix;
  76120. private _format;
  76121. private _createPolynomials;
  76122. /** @hidden */
  76123. _prefiltered: boolean;
  76124. /**
  76125. * Creates a cube texture from an array of image urls
  76126. * @param files defines an array of image urls
  76127. * @param scene defines the hosting scene
  76128. * @param noMipmap specifies if mip maps are not used
  76129. * @returns a cube texture
  76130. */
  76131. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  76132. /**
  76133. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  76134. * @param url defines the url of the prefiltered texture
  76135. * @param scene defines the scene the texture is attached to
  76136. * @param forcedExtension defines the extension of the file if different from the url
  76137. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76138. * @return the prefiltered texture
  76139. */
  76140. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  76141. /**
  76142. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  76143. * as prefiltered data.
  76144. * @param rootUrl defines the url of the texture or the root name of the six images
  76145. * @param scene defines the scene the texture is attached to
  76146. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  76147. * @param noMipmap defines if mipmaps should be created or not
  76148. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  76149. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  76150. * @param onError defines a callback triggered in case of error during load
  76151. * @param format defines the internal format to use for the texture once loaded
  76152. * @param prefiltered defines whether or not the texture is created from prefiltered data
  76153. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  76154. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76155. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76156. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76157. * @return the cube texture
  76158. */
  76159. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  76160. /**
  76161. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  76162. */
  76163. readonly isPrefiltered: boolean;
  76164. /**
  76165. * Get the current class name of the texture useful for serialization or dynamic coding.
  76166. * @returns "CubeTexture"
  76167. */
  76168. getClassName(): string;
  76169. /**
  76170. * Update the url (and optional buffer) of this texture if url was null during construction.
  76171. * @param url the url of the texture
  76172. * @param forcedExtension defines the extension to use
  76173. * @param onLoad callback called when the texture is loaded (defaults to null)
  76174. */
  76175. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  76176. /**
  76177. * Delays loading of the cube texture
  76178. * @param forcedExtension defines the extension to use
  76179. */
  76180. delayLoad(forcedExtension?: string): void;
  76181. /**
  76182. * Returns the reflection texture matrix
  76183. * @returns the reflection texture matrix
  76184. */
  76185. getReflectionTextureMatrix(): Matrix;
  76186. /**
  76187. * Sets the reflection texture matrix
  76188. * @param value Reflection texture matrix
  76189. */
  76190. setReflectionTextureMatrix(value: Matrix): void;
  76191. /**
  76192. * Parses text to create a cube texture
  76193. * @param parsedTexture define the serialized text to read from
  76194. * @param scene defines the hosting scene
  76195. * @param rootUrl defines the root url of the cube texture
  76196. * @returns a cube texture
  76197. */
  76198. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  76199. /**
  76200. * Makes a clone, or deep copy, of the cube texture
  76201. * @returns a new cube texture
  76202. */
  76203. clone(): CubeTexture;
  76204. }
  76205. }
  76206. declare module BABYLON {
  76207. /**
  76208. * Manages the defines for the Material
  76209. */
  76210. export class MaterialDefines {
  76211. /** @hidden */
  76212. protected _keys: string[];
  76213. private _isDirty;
  76214. /** @hidden */
  76215. _renderId: number;
  76216. /** @hidden */
  76217. _areLightsDirty: boolean;
  76218. /** @hidden */
  76219. _areLightsDisposed: boolean;
  76220. /** @hidden */
  76221. _areAttributesDirty: boolean;
  76222. /** @hidden */
  76223. _areTexturesDirty: boolean;
  76224. /** @hidden */
  76225. _areFresnelDirty: boolean;
  76226. /** @hidden */
  76227. _areMiscDirty: boolean;
  76228. /** @hidden */
  76229. _areImageProcessingDirty: boolean;
  76230. /** @hidden */
  76231. _normals: boolean;
  76232. /** @hidden */
  76233. _uvs: boolean;
  76234. /** @hidden */
  76235. _needNormals: boolean;
  76236. /** @hidden */
  76237. _needUVs: boolean;
  76238. [id: string]: any;
  76239. /**
  76240. * Specifies if the material needs to be re-calculated
  76241. */
  76242. readonly isDirty: boolean;
  76243. /**
  76244. * Marks the material to indicate that it has been re-calculated
  76245. */
  76246. markAsProcessed(): void;
  76247. /**
  76248. * Marks the material to indicate that it needs to be re-calculated
  76249. */
  76250. markAsUnprocessed(): void;
  76251. /**
  76252. * Marks the material to indicate all of its defines need to be re-calculated
  76253. */
  76254. markAllAsDirty(): void;
  76255. /**
  76256. * Marks the material to indicate that image processing needs to be re-calculated
  76257. */
  76258. markAsImageProcessingDirty(): void;
  76259. /**
  76260. * Marks the material to indicate the lights need to be re-calculated
  76261. * @param disposed Defines whether the light is dirty due to dispose or not
  76262. */
  76263. markAsLightDirty(disposed?: boolean): void;
  76264. /**
  76265. * Marks the attribute state as changed
  76266. */
  76267. markAsAttributesDirty(): void;
  76268. /**
  76269. * Marks the texture state as changed
  76270. */
  76271. markAsTexturesDirty(): void;
  76272. /**
  76273. * Marks the fresnel state as changed
  76274. */
  76275. markAsFresnelDirty(): void;
  76276. /**
  76277. * Marks the misc state as changed
  76278. */
  76279. markAsMiscDirty(): void;
  76280. /**
  76281. * Rebuilds the material defines
  76282. */
  76283. rebuild(): void;
  76284. /**
  76285. * Specifies if two material defines are equal
  76286. * @param other - A material define instance to compare to
  76287. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76288. */
  76289. isEqual(other: MaterialDefines): boolean;
  76290. /**
  76291. * Clones this instance's defines to another instance
  76292. * @param other - material defines to clone values to
  76293. */
  76294. cloneTo(other: MaterialDefines): void;
  76295. /**
  76296. * Resets the material define values
  76297. */
  76298. reset(): void;
  76299. /**
  76300. * Converts the material define values to a string
  76301. * @returns - String of material define information
  76302. */
  76303. toString(): string;
  76304. }
  76305. }
  76306. declare module BABYLON {
  76307. /**
  76308. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76309. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76310. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  76311. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76312. */
  76313. export class ColorCurves {
  76314. private _dirty;
  76315. private _tempColor;
  76316. private _globalCurve;
  76317. private _highlightsCurve;
  76318. private _midtonesCurve;
  76319. private _shadowsCurve;
  76320. private _positiveCurve;
  76321. private _negativeCurve;
  76322. private _globalHue;
  76323. private _globalDensity;
  76324. private _globalSaturation;
  76325. private _globalExposure;
  76326. /**
  76327. * Gets the global Hue value.
  76328. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76329. */
  76330. /**
  76331. * Sets the global Hue value.
  76332. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76333. */
  76334. globalHue: number;
  76335. /**
  76336. * Gets the global Density value.
  76337. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76338. * Values less than zero provide a filter of opposite hue.
  76339. */
  76340. /**
  76341. * Sets the global Density value.
  76342. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76343. * Values less than zero provide a filter of opposite hue.
  76344. */
  76345. globalDensity: number;
  76346. /**
  76347. * Gets the global Saturation value.
  76348. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76349. */
  76350. /**
  76351. * Sets the global Saturation value.
  76352. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76353. */
  76354. globalSaturation: number;
  76355. /**
  76356. * Gets the global Exposure value.
  76357. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76358. */
  76359. /**
  76360. * Sets the global Exposure value.
  76361. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76362. */
  76363. globalExposure: number;
  76364. private _highlightsHue;
  76365. private _highlightsDensity;
  76366. private _highlightsSaturation;
  76367. private _highlightsExposure;
  76368. /**
  76369. * Gets the highlights Hue value.
  76370. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76371. */
  76372. /**
  76373. * Sets the highlights Hue value.
  76374. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76375. */
  76376. highlightsHue: number;
  76377. /**
  76378. * Gets the highlights Density value.
  76379. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76380. * Values less than zero provide a filter of opposite hue.
  76381. */
  76382. /**
  76383. * Sets the highlights Density value.
  76384. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76385. * Values less than zero provide a filter of opposite hue.
  76386. */
  76387. highlightsDensity: number;
  76388. /**
  76389. * Gets the highlights Saturation value.
  76390. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76391. */
  76392. /**
  76393. * Sets the highlights Saturation value.
  76394. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76395. */
  76396. highlightsSaturation: number;
  76397. /**
  76398. * Gets the highlights Exposure value.
  76399. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76400. */
  76401. /**
  76402. * Sets the highlights Exposure value.
  76403. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76404. */
  76405. highlightsExposure: number;
  76406. private _midtonesHue;
  76407. private _midtonesDensity;
  76408. private _midtonesSaturation;
  76409. private _midtonesExposure;
  76410. /**
  76411. * Gets the midtones Hue value.
  76412. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76413. */
  76414. /**
  76415. * Sets the midtones Hue value.
  76416. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76417. */
  76418. midtonesHue: number;
  76419. /**
  76420. * Gets the midtones Density value.
  76421. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76422. * Values less than zero provide a filter of opposite hue.
  76423. */
  76424. /**
  76425. * Sets the midtones Density value.
  76426. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76427. * Values less than zero provide a filter of opposite hue.
  76428. */
  76429. midtonesDensity: number;
  76430. /**
  76431. * Gets the midtones Saturation value.
  76432. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76433. */
  76434. /**
  76435. * Sets the midtones Saturation value.
  76436. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76437. */
  76438. midtonesSaturation: number;
  76439. /**
  76440. * Gets the midtones Exposure value.
  76441. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76442. */
  76443. /**
  76444. * Sets the midtones Exposure value.
  76445. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76446. */
  76447. midtonesExposure: number;
  76448. private _shadowsHue;
  76449. private _shadowsDensity;
  76450. private _shadowsSaturation;
  76451. private _shadowsExposure;
  76452. /**
  76453. * Gets the shadows Hue value.
  76454. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76455. */
  76456. /**
  76457. * Sets the shadows Hue value.
  76458. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76459. */
  76460. shadowsHue: number;
  76461. /**
  76462. * Gets the shadows Density value.
  76463. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76464. * Values less than zero provide a filter of opposite hue.
  76465. */
  76466. /**
  76467. * Sets the shadows Density value.
  76468. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76469. * Values less than zero provide a filter of opposite hue.
  76470. */
  76471. shadowsDensity: number;
  76472. /**
  76473. * Gets the shadows Saturation value.
  76474. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76475. */
  76476. /**
  76477. * Sets the shadows Saturation value.
  76478. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76479. */
  76480. shadowsSaturation: number;
  76481. /**
  76482. * Gets the shadows Exposure value.
  76483. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76484. */
  76485. /**
  76486. * Sets the shadows Exposure value.
  76487. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76488. */
  76489. shadowsExposure: number;
  76490. /**
  76491. * Returns the class name
  76492. * @returns The class name
  76493. */
  76494. getClassName(): string;
  76495. /**
  76496. * Binds the color curves to the shader.
  76497. * @param colorCurves The color curve to bind
  76498. * @param effect The effect to bind to
  76499. * @param positiveUniform The positive uniform shader parameter
  76500. * @param neutralUniform The neutral uniform shader parameter
  76501. * @param negativeUniform The negative uniform shader parameter
  76502. */
  76503. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76504. /**
  76505. * Prepare the list of uniforms associated with the ColorCurves effects.
  76506. * @param uniformsList The list of uniforms used in the effect
  76507. */
  76508. static PrepareUniforms(uniformsList: string[]): void;
  76509. /**
  76510. * Returns color grading data based on a hue, density, saturation and exposure value.
  76511. * @param filterHue The hue of the color filter.
  76512. * @param filterDensity The density of the color filter.
  76513. * @param saturation The saturation.
  76514. * @param exposure The exposure.
  76515. * @param result The result data container.
  76516. */
  76517. private getColorGradingDataToRef;
  76518. /**
  76519. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76520. * @param value The input slider value in range [-100,100].
  76521. * @returns Adjusted value.
  76522. */
  76523. private static applyColorGradingSliderNonlinear;
  76524. /**
  76525. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76526. * @param hue The hue (H) input.
  76527. * @param saturation The saturation (S) input.
  76528. * @param brightness The brightness (B) input.
  76529. * @result An RGBA color represented as Vector4.
  76530. */
  76531. private static fromHSBToRef;
  76532. /**
  76533. * Returns a value clamped between min and max
  76534. * @param value The value to clamp
  76535. * @param min The minimum of value
  76536. * @param max The maximum of value
  76537. * @returns The clamped value.
  76538. */
  76539. private static clamp;
  76540. /**
  76541. * Clones the current color curve instance.
  76542. * @return The cloned curves
  76543. */
  76544. clone(): ColorCurves;
  76545. /**
  76546. * Serializes the current color curve instance to a json representation.
  76547. * @return a JSON representation
  76548. */
  76549. serialize(): any;
  76550. /**
  76551. * Parses the color curve from a json representation.
  76552. * @param source the JSON source to parse
  76553. * @return The parsed curves
  76554. */
  76555. static Parse(source: any): ColorCurves;
  76556. }
  76557. }
  76558. declare module BABYLON {
  76559. /**
  76560. * Interface to follow in your material defines to integrate easily the
  76561. * Image proccessing functions.
  76562. * @hidden
  76563. */
  76564. export interface IImageProcessingConfigurationDefines {
  76565. IMAGEPROCESSING: boolean;
  76566. VIGNETTE: boolean;
  76567. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76568. VIGNETTEBLENDMODEOPAQUE: boolean;
  76569. TONEMAPPING: boolean;
  76570. TONEMAPPING_ACES: boolean;
  76571. CONTRAST: boolean;
  76572. EXPOSURE: boolean;
  76573. COLORCURVES: boolean;
  76574. COLORGRADING: boolean;
  76575. COLORGRADING3D: boolean;
  76576. SAMPLER3DGREENDEPTH: boolean;
  76577. SAMPLER3DBGRMAP: boolean;
  76578. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76579. }
  76580. /**
  76581. * @hidden
  76582. */
  76583. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76584. IMAGEPROCESSING: boolean;
  76585. VIGNETTE: boolean;
  76586. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76587. VIGNETTEBLENDMODEOPAQUE: boolean;
  76588. TONEMAPPING: boolean;
  76589. TONEMAPPING_ACES: boolean;
  76590. CONTRAST: boolean;
  76591. COLORCURVES: boolean;
  76592. COLORGRADING: boolean;
  76593. COLORGRADING3D: boolean;
  76594. SAMPLER3DGREENDEPTH: boolean;
  76595. SAMPLER3DBGRMAP: boolean;
  76596. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76597. EXPOSURE: boolean;
  76598. constructor();
  76599. }
  76600. /**
  76601. * This groups together the common properties used for image processing either in direct forward pass
  76602. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76603. * or not.
  76604. */
  76605. export class ImageProcessingConfiguration {
  76606. /**
  76607. * Default tone mapping applied in BabylonJS.
  76608. */
  76609. static readonly TONEMAPPING_STANDARD: number;
  76610. /**
  76611. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76612. * to other engines rendering to increase portability.
  76613. */
  76614. static readonly TONEMAPPING_ACES: number;
  76615. /**
  76616. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76617. */
  76618. colorCurves: Nullable<ColorCurves>;
  76619. private _colorCurvesEnabled;
  76620. /**
  76621. * Gets wether the color curves effect is enabled.
  76622. */
  76623. /**
  76624. * Sets wether the color curves effect is enabled.
  76625. */
  76626. colorCurvesEnabled: boolean;
  76627. private _colorGradingTexture;
  76628. /**
  76629. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76630. */
  76631. /**
  76632. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76633. */
  76634. colorGradingTexture: Nullable<BaseTexture>;
  76635. private _colorGradingEnabled;
  76636. /**
  76637. * Gets wether the color grading effect is enabled.
  76638. */
  76639. /**
  76640. * Sets wether the color grading effect is enabled.
  76641. */
  76642. colorGradingEnabled: boolean;
  76643. private _colorGradingWithGreenDepth;
  76644. /**
  76645. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76646. */
  76647. /**
  76648. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76649. */
  76650. colorGradingWithGreenDepth: boolean;
  76651. private _colorGradingBGR;
  76652. /**
  76653. * Gets wether the color grading texture contains BGR values.
  76654. */
  76655. /**
  76656. * Sets wether the color grading texture contains BGR values.
  76657. */
  76658. colorGradingBGR: boolean;
  76659. /** @hidden */
  76660. _exposure: number;
  76661. /**
  76662. * Gets the Exposure used in the effect.
  76663. */
  76664. /**
  76665. * Sets the Exposure used in the effect.
  76666. */
  76667. exposure: number;
  76668. private _toneMappingEnabled;
  76669. /**
  76670. * Gets wether the tone mapping effect is enabled.
  76671. */
  76672. /**
  76673. * Sets wether the tone mapping effect is enabled.
  76674. */
  76675. toneMappingEnabled: boolean;
  76676. private _toneMappingType;
  76677. /**
  76678. * Gets the type of tone mapping effect.
  76679. */
  76680. /**
  76681. * Sets the type of tone mapping effect used in BabylonJS.
  76682. */
  76683. toneMappingType: number;
  76684. protected _contrast: number;
  76685. /**
  76686. * Gets the contrast used in the effect.
  76687. */
  76688. /**
  76689. * Sets the contrast used in the effect.
  76690. */
  76691. contrast: number;
  76692. /**
  76693. * Vignette stretch size.
  76694. */
  76695. vignetteStretch: number;
  76696. /**
  76697. * Vignette centre X Offset.
  76698. */
  76699. vignetteCentreX: number;
  76700. /**
  76701. * Vignette centre Y Offset.
  76702. */
  76703. vignetteCentreY: number;
  76704. /**
  76705. * Vignette weight or intensity of the vignette effect.
  76706. */
  76707. vignetteWeight: number;
  76708. /**
  76709. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76710. * if vignetteEnabled is set to true.
  76711. */
  76712. vignetteColor: Color4;
  76713. /**
  76714. * Camera field of view used by the Vignette effect.
  76715. */
  76716. vignetteCameraFov: number;
  76717. private _vignetteBlendMode;
  76718. /**
  76719. * Gets the vignette blend mode allowing different kind of effect.
  76720. */
  76721. /**
  76722. * Sets the vignette blend mode allowing different kind of effect.
  76723. */
  76724. vignetteBlendMode: number;
  76725. private _vignetteEnabled;
  76726. /**
  76727. * Gets wether the vignette effect is enabled.
  76728. */
  76729. /**
  76730. * Sets wether the vignette effect is enabled.
  76731. */
  76732. vignetteEnabled: boolean;
  76733. private _applyByPostProcess;
  76734. /**
  76735. * Gets wether the image processing is applied through a post process or not.
  76736. */
  76737. /**
  76738. * Sets wether the image processing is applied through a post process or not.
  76739. */
  76740. applyByPostProcess: boolean;
  76741. private _isEnabled;
  76742. /**
  76743. * Gets wether the image processing is enabled or not.
  76744. */
  76745. /**
  76746. * Sets wether the image processing is enabled or not.
  76747. */
  76748. isEnabled: boolean;
  76749. /**
  76750. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76751. */
  76752. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76753. /**
  76754. * Method called each time the image processing information changes requires to recompile the effect.
  76755. */
  76756. protected _updateParameters(): void;
  76757. /**
  76758. * Gets the current class name.
  76759. * @return "ImageProcessingConfiguration"
  76760. */
  76761. getClassName(): string;
  76762. /**
  76763. * Prepare the list of uniforms associated with the Image Processing effects.
  76764. * @param uniforms The list of uniforms used in the effect
  76765. * @param defines the list of defines currently in use
  76766. */
  76767. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76768. /**
  76769. * Prepare the list of samplers associated with the Image Processing effects.
  76770. * @param samplersList The list of uniforms used in the effect
  76771. * @param defines the list of defines currently in use
  76772. */
  76773. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76774. /**
  76775. * Prepare the list of defines associated to the shader.
  76776. * @param defines the list of defines to complete
  76777. * @param forPostProcess Define if we are currently in post process mode or not
  76778. */
  76779. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76780. /**
  76781. * Returns true if all the image processing information are ready.
  76782. * @returns True if ready, otherwise, false
  76783. */
  76784. isReady(): boolean;
  76785. /**
  76786. * Binds the image processing to the shader.
  76787. * @param effect The effect to bind to
  76788. * @param overrideAspectRatio Override the aspect ratio of the effect
  76789. */
  76790. bind(effect: Effect, overrideAspectRatio?: number): void;
  76791. /**
  76792. * Clones the current image processing instance.
  76793. * @return The cloned image processing
  76794. */
  76795. clone(): ImageProcessingConfiguration;
  76796. /**
  76797. * Serializes the current image processing instance to a json representation.
  76798. * @return a JSON representation
  76799. */
  76800. serialize(): any;
  76801. /**
  76802. * Parses the image processing from a json representation.
  76803. * @param source the JSON source to parse
  76804. * @return The parsed image processing
  76805. */
  76806. static Parse(source: any): ImageProcessingConfiguration;
  76807. private static _VIGNETTEMODE_MULTIPLY;
  76808. private static _VIGNETTEMODE_OPAQUE;
  76809. /**
  76810. * Used to apply the vignette as a mix with the pixel color.
  76811. */
  76812. static readonly VIGNETTEMODE_MULTIPLY: number;
  76813. /**
  76814. * Used to apply the vignette as a replacement of the pixel color.
  76815. */
  76816. static readonly VIGNETTEMODE_OPAQUE: number;
  76817. }
  76818. }
  76819. declare module BABYLON {
  76820. /** @hidden */
  76821. export var postprocessVertexShader: {
  76822. name: string;
  76823. shader: string;
  76824. };
  76825. }
  76826. declare module BABYLON {
  76827. interface ThinEngine {
  76828. /**
  76829. * Creates a new render target texture
  76830. * @param size defines the size of the texture
  76831. * @param options defines the options used to create the texture
  76832. * @returns a new render target texture stored in an InternalTexture
  76833. */
  76834. createRenderTargetTexture(size: number | {
  76835. width: number;
  76836. height: number;
  76837. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76838. /**
  76839. * Creates a depth stencil texture.
  76840. * This is only available in WebGL 2 or with the depth texture extension available.
  76841. * @param size The size of face edge in the texture.
  76842. * @param options The options defining the texture.
  76843. * @returns The texture
  76844. */
  76845. createDepthStencilTexture(size: number | {
  76846. width: number;
  76847. height: number;
  76848. }, options: DepthTextureCreationOptions): InternalTexture;
  76849. /** @hidden */
  76850. _createDepthStencilTexture(size: number | {
  76851. width: number;
  76852. height: number;
  76853. }, options: DepthTextureCreationOptions): InternalTexture;
  76854. }
  76855. }
  76856. declare module BABYLON {
  76857. /** Defines supported spaces */
  76858. export enum Space {
  76859. /** Local (object) space */
  76860. LOCAL = 0,
  76861. /** World space */
  76862. WORLD = 1,
  76863. /** Bone space */
  76864. BONE = 2
  76865. }
  76866. /** Defines the 3 main axes */
  76867. export class Axis {
  76868. /** X axis */
  76869. static X: Vector3;
  76870. /** Y axis */
  76871. static Y: Vector3;
  76872. /** Z axis */
  76873. static Z: Vector3;
  76874. }
  76875. }
  76876. declare module BABYLON {
  76877. /**
  76878. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76879. * This is the base of the follow, arc rotate cameras and Free camera
  76880. * @see http://doc.babylonjs.com/features/cameras
  76881. */
  76882. export class TargetCamera extends Camera {
  76883. private static _RigCamTransformMatrix;
  76884. private static _TargetTransformMatrix;
  76885. private static _TargetFocalPoint;
  76886. /**
  76887. * Define the current direction the camera is moving to
  76888. */
  76889. cameraDirection: Vector3;
  76890. /**
  76891. * Define the current rotation the camera is rotating to
  76892. */
  76893. cameraRotation: Vector2;
  76894. /**
  76895. * When set, the up vector of the camera will be updated by the rotation of the camera
  76896. */
  76897. updateUpVectorFromRotation: boolean;
  76898. private _tmpQuaternion;
  76899. /**
  76900. * Define the current rotation of the camera
  76901. */
  76902. rotation: Vector3;
  76903. /**
  76904. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76905. */
  76906. rotationQuaternion: Quaternion;
  76907. /**
  76908. * Define the current speed of the camera
  76909. */
  76910. speed: number;
  76911. /**
  76912. * Add constraint to the camera to prevent it to move freely in all directions and
  76913. * around all axis.
  76914. */
  76915. noRotationConstraint: boolean;
  76916. /**
  76917. * Define the current target of the camera as an object or a position.
  76918. */
  76919. lockedTarget: any;
  76920. /** @hidden */
  76921. _currentTarget: Vector3;
  76922. /** @hidden */
  76923. _initialFocalDistance: number;
  76924. /** @hidden */
  76925. _viewMatrix: Matrix;
  76926. /** @hidden */
  76927. _camMatrix: Matrix;
  76928. /** @hidden */
  76929. _cameraTransformMatrix: Matrix;
  76930. /** @hidden */
  76931. _cameraRotationMatrix: Matrix;
  76932. /** @hidden */
  76933. _referencePoint: Vector3;
  76934. /** @hidden */
  76935. _transformedReferencePoint: Vector3;
  76936. protected _globalCurrentTarget: Vector3;
  76937. protected _globalCurrentUpVector: Vector3;
  76938. /** @hidden */
  76939. _reset: () => void;
  76940. private _defaultUp;
  76941. /**
  76942. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76943. * This is the base of the follow, arc rotate cameras and Free camera
  76944. * @see http://doc.babylonjs.com/features/cameras
  76945. * @param name Defines the name of the camera in the scene
  76946. * @param position Defines the start position of the camera in the scene
  76947. * @param scene Defines the scene the camera belongs to
  76948. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76949. */
  76950. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76951. /**
  76952. * Gets the position in front of the camera at a given distance.
  76953. * @param distance The distance from the camera we want the position to be
  76954. * @returns the position
  76955. */
  76956. getFrontPosition(distance: number): Vector3;
  76957. /** @hidden */
  76958. _getLockedTargetPosition(): Nullable<Vector3>;
  76959. private _storedPosition;
  76960. private _storedRotation;
  76961. private _storedRotationQuaternion;
  76962. /**
  76963. * Store current camera state of the camera (fov, position, rotation, etc..)
  76964. * @returns the camera
  76965. */
  76966. storeState(): Camera;
  76967. /**
  76968. * Restored camera state. You must call storeState() first
  76969. * @returns whether it was successful or not
  76970. * @hidden
  76971. */
  76972. _restoreStateValues(): boolean;
  76973. /** @hidden */
  76974. _initCache(): void;
  76975. /** @hidden */
  76976. _updateCache(ignoreParentClass?: boolean): void;
  76977. /** @hidden */
  76978. _isSynchronizedViewMatrix(): boolean;
  76979. /** @hidden */
  76980. _computeLocalCameraSpeed(): number;
  76981. /**
  76982. * Defines the target the camera should look at.
  76983. * @param target Defines the new target as a Vector or a mesh
  76984. */
  76985. setTarget(target: Vector3): void;
  76986. /**
  76987. * Return the current target position of the camera. This value is expressed in local space.
  76988. * @returns the target position
  76989. */
  76990. getTarget(): Vector3;
  76991. /** @hidden */
  76992. _decideIfNeedsToMove(): boolean;
  76993. /** @hidden */
  76994. _updatePosition(): void;
  76995. /** @hidden */
  76996. _checkInputs(): void;
  76997. protected _updateCameraRotationMatrix(): void;
  76998. /**
  76999. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  77000. * @returns the current camera
  77001. */
  77002. private _rotateUpVectorWithCameraRotationMatrix;
  77003. private _cachedRotationZ;
  77004. private _cachedQuaternionRotationZ;
  77005. /** @hidden */
  77006. _getViewMatrix(): Matrix;
  77007. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  77008. /**
  77009. * @hidden
  77010. */
  77011. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  77012. /**
  77013. * @hidden
  77014. */
  77015. _updateRigCameras(): void;
  77016. private _getRigCamPositionAndTarget;
  77017. /**
  77018. * Gets the current object class name.
  77019. * @return the class name
  77020. */
  77021. getClassName(): string;
  77022. }
  77023. }
  77024. declare module BABYLON {
  77025. /**
  77026. * Gather the list of keyboard event types as constants.
  77027. */
  77028. export class KeyboardEventTypes {
  77029. /**
  77030. * The keydown event is fired when a key becomes active (pressed).
  77031. */
  77032. static readonly KEYDOWN: number;
  77033. /**
  77034. * The keyup event is fired when a key has been released.
  77035. */
  77036. static readonly KEYUP: number;
  77037. }
  77038. /**
  77039. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77040. */
  77041. export class KeyboardInfo {
  77042. /**
  77043. * Defines the type of event (KeyboardEventTypes)
  77044. */
  77045. type: number;
  77046. /**
  77047. * Defines the related dom event
  77048. */
  77049. event: KeyboardEvent;
  77050. /**
  77051. * Instantiates a new keyboard info.
  77052. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77053. * @param type Defines the type of event (KeyboardEventTypes)
  77054. * @param event Defines the related dom event
  77055. */
  77056. constructor(
  77057. /**
  77058. * Defines the type of event (KeyboardEventTypes)
  77059. */
  77060. type: number,
  77061. /**
  77062. * Defines the related dom event
  77063. */
  77064. event: KeyboardEvent);
  77065. }
  77066. /**
  77067. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77068. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  77069. */
  77070. export class KeyboardInfoPre extends KeyboardInfo {
  77071. /**
  77072. * Defines the type of event (KeyboardEventTypes)
  77073. */
  77074. type: number;
  77075. /**
  77076. * Defines the related dom event
  77077. */
  77078. event: KeyboardEvent;
  77079. /**
  77080. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  77081. */
  77082. skipOnPointerObservable: boolean;
  77083. /**
  77084. * Instantiates a new keyboard pre info.
  77085. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77086. * @param type Defines the type of event (KeyboardEventTypes)
  77087. * @param event Defines the related dom event
  77088. */
  77089. constructor(
  77090. /**
  77091. * Defines the type of event (KeyboardEventTypes)
  77092. */
  77093. type: number,
  77094. /**
  77095. * Defines the related dom event
  77096. */
  77097. event: KeyboardEvent);
  77098. }
  77099. }
  77100. declare module BABYLON {
  77101. /**
  77102. * Manage the keyboard inputs to control the movement of a free camera.
  77103. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77104. */
  77105. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  77106. /**
  77107. * Defines the camera the input is attached to.
  77108. */
  77109. camera: FreeCamera;
  77110. /**
  77111. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77112. */
  77113. keysUp: number[];
  77114. /**
  77115. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77116. */
  77117. keysDown: number[];
  77118. /**
  77119. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77120. */
  77121. keysLeft: number[];
  77122. /**
  77123. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77124. */
  77125. keysRight: number[];
  77126. private _keys;
  77127. private _onCanvasBlurObserver;
  77128. private _onKeyboardObserver;
  77129. private _engine;
  77130. private _scene;
  77131. /**
  77132. * Attach the input controls to a specific dom element to get the input from.
  77133. * @param element Defines the element the controls should be listened from
  77134. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77135. */
  77136. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77137. /**
  77138. * Detach the current controls from the specified dom element.
  77139. * @param element Defines the element to stop listening the inputs from
  77140. */
  77141. detachControl(element: Nullable<HTMLElement>): void;
  77142. /**
  77143. * Update the current camera state depending on the inputs that have been used this frame.
  77144. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77145. */
  77146. checkInputs(): void;
  77147. /**
  77148. * Gets the class name of the current intput.
  77149. * @returns the class name
  77150. */
  77151. getClassName(): string;
  77152. /** @hidden */
  77153. _onLostFocus(): void;
  77154. /**
  77155. * Get the friendly name associated with the input class.
  77156. * @returns the input friendly name
  77157. */
  77158. getSimpleName(): string;
  77159. }
  77160. }
  77161. declare module BABYLON {
  77162. /**
  77163. * Interface describing all the common properties and methods a shadow light needs to implement.
  77164. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  77165. * as well as binding the different shadow properties to the effects.
  77166. */
  77167. export interface IShadowLight extends Light {
  77168. /**
  77169. * The light id in the scene (used in scene.findLighById for instance)
  77170. */
  77171. id: string;
  77172. /**
  77173. * The position the shdow will be casted from.
  77174. */
  77175. position: Vector3;
  77176. /**
  77177. * In 2d mode (needCube being false), the direction used to cast the shadow.
  77178. */
  77179. direction: Vector3;
  77180. /**
  77181. * The transformed position. Position of the light in world space taking parenting in account.
  77182. */
  77183. transformedPosition: Vector3;
  77184. /**
  77185. * The transformed direction. Direction of the light in world space taking parenting in account.
  77186. */
  77187. transformedDirection: Vector3;
  77188. /**
  77189. * The friendly name of the light in the scene.
  77190. */
  77191. name: string;
  77192. /**
  77193. * Defines the shadow projection clipping minimum z value.
  77194. */
  77195. shadowMinZ: number;
  77196. /**
  77197. * Defines the shadow projection clipping maximum z value.
  77198. */
  77199. shadowMaxZ: number;
  77200. /**
  77201. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77202. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77203. */
  77204. computeTransformedInformation(): boolean;
  77205. /**
  77206. * Gets the scene the light belongs to.
  77207. * @returns The scene
  77208. */
  77209. getScene(): Scene;
  77210. /**
  77211. * Callback defining a custom Projection Matrix Builder.
  77212. * This can be used to override the default projection matrix computation.
  77213. */
  77214. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77215. /**
  77216. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77217. * @param matrix The materix to updated with the projection information
  77218. * @param viewMatrix The transform matrix of the light
  77219. * @param renderList The list of mesh to render in the map
  77220. * @returns The current light
  77221. */
  77222. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77223. /**
  77224. * Gets the current depth scale used in ESM.
  77225. * @returns The scale
  77226. */
  77227. getDepthScale(): number;
  77228. /**
  77229. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77230. * @returns true if a cube texture needs to be use
  77231. */
  77232. needCube(): boolean;
  77233. /**
  77234. * Detects if the projection matrix requires to be recomputed this frame.
  77235. * @returns true if it requires to be recomputed otherwise, false.
  77236. */
  77237. needProjectionMatrixCompute(): boolean;
  77238. /**
  77239. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77240. */
  77241. forceProjectionMatrixCompute(): void;
  77242. /**
  77243. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77244. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77245. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77246. */
  77247. getShadowDirection(faceIndex?: number): Vector3;
  77248. /**
  77249. * Gets the minZ used for shadow according to both the scene and the light.
  77250. * @param activeCamera The camera we are returning the min for
  77251. * @returns the depth min z
  77252. */
  77253. getDepthMinZ(activeCamera: Camera): number;
  77254. /**
  77255. * Gets the maxZ used for shadow according to both the scene and the light.
  77256. * @param activeCamera The camera we are returning the max for
  77257. * @returns the depth max z
  77258. */
  77259. getDepthMaxZ(activeCamera: Camera): number;
  77260. }
  77261. /**
  77262. * Base implementation IShadowLight
  77263. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77264. */
  77265. export abstract class ShadowLight extends Light implements IShadowLight {
  77266. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77267. protected _position: Vector3;
  77268. protected _setPosition(value: Vector3): void;
  77269. /**
  77270. * Sets the position the shadow will be casted from. Also use as the light position for both
  77271. * point and spot lights.
  77272. */
  77273. /**
  77274. * Sets the position the shadow will be casted from. Also use as the light position for both
  77275. * point and spot lights.
  77276. */
  77277. position: Vector3;
  77278. protected _direction: Vector3;
  77279. protected _setDirection(value: Vector3): void;
  77280. /**
  77281. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77282. * Also use as the light direction on spot and directional lights.
  77283. */
  77284. /**
  77285. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77286. * Also use as the light direction on spot and directional lights.
  77287. */
  77288. direction: Vector3;
  77289. private _shadowMinZ;
  77290. /**
  77291. * Gets the shadow projection clipping minimum z value.
  77292. */
  77293. /**
  77294. * Sets the shadow projection clipping minimum z value.
  77295. */
  77296. shadowMinZ: number;
  77297. private _shadowMaxZ;
  77298. /**
  77299. * Sets the shadow projection clipping maximum z value.
  77300. */
  77301. /**
  77302. * Gets the shadow projection clipping maximum z value.
  77303. */
  77304. shadowMaxZ: number;
  77305. /**
  77306. * Callback defining a custom Projection Matrix Builder.
  77307. * This can be used to override the default projection matrix computation.
  77308. */
  77309. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77310. /**
  77311. * The transformed position. Position of the light in world space taking parenting in account.
  77312. */
  77313. transformedPosition: Vector3;
  77314. /**
  77315. * The transformed direction. Direction of the light in world space taking parenting in account.
  77316. */
  77317. transformedDirection: Vector3;
  77318. private _needProjectionMatrixCompute;
  77319. /**
  77320. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77321. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77322. */
  77323. computeTransformedInformation(): boolean;
  77324. /**
  77325. * Return the depth scale used for the shadow map.
  77326. * @returns the depth scale.
  77327. */
  77328. getDepthScale(): number;
  77329. /**
  77330. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77331. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77332. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77333. */
  77334. getShadowDirection(faceIndex?: number): Vector3;
  77335. /**
  77336. * Returns the ShadowLight absolute position in the World.
  77337. * @returns the position vector in world space
  77338. */
  77339. getAbsolutePosition(): Vector3;
  77340. /**
  77341. * Sets the ShadowLight direction toward the passed target.
  77342. * @param target The point to target in local space
  77343. * @returns the updated ShadowLight direction
  77344. */
  77345. setDirectionToTarget(target: Vector3): Vector3;
  77346. /**
  77347. * Returns the light rotation in euler definition.
  77348. * @returns the x y z rotation in local space.
  77349. */
  77350. getRotation(): Vector3;
  77351. /**
  77352. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77353. * @returns true if a cube texture needs to be use
  77354. */
  77355. needCube(): boolean;
  77356. /**
  77357. * Detects if the projection matrix requires to be recomputed this frame.
  77358. * @returns true if it requires to be recomputed otherwise, false.
  77359. */
  77360. needProjectionMatrixCompute(): boolean;
  77361. /**
  77362. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77363. */
  77364. forceProjectionMatrixCompute(): void;
  77365. /** @hidden */
  77366. _initCache(): void;
  77367. /** @hidden */
  77368. _isSynchronized(): boolean;
  77369. /**
  77370. * Computes the world matrix of the node
  77371. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77372. * @returns the world matrix
  77373. */
  77374. computeWorldMatrix(force?: boolean): Matrix;
  77375. /**
  77376. * Gets the minZ used for shadow according to both the scene and the light.
  77377. * @param activeCamera The camera we are returning the min for
  77378. * @returns the depth min z
  77379. */
  77380. getDepthMinZ(activeCamera: Camera): number;
  77381. /**
  77382. * Gets the maxZ used for shadow according to both the scene and the light.
  77383. * @param activeCamera The camera we are returning the max for
  77384. * @returns the depth max z
  77385. */
  77386. getDepthMaxZ(activeCamera: Camera): number;
  77387. /**
  77388. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77389. * @param matrix The materix to updated with the projection information
  77390. * @param viewMatrix The transform matrix of the light
  77391. * @param renderList The list of mesh to render in the map
  77392. * @returns The current light
  77393. */
  77394. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77395. }
  77396. }
  77397. declare module BABYLON {
  77398. /**
  77399. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77400. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77401. */
  77402. export class EffectFallbacks implements IEffectFallbacks {
  77403. private _defines;
  77404. private _currentRank;
  77405. private _maxRank;
  77406. private _mesh;
  77407. /**
  77408. * Removes the fallback from the bound mesh.
  77409. */
  77410. unBindMesh(): void;
  77411. /**
  77412. * Adds a fallback on the specified property.
  77413. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77414. * @param define The name of the define in the shader
  77415. */
  77416. addFallback(rank: number, define: string): void;
  77417. /**
  77418. * Sets the mesh to use CPU skinning when needing to fallback.
  77419. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77420. * @param mesh The mesh to use the fallbacks.
  77421. */
  77422. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77423. /**
  77424. * Checks to see if more fallbacks are still availible.
  77425. */
  77426. readonly hasMoreFallbacks: boolean;
  77427. /**
  77428. * Removes the defines that should be removed when falling back.
  77429. * @param currentDefines defines the current define statements for the shader.
  77430. * @param effect defines the current effect we try to compile
  77431. * @returns The resulting defines with defines of the current rank removed.
  77432. */
  77433. reduce(currentDefines: string, effect: Effect): string;
  77434. }
  77435. }
  77436. declare module BABYLON {
  77437. /**
  77438. * "Static Class" containing the most commonly used helper while dealing with material for
  77439. * rendering purpose.
  77440. *
  77441. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77442. *
  77443. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77444. */
  77445. export class MaterialHelper {
  77446. /**
  77447. * Bind the current view position to an effect.
  77448. * @param effect The effect to be bound
  77449. * @param scene The scene the eyes position is used from
  77450. */
  77451. static BindEyePosition(effect: Effect, scene: Scene): void;
  77452. /**
  77453. * Helps preparing the defines values about the UVs in used in the effect.
  77454. * UVs are shared as much as we can accross channels in the shaders.
  77455. * @param texture The texture we are preparing the UVs for
  77456. * @param defines The defines to update
  77457. * @param key The channel key "diffuse", "specular"... used in the shader
  77458. */
  77459. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77460. /**
  77461. * Binds a texture matrix value to its corrsponding uniform
  77462. * @param texture The texture to bind the matrix for
  77463. * @param uniformBuffer The uniform buffer receivin the data
  77464. * @param key The channel key "diffuse", "specular"... used in the shader
  77465. */
  77466. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77467. /**
  77468. * Gets the current status of the fog (should it be enabled?)
  77469. * @param mesh defines the mesh to evaluate for fog support
  77470. * @param scene defines the hosting scene
  77471. * @returns true if fog must be enabled
  77472. */
  77473. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77474. /**
  77475. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77476. * @param mesh defines the current mesh
  77477. * @param scene defines the current scene
  77478. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77479. * @param pointsCloud defines if point cloud rendering has to be turned on
  77480. * @param fogEnabled defines if fog has to be turned on
  77481. * @param alphaTest defines if alpha testing has to be turned on
  77482. * @param defines defines the current list of defines
  77483. */
  77484. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77485. /**
  77486. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77487. * @param scene defines the current scene
  77488. * @param engine defines the current engine
  77489. * @param defines specifies the list of active defines
  77490. * @param useInstances defines if instances have to be turned on
  77491. * @param useClipPlane defines if clip plane have to be turned on
  77492. */
  77493. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77494. /**
  77495. * Prepares the defines for bones
  77496. * @param mesh The mesh containing the geometry data we will draw
  77497. * @param defines The defines to update
  77498. */
  77499. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77500. /**
  77501. * Prepares the defines for morph targets
  77502. * @param mesh The mesh containing the geometry data we will draw
  77503. * @param defines The defines to update
  77504. */
  77505. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77506. /**
  77507. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77508. * @param mesh The mesh containing the geometry data we will draw
  77509. * @param defines The defines to update
  77510. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77511. * @param useBones Precise whether bones should be used or not (override mesh info)
  77512. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77513. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77514. * @returns false if defines are considered not dirty and have not been checked
  77515. */
  77516. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77517. /**
  77518. * Prepares the defines related to multiview
  77519. * @param scene The scene we are intending to draw
  77520. * @param defines The defines to update
  77521. */
  77522. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77523. /**
  77524. * Prepares the defines related to the light information passed in parameter
  77525. * @param scene The scene we are intending to draw
  77526. * @param mesh The mesh the effect is compiling for
  77527. * @param light The light the effect is compiling for
  77528. * @param lightIndex The index of the light
  77529. * @param defines The defines to update
  77530. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77531. * @param state Defines the current state regarding what is needed (normals, etc...)
  77532. */
  77533. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77534. needNormals: boolean;
  77535. needRebuild: boolean;
  77536. shadowEnabled: boolean;
  77537. specularEnabled: boolean;
  77538. lightmapMode: boolean;
  77539. }): void;
  77540. /**
  77541. * Prepares the defines related to the light information passed in parameter
  77542. * @param scene The scene we are intending to draw
  77543. * @param mesh The mesh the effect is compiling for
  77544. * @param defines The defines to update
  77545. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77546. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77547. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77548. * @returns true if normals will be required for the rest of the effect
  77549. */
  77550. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77551. /**
  77552. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77553. * @param lightIndex defines the light index
  77554. * @param uniformsList The uniform list
  77555. * @param samplersList The sampler list
  77556. * @param projectedLightTexture defines if projected texture must be used
  77557. * @param uniformBuffersList defines an optional list of uniform buffers
  77558. */
  77559. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77560. /**
  77561. * Prepares the uniforms and samplers list to be used in the effect
  77562. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77563. * @param samplersList The sampler list
  77564. * @param defines The defines helping in the list generation
  77565. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77566. */
  77567. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77568. /**
  77569. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77570. * @param defines The defines to update while falling back
  77571. * @param fallbacks The authorized effect fallbacks
  77572. * @param maxSimultaneousLights The maximum number of lights allowed
  77573. * @param rank the current rank of the Effect
  77574. * @returns The newly affected rank
  77575. */
  77576. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77577. private static _TmpMorphInfluencers;
  77578. /**
  77579. * Prepares the list of attributes required for morph targets according to the effect defines.
  77580. * @param attribs The current list of supported attribs
  77581. * @param mesh The mesh to prepare the morph targets attributes for
  77582. * @param influencers The number of influencers
  77583. */
  77584. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77585. /**
  77586. * Prepares the list of attributes required for morph targets according to the effect defines.
  77587. * @param attribs The current list of supported attribs
  77588. * @param mesh The mesh to prepare the morph targets attributes for
  77589. * @param defines The current Defines of the effect
  77590. */
  77591. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77592. /**
  77593. * Prepares the list of attributes required for bones according to the effect defines.
  77594. * @param attribs The current list of supported attribs
  77595. * @param mesh The mesh to prepare the bones attributes for
  77596. * @param defines The current Defines of the effect
  77597. * @param fallbacks The current efffect fallback strategy
  77598. */
  77599. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77600. /**
  77601. * Check and prepare the list of attributes required for instances according to the effect defines.
  77602. * @param attribs The current list of supported attribs
  77603. * @param defines The current MaterialDefines of the effect
  77604. */
  77605. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77606. /**
  77607. * Add the list of attributes required for instances to the attribs array.
  77608. * @param attribs The current list of supported attribs
  77609. */
  77610. static PushAttributesForInstances(attribs: string[]): void;
  77611. /**
  77612. * Binds the light information to the effect.
  77613. * @param light The light containing the generator
  77614. * @param effect The effect we are binding the data to
  77615. * @param lightIndex The light index in the effect used to render
  77616. */
  77617. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77618. /**
  77619. * Binds the lights information from the scene to the effect for the given mesh.
  77620. * @param light Light to bind
  77621. * @param lightIndex Light index
  77622. * @param scene The scene where the light belongs to
  77623. * @param effect The effect we are binding the data to
  77624. * @param useSpecular Defines if specular is supported
  77625. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77626. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77627. */
  77628. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77629. /**
  77630. * Binds the lights information from the scene to the effect for the given mesh.
  77631. * @param scene The scene the lights belongs to
  77632. * @param mesh The mesh we are binding the information to render
  77633. * @param effect The effect we are binding the data to
  77634. * @param defines The generated defines for the effect
  77635. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77636. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77637. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77638. */
  77639. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77640. private static _tempFogColor;
  77641. /**
  77642. * Binds the fog information from the scene to the effect for the given mesh.
  77643. * @param scene The scene the lights belongs to
  77644. * @param mesh The mesh we are binding the information to render
  77645. * @param effect The effect we are binding the data to
  77646. * @param linearSpace Defines if the fog effect is applied in linear space
  77647. */
  77648. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77649. /**
  77650. * Binds the bones information from the mesh to the effect.
  77651. * @param mesh The mesh we are binding the information to render
  77652. * @param effect The effect we are binding the data to
  77653. */
  77654. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77655. /**
  77656. * Binds the morph targets information from the mesh to the effect.
  77657. * @param abstractMesh The mesh we are binding the information to render
  77658. * @param effect The effect we are binding the data to
  77659. */
  77660. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77661. /**
  77662. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77663. * @param defines The generated defines used in the effect
  77664. * @param effect The effect we are binding the data to
  77665. * @param scene The scene we are willing to render with logarithmic scale for
  77666. */
  77667. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77668. /**
  77669. * Binds the clip plane information from the scene to the effect.
  77670. * @param scene The scene the clip plane information are extracted from
  77671. * @param effect The effect we are binding the data to
  77672. */
  77673. static BindClipPlane(effect: Effect, scene: Scene): void;
  77674. }
  77675. }
  77676. declare module BABYLON {
  77677. /** @hidden */
  77678. export var packingFunctions: {
  77679. name: string;
  77680. shader: string;
  77681. };
  77682. }
  77683. declare module BABYLON {
  77684. /** @hidden */
  77685. export var shadowMapPixelShader: {
  77686. name: string;
  77687. shader: string;
  77688. };
  77689. }
  77690. declare module BABYLON {
  77691. /** @hidden */
  77692. export var bonesDeclaration: {
  77693. name: string;
  77694. shader: string;
  77695. };
  77696. }
  77697. declare module BABYLON {
  77698. /** @hidden */
  77699. export var morphTargetsVertexGlobalDeclaration: {
  77700. name: string;
  77701. shader: string;
  77702. };
  77703. }
  77704. declare module BABYLON {
  77705. /** @hidden */
  77706. export var morphTargetsVertexDeclaration: {
  77707. name: string;
  77708. shader: string;
  77709. };
  77710. }
  77711. declare module BABYLON {
  77712. /** @hidden */
  77713. export var instancesDeclaration: {
  77714. name: string;
  77715. shader: string;
  77716. };
  77717. }
  77718. declare module BABYLON {
  77719. /** @hidden */
  77720. export var helperFunctions: {
  77721. name: string;
  77722. shader: string;
  77723. };
  77724. }
  77725. declare module BABYLON {
  77726. /** @hidden */
  77727. export var morphTargetsVertex: {
  77728. name: string;
  77729. shader: string;
  77730. };
  77731. }
  77732. declare module BABYLON {
  77733. /** @hidden */
  77734. export var instancesVertex: {
  77735. name: string;
  77736. shader: string;
  77737. };
  77738. }
  77739. declare module BABYLON {
  77740. /** @hidden */
  77741. export var bonesVertex: {
  77742. name: string;
  77743. shader: string;
  77744. };
  77745. }
  77746. declare module BABYLON {
  77747. /** @hidden */
  77748. export var shadowMapVertexShader: {
  77749. name: string;
  77750. shader: string;
  77751. };
  77752. }
  77753. declare module BABYLON {
  77754. /** @hidden */
  77755. export var depthBoxBlurPixelShader: {
  77756. name: string;
  77757. shader: string;
  77758. };
  77759. }
  77760. declare module BABYLON {
  77761. /**
  77762. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77763. */
  77764. export interface ICustomShaderOptions {
  77765. /**
  77766. * Gets or sets the custom shader name to use
  77767. */
  77768. shaderName: string;
  77769. /**
  77770. * The list of attribute names used in the shader
  77771. */
  77772. attributes?: string[];
  77773. /**
  77774. * The list of unifrom names used in the shader
  77775. */
  77776. uniforms?: string[];
  77777. /**
  77778. * The list of sampler names used in the shader
  77779. */
  77780. samplers?: string[];
  77781. /**
  77782. * The list of defines used in the shader
  77783. */
  77784. defines?: string[];
  77785. }
  77786. /**
  77787. * Interface to implement to create a shadow generator compatible with BJS.
  77788. */
  77789. export interface IShadowGenerator {
  77790. /**
  77791. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77792. * @returns The render target texture if present otherwise, null
  77793. */
  77794. getShadowMap(): Nullable<RenderTargetTexture>;
  77795. /**
  77796. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77797. * @returns The render target texture if the shadow map is present otherwise, null
  77798. */
  77799. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77800. /**
  77801. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77802. * @param subMesh The submesh we want to render in the shadow map
  77803. * @param useInstances Defines wether will draw in the map using instances
  77804. * @returns true if ready otherwise, false
  77805. */
  77806. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77807. /**
  77808. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77809. * @param defines Defines of the material we want to update
  77810. * @param lightIndex Index of the light in the enabled light list of the material
  77811. */
  77812. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77813. /**
  77814. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77815. * defined in the generator but impacting the effect).
  77816. * It implies the unifroms available on the materials are the standard BJS ones.
  77817. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77818. * @param effect The effect we are binfing the information for
  77819. */
  77820. bindShadowLight(lightIndex: string, effect: Effect): void;
  77821. /**
  77822. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77823. * (eq to shadow prjection matrix * light transform matrix)
  77824. * @returns The transform matrix used to create the shadow map
  77825. */
  77826. getTransformMatrix(): Matrix;
  77827. /**
  77828. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77829. * Cube and 2D textures for instance.
  77830. */
  77831. recreateShadowMap(): void;
  77832. /**
  77833. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77834. * @param onCompiled Callback triggered at the and of the effects compilation
  77835. * @param options Sets of optional options forcing the compilation with different modes
  77836. */
  77837. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77838. useInstances: boolean;
  77839. }>): void;
  77840. /**
  77841. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77842. * @param options Sets of optional options forcing the compilation with different modes
  77843. * @returns A promise that resolves when the compilation completes
  77844. */
  77845. forceCompilationAsync(options?: Partial<{
  77846. useInstances: boolean;
  77847. }>): Promise<void>;
  77848. /**
  77849. * Serializes the shadow generator setup to a json object.
  77850. * @returns The serialized JSON object
  77851. */
  77852. serialize(): any;
  77853. /**
  77854. * Disposes the Shadow map and related Textures and effects.
  77855. */
  77856. dispose(): void;
  77857. }
  77858. /**
  77859. * Default implementation IShadowGenerator.
  77860. * This is the main object responsible of generating shadows in the framework.
  77861. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77862. */
  77863. export class ShadowGenerator implements IShadowGenerator {
  77864. /**
  77865. * Shadow generator mode None: no filtering applied.
  77866. */
  77867. static readonly FILTER_NONE: number;
  77868. /**
  77869. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77870. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77871. */
  77872. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77873. /**
  77874. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77875. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77876. */
  77877. static readonly FILTER_POISSONSAMPLING: number;
  77878. /**
  77879. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77880. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77881. */
  77882. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77883. /**
  77884. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77885. * edge artifacts on steep falloff.
  77886. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77887. */
  77888. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77889. /**
  77890. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77891. * edge artifacts on steep falloff.
  77892. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77893. */
  77894. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77895. /**
  77896. * Shadow generator mode PCF: Percentage Closer Filtering
  77897. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77898. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77899. */
  77900. static readonly FILTER_PCF: number;
  77901. /**
  77902. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77903. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77904. * Contact Hardening
  77905. */
  77906. static readonly FILTER_PCSS: number;
  77907. /**
  77908. * Reserved for PCF and PCSS
  77909. * Highest Quality.
  77910. *
  77911. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77912. *
  77913. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77914. */
  77915. static readonly QUALITY_HIGH: number;
  77916. /**
  77917. * Reserved for PCF and PCSS
  77918. * Good tradeoff for quality/perf cross devices
  77919. *
  77920. * Execute PCF on a 3*3 kernel.
  77921. *
  77922. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77923. */
  77924. static readonly QUALITY_MEDIUM: number;
  77925. /**
  77926. * Reserved for PCF and PCSS
  77927. * The lowest quality but the fastest.
  77928. *
  77929. * Execute PCF on a 1*1 kernel.
  77930. *
  77931. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77932. */
  77933. static readonly QUALITY_LOW: number;
  77934. /** Gets or sets the custom shader name to use */
  77935. customShaderOptions: ICustomShaderOptions;
  77936. /**
  77937. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77938. */
  77939. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77940. /**
  77941. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77942. */
  77943. onAfterShadowMapRenderObservable: Observable<Effect>;
  77944. /**
  77945. * Observable triggered before a mesh is rendered in the shadow map.
  77946. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77947. */
  77948. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77949. /**
  77950. * Observable triggered after a mesh is rendered in the shadow map.
  77951. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77952. */
  77953. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77954. private _bias;
  77955. /**
  77956. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77957. */
  77958. /**
  77959. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77960. */
  77961. bias: number;
  77962. private _normalBias;
  77963. /**
  77964. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77965. */
  77966. /**
  77967. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77968. */
  77969. normalBias: number;
  77970. private _blurBoxOffset;
  77971. /**
  77972. * Gets the blur box offset: offset applied during the blur pass.
  77973. * Only useful if useKernelBlur = false
  77974. */
  77975. /**
  77976. * Sets the blur box offset: offset applied during the blur pass.
  77977. * Only useful if useKernelBlur = false
  77978. */
  77979. blurBoxOffset: number;
  77980. private _blurScale;
  77981. /**
  77982. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77983. * 2 means half of the size.
  77984. */
  77985. /**
  77986. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77987. * 2 means half of the size.
  77988. */
  77989. blurScale: number;
  77990. private _blurKernel;
  77991. /**
  77992. * Gets the blur kernel: kernel size of the blur pass.
  77993. * Only useful if useKernelBlur = true
  77994. */
  77995. /**
  77996. * Sets the blur kernel: kernel size of the blur pass.
  77997. * Only useful if useKernelBlur = true
  77998. */
  77999. blurKernel: number;
  78000. private _useKernelBlur;
  78001. /**
  78002. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  78003. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78004. */
  78005. /**
  78006. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  78007. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78008. */
  78009. useKernelBlur: boolean;
  78010. private _depthScale;
  78011. /**
  78012. * Gets the depth scale used in ESM mode.
  78013. */
  78014. /**
  78015. * Sets the depth scale used in ESM mode.
  78016. * This can override the scale stored on the light.
  78017. */
  78018. depthScale: number;
  78019. private _filter;
  78020. /**
  78021. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  78022. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78023. */
  78024. /**
  78025. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  78026. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78027. */
  78028. filter: number;
  78029. /**
  78030. * Gets if the current filter is set to Poisson Sampling.
  78031. */
  78032. /**
  78033. * Sets the current filter to Poisson Sampling.
  78034. */
  78035. usePoissonSampling: boolean;
  78036. /**
  78037. * Gets if the current filter is set to ESM.
  78038. */
  78039. /**
  78040. * Sets the current filter is to ESM.
  78041. */
  78042. useExponentialShadowMap: boolean;
  78043. /**
  78044. * Gets if the current filter is set to filtered ESM.
  78045. */
  78046. /**
  78047. * Gets if the current filter is set to filtered ESM.
  78048. */
  78049. useBlurExponentialShadowMap: boolean;
  78050. /**
  78051. * Gets if the current filter is set to "close ESM" (using the inverse of the
  78052. * exponential to prevent steep falloff artifacts).
  78053. */
  78054. /**
  78055. * Sets the current filter to "close ESM" (using the inverse of the
  78056. * exponential to prevent steep falloff artifacts).
  78057. */
  78058. useCloseExponentialShadowMap: boolean;
  78059. /**
  78060. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  78061. * exponential to prevent steep falloff artifacts).
  78062. */
  78063. /**
  78064. * Sets the current filter to filtered "close ESM" (using the inverse of the
  78065. * exponential to prevent steep falloff artifacts).
  78066. */
  78067. useBlurCloseExponentialShadowMap: boolean;
  78068. /**
  78069. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  78070. */
  78071. /**
  78072. * Sets the current filter to "PCF" (percentage closer filtering).
  78073. */
  78074. usePercentageCloserFiltering: boolean;
  78075. private _filteringQuality;
  78076. /**
  78077. * Gets the PCF or PCSS Quality.
  78078. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78079. */
  78080. /**
  78081. * Sets the PCF or PCSS Quality.
  78082. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78083. */
  78084. filteringQuality: number;
  78085. /**
  78086. * Gets if the current filter is set to "PCSS" (contact hardening).
  78087. */
  78088. /**
  78089. * Sets the current filter to "PCSS" (contact hardening).
  78090. */
  78091. useContactHardeningShadow: boolean;
  78092. private _contactHardeningLightSizeUVRatio;
  78093. /**
  78094. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78095. * Using a ratio helps keeping shape stability independently of the map size.
  78096. *
  78097. * It does not account for the light projection as it was having too much
  78098. * instability during the light setup or during light position changes.
  78099. *
  78100. * Only valid if useContactHardeningShadow is true.
  78101. */
  78102. /**
  78103. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78104. * Using a ratio helps keeping shape stability independently of the map size.
  78105. *
  78106. * It does not account for the light projection as it was having too much
  78107. * instability during the light setup or during light position changes.
  78108. *
  78109. * Only valid if useContactHardeningShadow is true.
  78110. */
  78111. contactHardeningLightSizeUVRatio: number;
  78112. private _darkness;
  78113. /** Gets or sets the actual darkness of a shadow */
  78114. darkness: number;
  78115. /**
  78116. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  78117. * 0 means strongest and 1 would means no shadow.
  78118. * @returns the darkness.
  78119. */
  78120. getDarkness(): number;
  78121. /**
  78122. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  78123. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  78124. * @returns the shadow generator allowing fluent coding.
  78125. */
  78126. setDarkness(darkness: number): ShadowGenerator;
  78127. private _transparencyShadow;
  78128. /** Gets or sets the ability to have transparent shadow */
  78129. transparencyShadow: boolean;
  78130. /**
  78131. * Sets the ability to have transparent shadow (boolean).
  78132. * @param transparent True if transparent else False
  78133. * @returns the shadow generator allowing fluent coding
  78134. */
  78135. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  78136. private _shadowMap;
  78137. private _shadowMap2;
  78138. /**
  78139. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  78140. * @returns The render target texture if present otherwise, null
  78141. */
  78142. getShadowMap(): Nullable<RenderTargetTexture>;
  78143. /**
  78144. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  78145. * @returns The render target texture if the shadow map is present otherwise, null
  78146. */
  78147. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  78148. /**
  78149. * Gets the class name of that object
  78150. * @returns "ShadowGenerator"
  78151. */
  78152. getClassName(): string;
  78153. /**
  78154. * Helper function to add a mesh and its descendants to the list of shadow casters.
  78155. * @param mesh Mesh to add
  78156. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  78157. * @returns the Shadow Generator itself
  78158. */
  78159. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78160. /**
  78161. * Helper function to remove a mesh and its descendants from the list of shadow casters
  78162. * @param mesh Mesh to remove
  78163. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  78164. * @returns the Shadow Generator itself
  78165. */
  78166. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78167. /**
  78168. * Controls the extent to which the shadows fade out at the edge of the frustum
  78169. * Used only by directionals and spots
  78170. */
  78171. frustumEdgeFalloff: number;
  78172. private _light;
  78173. /**
  78174. * Returns the associated light object.
  78175. * @returns the light generating the shadow
  78176. */
  78177. getLight(): IShadowLight;
  78178. /**
  78179. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  78180. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  78181. * It might on the other hand introduce peter panning.
  78182. */
  78183. forceBackFacesOnly: boolean;
  78184. private _scene;
  78185. private _lightDirection;
  78186. private _effect;
  78187. private _viewMatrix;
  78188. private _projectionMatrix;
  78189. private _transformMatrix;
  78190. private _cachedPosition;
  78191. private _cachedDirection;
  78192. private _cachedDefines;
  78193. private _currentRenderID;
  78194. private _boxBlurPostprocess;
  78195. private _kernelBlurXPostprocess;
  78196. private _kernelBlurYPostprocess;
  78197. private _blurPostProcesses;
  78198. private _mapSize;
  78199. private _currentFaceIndex;
  78200. private _currentFaceIndexCache;
  78201. private _textureType;
  78202. private _defaultTextureMatrix;
  78203. private _storedUniqueId;
  78204. /** @hidden */
  78205. static _SceneComponentInitialization: (scene: Scene) => void;
  78206. /**
  78207. * Creates a ShadowGenerator object.
  78208. * A ShadowGenerator is the required tool to use the shadows.
  78209. * Each light casting shadows needs to use its own ShadowGenerator.
  78210. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78211. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78212. * @param light The light object generating the shadows.
  78213. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  78214. */
  78215. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78216. private _initializeGenerator;
  78217. private _initializeShadowMap;
  78218. private _initializeBlurRTTAndPostProcesses;
  78219. private _renderForShadowMap;
  78220. private _renderSubMeshForShadowMap;
  78221. private _applyFilterValues;
  78222. /**
  78223. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78224. * @param onCompiled Callback triggered at the and of the effects compilation
  78225. * @param options Sets of optional options forcing the compilation with different modes
  78226. */
  78227. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78228. useInstances: boolean;
  78229. }>): void;
  78230. /**
  78231. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78232. * @param options Sets of optional options forcing the compilation with different modes
  78233. * @returns A promise that resolves when the compilation completes
  78234. */
  78235. forceCompilationAsync(options?: Partial<{
  78236. useInstances: boolean;
  78237. }>): Promise<void>;
  78238. /**
  78239. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78240. * @param subMesh The submesh we want to render in the shadow map
  78241. * @param useInstances Defines wether will draw in the map using instances
  78242. * @returns true if ready otherwise, false
  78243. */
  78244. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78245. /**
  78246. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78247. * @param defines Defines of the material we want to update
  78248. * @param lightIndex Index of the light in the enabled light list of the material
  78249. */
  78250. prepareDefines(defines: any, lightIndex: number): void;
  78251. /**
  78252. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78253. * defined in the generator but impacting the effect).
  78254. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78255. * @param effect The effect we are binfing the information for
  78256. */
  78257. bindShadowLight(lightIndex: string, effect: Effect): void;
  78258. /**
  78259. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78260. * (eq to shadow prjection matrix * light transform matrix)
  78261. * @returns The transform matrix used to create the shadow map
  78262. */
  78263. getTransformMatrix(): Matrix;
  78264. /**
  78265. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78266. * Cube and 2D textures for instance.
  78267. */
  78268. recreateShadowMap(): void;
  78269. private _disposeBlurPostProcesses;
  78270. private _disposeRTTandPostProcesses;
  78271. /**
  78272. * Disposes the ShadowGenerator.
  78273. * Returns nothing.
  78274. */
  78275. dispose(): void;
  78276. /**
  78277. * Serializes the shadow generator setup to a json object.
  78278. * @returns The serialized JSON object
  78279. */
  78280. serialize(): any;
  78281. /**
  78282. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78283. * @param parsedShadowGenerator The JSON object to parse
  78284. * @param scene The scene to create the shadow map for
  78285. * @returns The parsed shadow generator
  78286. */
  78287. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78288. }
  78289. }
  78290. declare module BABYLON {
  78291. /**
  78292. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78293. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78294. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  78295. */
  78296. export abstract class Light extends Node {
  78297. /**
  78298. * Falloff Default: light is falling off following the material specification:
  78299. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78300. */
  78301. static readonly FALLOFF_DEFAULT: number;
  78302. /**
  78303. * Falloff Physical: light is falling off following the inverse squared distance law.
  78304. */
  78305. static readonly FALLOFF_PHYSICAL: number;
  78306. /**
  78307. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78308. * to enhance interoperability with other engines.
  78309. */
  78310. static readonly FALLOFF_GLTF: number;
  78311. /**
  78312. * Falloff Standard: light is falling off like in the standard material
  78313. * to enhance interoperability with other materials.
  78314. */
  78315. static readonly FALLOFF_STANDARD: number;
  78316. /**
  78317. * If every light affecting the material is in this lightmapMode,
  78318. * material.lightmapTexture adds or multiplies
  78319. * (depends on material.useLightmapAsShadowmap)
  78320. * after every other light calculations.
  78321. */
  78322. static readonly LIGHTMAP_DEFAULT: number;
  78323. /**
  78324. * material.lightmapTexture as only diffuse lighting from this light
  78325. * adds only specular lighting from this light
  78326. * adds dynamic shadows
  78327. */
  78328. static readonly LIGHTMAP_SPECULAR: number;
  78329. /**
  78330. * material.lightmapTexture as only lighting
  78331. * no light calculation from this light
  78332. * only adds dynamic shadows from this light
  78333. */
  78334. static readonly LIGHTMAP_SHADOWSONLY: number;
  78335. /**
  78336. * Each light type uses the default quantity according to its type:
  78337. * point/spot lights use luminous intensity
  78338. * directional lights use illuminance
  78339. */
  78340. static readonly INTENSITYMODE_AUTOMATIC: number;
  78341. /**
  78342. * lumen (lm)
  78343. */
  78344. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78345. /**
  78346. * candela (lm/sr)
  78347. */
  78348. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78349. /**
  78350. * lux (lm/m^2)
  78351. */
  78352. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78353. /**
  78354. * nit (cd/m^2)
  78355. */
  78356. static readonly INTENSITYMODE_LUMINANCE: number;
  78357. /**
  78358. * Light type const id of the point light.
  78359. */
  78360. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78361. /**
  78362. * Light type const id of the directional light.
  78363. */
  78364. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78365. /**
  78366. * Light type const id of the spot light.
  78367. */
  78368. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78369. /**
  78370. * Light type const id of the hemispheric light.
  78371. */
  78372. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78373. /**
  78374. * Diffuse gives the basic color to an object.
  78375. */
  78376. diffuse: Color3;
  78377. /**
  78378. * Specular produces a highlight color on an object.
  78379. * Note: This is note affecting PBR materials.
  78380. */
  78381. specular: Color3;
  78382. /**
  78383. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78384. * falling off base on range or angle.
  78385. * This can be set to any values in Light.FALLOFF_x.
  78386. *
  78387. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78388. * other types of materials.
  78389. */
  78390. falloffType: number;
  78391. /**
  78392. * Strength of the light.
  78393. * Note: By default it is define in the framework own unit.
  78394. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78395. */
  78396. intensity: number;
  78397. private _range;
  78398. protected _inverseSquaredRange: number;
  78399. /**
  78400. * Defines how far from the source the light is impacting in scene units.
  78401. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78402. */
  78403. /**
  78404. * Defines how far from the source the light is impacting in scene units.
  78405. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78406. */
  78407. range: number;
  78408. /**
  78409. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78410. * of light.
  78411. */
  78412. private _photometricScale;
  78413. private _intensityMode;
  78414. /**
  78415. * Gets the photometric scale used to interpret the intensity.
  78416. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78417. */
  78418. /**
  78419. * Sets the photometric scale used to interpret the intensity.
  78420. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78421. */
  78422. intensityMode: number;
  78423. private _radius;
  78424. /**
  78425. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78426. */
  78427. /**
  78428. * sets the light radius used by PBR Materials to simulate soft area lights.
  78429. */
  78430. radius: number;
  78431. private _renderPriority;
  78432. /**
  78433. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78434. * exceeding the number allowed of the materials.
  78435. */
  78436. renderPriority: number;
  78437. private _shadowEnabled;
  78438. /**
  78439. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78440. * the current shadow generator.
  78441. */
  78442. /**
  78443. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78444. * the current shadow generator.
  78445. */
  78446. shadowEnabled: boolean;
  78447. private _includedOnlyMeshes;
  78448. /**
  78449. * Gets the only meshes impacted by this light.
  78450. */
  78451. /**
  78452. * Sets the only meshes impacted by this light.
  78453. */
  78454. includedOnlyMeshes: AbstractMesh[];
  78455. private _excludedMeshes;
  78456. /**
  78457. * Gets the meshes not impacted by this light.
  78458. */
  78459. /**
  78460. * Sets the meshes not impacted by this light.
  78461. */
  78462. excludedMeshes: AbstractMesh[];
  78463. private _excludeWithLayerMask;
  78464. /**
  78465. * Gets the layer id use to find what meshes are not impacted by the light.
  78466. * Inactive if 0
  78467. */
  78468. /**
  78469. * Sets the layer id use to find what meshes are not impacted by the light.
  78470. * Inactive if 0
  78471. */
  78472. excludeWithLayerMask: number;
  78473. private _includeOnlyWithLayerMask;
  78474. /**
  78475. * Gets the layer id use to find what meshes are impacted by the light.
  78476. * Inactive if 0
  78477. */
  78478. /**
  78479. * Sets the layer id use to find what meshes are impacted by the light.
  78480. * Inactive if 0
  78481. */
  78482. includeOnlyWithLayerMask: number;
  78483. private _lightmapMode;
  78484. /**
  78485. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78486. */
  78487. /**
  78488. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78489. */
  78490. lightmapMode: number;
  78491. /**
  78492. * Shadow generator associted to the light.
  78493. * @hidden Internal use only.
  78494. */
  78495. _shadowGenerator: Nullable<IShadowGenerator>;
  78496. /**
  78497. * @hidden Internal use only.
  78498. */
  78499. _excludedMeshesIds: string[];
  78500. /**
  78501. * @hidden Internal use only.
  78502. */
  78503. _includedOnlyMeshesIds: string[];
  78504. /**
  78505. * The current light unifom buffer.
  78506. * @hidden Internal use only.
  78507. */
  78508. _uniformBuffer: UniformBuffer;
  78509. /** @hidden */
  78510. _renderId: number;
  78511. /**
  78512. * Creates a Light object in the scene.
  78513. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78514. * @param name The firendly name of the light
  78515. * @param scene The scene the light belongs too
  78516. */
  78517. constructor(name: string, scene: Scene);
  78518. protected abstract _buildUniformLayout(): void;
  78519. /**
  78520. * Sets the passed Effect "effect" with the Light information.
  78521. * @param effect The effect to update
  78522. * @param lightIndex The index of the light in the effect to update
  78523. * @returns The light
  78524. */
  78525. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78526. /**
  78527. * Sets the passed Effect "effect" with the Light information.
  78528. * @param effect The effect to update
  78529. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78530. * @returns The light
  78531. */
  78532. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78533. /**
  78534. * Returns the string "Light".
  78535. * @returns the class name
  78536. */
  78537. getClassName(): string;
  78538. /** @hidden */
  78539. readonly _isLight: boolean;
  78540. /**
  78541. * Converts the light information to a readable string for debug purpose.
  78542. * @param fullDetails Supports for multiple levels of logging within scene loading
  78543. * @returns the human readable light info
  78544. */
  78545. toString(fullDetails?: boolean): string;
  78546. /** @hidden */
  78547. protected _syncParentEnabledState(): void;
  78548. /**
  78549. * Set the enabled state of this node.
  78550. * @param value - the new enabled state
  78551. */
  78552. setEnabled(value: boolean): void;
  78553. /**
  78554. * Returns the Light associated shadow generator if any.
  78555. * @return the associated shadow generator.
  78556. */
  78557. getShadowGenerator(): Nullable<IShadowGenerator>;
  78558. /**
  78559. * Returns a Vector3, the absolute light position in the World.
  78560. * @returns the world space position of the light
  78561. */
  78562. getAbsolutePosition(): Vector3;
  78563. /**
  78564. * Specifies if the light will affect the passed mesh.
  78565. * @param mesh The mesh to test against the light
  78566. * @return true the mesh is affected otherwise, false.
  78567. */
  78568. canAffectMesh(mesh: AbstractMesh): boolean;
  78569. /**
  78570. * Sort function to order lights for rendering.
  78571. * @param a First Light object to compare to second.
  78572. * @param b Second Light object to compare first.
  78573. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78574. */
  78575. static CompareLightsPriority(a: Light, b: Light): number;
  78576. /**
  78577. * Releases resources associated with this node.
  78578. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78579. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78580. */
  78581. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78582. /**
  78583. * Returns the light type ID (integer).
  78584. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78585. */
  78586. getTypeID(): number;
  78587. /**
  78588. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78589. * @returns the scaled intensity in intensity mode unit
  78590. */
  78591. getScaledIntensity(): number;
  78592. /**
  78593. * Returns a new Light object, named "name", from the current one.
  78594. * @param name The name of the cloned light
  78595. * @returns the new created light
  78596. */
  78597. clone(name: string): Nullable<Light>;
  78598. /**
  78599. * Serializes the current light into a Serialization object.
  78600. * @returns the serialized object.
  78601. */
  78602. serialize(): any;
  78603. /**
  78604. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78605. * This new light is named "name" and added to the passed scene.
  78606. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78607. * @param name The friendly name of the light
  78608. * @param scene The scene the new light will belong to
  78609. * @returns the constructor function
  78610. */
  78611. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78612. /**
  78613. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78614. * @param parsedLight The JSON representation of the light
  78615. * @param scene The scene to create the parsed light in
  78616. * @returns the created light after parsing
  78617. */
  78618. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78619. private _hookArrayForExcluded;
  78620. private _hookArrayForIncludedOnly;
  78621. private _resyncMeshes;
  78622. /**
  78623. * Forces the meshes to update their light related information in their rendering used effects
  78624. * @hidden Internal Use Only
  78625. */
  78626. _markMeshesAsLightDirty(): void;
  78627. /**
  78628. * Recomputes the cached photometric scale if needed.
  78629. */
  78630. private _computePhotometricScale;
  78631. /**
  78632. * Returns the Photometric Scale according to the light type and intensity mode.
  78633. */
  78634. private _getPhotometricScale;
  78635. /**
  78636. * Reorder the light in the scene according to their defined priority.
  78637. * @hidden Internal Use Only
  78638. */
  78639. _reorderLightsInScene(): void;
  78640. /**
  78641. * Prepares the list of defines specific to the light type.
  78642. * @param defines the list of defines
  78643. * @param lightIndex defines the index of the light for the effect
  78644. */
  78645. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78646. }
  78647. }
  78648. declare module BABYLON {
  78649. /**
  78650. * Interface used to define Action
  78651. */
  78652. export interface IAction {
  78653. /**
  78654. * Trigger for the action
  78655. */
  78656. trigger: number;
  78657. /** Options of the trigger */
  78658. triggerOptions: any;
  78659. /**
  78660. * Gets the trigger parameters
  78661. * @returns the trigger parameters
  78662. */
  78663. getTriggerParameter(): any;
  78664. /**
  78665. * Internal only - executes current action event
  78666. * @hidden
  78667. */
  78668. _executeCurrent(evt?: ActionEvent): void;
  78669. /**
  78670. * Serialize placeholder for child classes
  78671. * @param parent of child
  78672. * @returns the serialized object
  78673. */
  78674. serialize(parent: any): any;
  78675. /**
  78676. * Internal only
  78677. * @hidden
  78678. */
  78679. _prepare(): void;
  78680. /**
  78681. * Internal only - manager for action
  78682. * @hidden
  78683. */
  78684. _actionManager: AbstractActionManager;
  78685. /**
  78686. * Adds action to chain of actions, may be a DoNothingAction
  78687. * @param action defines the next action to execute
  78688. * @returns The action passed in
  78689. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78690. */
  78691. then(action: IAction): IAction;
  78692. }
  78693. /**
  78694. * The action to be carried out following a trigger
  78695. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78696. */
  78697. export class Action implements IAction {
  78698. /** the trigger, with or without parameters, for the action */
  78699. triggerOptions: any;
  78700. /**
  78701. * Trigger for the action
  78702. */
  78703. trigger: number;
  78704. /**
  78705. * Internal only - manager for action
  78706. * @hidden
  78707. */
  78708. _actionManager: ActionManager;
  78709. private _nextActiveAction;
  78710. private _child;
  78711. private _condition?;
  78712. private _triggerParameter;
  78713. /**
  78714. * An event triggered prior to action being executed.
  78715. */
  78716. onBeforeExecuteObservable: Observable<Action>;
  78717. /**
  78718. * Creates a new Action
  78719. * @param triggerOptions the trigger, with or without parameters, for the action
  78720. * @param condition an optional determinant of action
  78721. */
  78722. constructor(
  78723. /** the trigger, with or without parameters, for the action */
  78724. triggerOptions: any, condition?: Condition);
  78725. /**
  78726. * Internal only
  78727. * @hidden
  78728. */
  78729. _prepare(): void;
  78730. /**
  78731. * Gets the trigger parameters
  78732. * @returns the trigger parameters
  78733. */
  78734. getTriggerParameter(): any;
  78735. /**
  78736. * Internal only - executes current action event
  78737. * @hidden
  78738. */
  78739. _executeCurrent(evt?: ActionEvent): void;
  78740. /**
  78741. * Execute placeholder for child classes
  78742. * @param evt optional action event
  78743. */
  78744. execute(evt?: ActionEvent): void;
  78745. /**
  78746. * Skips to next active action
  78747. */
  78748. skipToNextActiveAction(): void;
  78749. /**
  78750. * Adds action to chain of actions, may be a DoNothingAction
  78751. * @param action defines the next action to execute
  78752. * @returns The action passed in
  78753. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78754. */
  78755. then(action: Action): Action;
  78756. /**
  78757. * Internal only
  78758. * @hidden
  78759. */
  78760. _getProperty(propertyPath: string): string;
  78761. /**
  78762. * Internal only
  78763. * @hidden
  78764. */
  78765. _getEffectiveTarget(target: any, propertyPath: string): any;
  78766. /**
  78767. * Serialize placeholder for child classes
  78768. * @param parent of child
  78769. * @returns the serialized object
  78770. */
  78771. serialize(parent: any): any;
  78772. /**
  78773. * Internal only called by serialize
  78774. * @hidden
  78775. */
  78776. protected _serialize(serializedAction: any, parent?: any): any;
  78777. /**
  78778. * Internal only
  78779. * @hidden
  78780. */
  78781. static _SerializeValueAsString: (value: any) => string;
  78782. /**
  78783. * Internal only
  78784. * @hidden
  78785. */
  78786. static _GetTargetProperty: (target: Node | Scene) => {
  78787. name: string;
  78788. targetType: string;
  78789. value: string;
  78790. };
  78791. }
  78792. }
  78793. declare module BABYLON {
  78794. /**
  78795. * A Condition applied to an Action
  78796. */
  78797. export class Condition {
  78798. /**
  78799. * Internal only - manager for action
  78800. * @hidden
  78801. */
  78802. _actionManager: ActionManager;
  78803. /**
  78804. * Internal only
  78805. * @hidden
  78806. */
  78807. _evaluationId: number;
  78808. /**
  78809. * Internal only
  78810. * @hidden
  78811. */
  78812. _currentResult: boolean;
  78813. /**
  78814. * Creates a new Condition
  78815. * @param actionManager the manager of the action the condition is applied to
  78816. */
  78817. constructor(actionManager: ActionManager);
  78818. /**
  78819. * Check if the current condition is valid
  78820. * @returns a boolean
  78821. */
  78822. isValid(): boolean;
  78823. /**
  78824. * Internal only
  78825. * @hidden
  78826. */
  78827. _getProperty(propertyPath: string): string;
  78828. /**
  78829. * Internal only
  78830. * @hidden
  78831. */
  78832. _getEffectiveTarget(target: any, propertyPath: string): any;
  78833. /**
  78834. * Serialize placeholder for child classes
  78835. * @returns the serialized object
  78836. */
  78837. serialize(): any;
  78838. /**
  78839. * Internal only
  78840. * @hidden
  78841. */
  78842. protected _serialize(serializedCondition: any): any;
  78843. }
  78844. /**
  78845. * Defines specific conditional operators as extensions of Condition
  78846. */
  78847. export class ValueCondition extends Condition {
  78848. /** path to specify the property of the target the conditional operator uses */
  78849. propertyPath: string;
  78850. /** the value compared by the conditional operator against the current value of the property */
  78851. value: any;
  78852. /** the conditional operator, default ValueCondition.IsEqual */
  78853. operator: number;
  78854. /**
  78855. * Internal only
  78856. * @hidden
  78857. */
  78858. private static _IsEqual;
  78859. /**
  78860. * Internal only
  78861. * @hidden
  78862. */
  78863. private static _IsDifferent;
  78864. /**
  78865. * Internal only
  78866. * @hidden
  78867. */
  78868. private static _IsGreater;
  78869. /**
  78870. * Internal only
  78871. * @hidden
  78872. */
  78873. private static _IsLesser;
  78874. /**
  78875. * returns the number for IsEqual
  78876. */
  78877. static readonly IsEqual: number;
  78878. /**
  78879. * Returns the number for IsDifferent
  78880. */
  78881. static readonly IsDifferent: number;
  78882. /**
  78883. * Returns the number for IsGreater
  78884. */
  78885. static readonly IsGreater: number;
  78886. /**
  78887. * Returns the number for IsLesser
  78888. */
  78889. static readonly IsLesser: number;
  78890. /**
  78891. * Internal only The action manager for the condition
  78892. * @hidden
  78893. */
  78894. _actionManager: ActionManager;
  78895. /**
  78896. * Internal only
  78897. * @hidden
  78898. */
  78899. private _target;
  78900. /**
  78901. * Internal only
  78902. * @hidden
  78903. */
  78904. private _effectiveTarget;
  78905. /**
  78906. * Internal only
  78907. * @hidden
  78908. */
  78909. private _property;
  78910. /**
  78911. * Creates a new ValueCondition
  78912. * @param actionManager manager for the action the condition applies to
  78913. * @param target for the action
  78914. * @param propertyPath path to specify the property of the target the conditional operator uses
  78915. * @param value the value compared by the conditional operator against the current value of the property
  78916. * @param operator the conditional operator, default ValueCondition.IsEqual
  78917. */
  78918. constructor(actionManager: ActionManager, target: any,
  78919. /** path to specify the property of the target the conditional operator uses */
  78920. propertyPath: string,
  78921. /** the value compared by the conditional operator against the current value of the property */
  78922. value: any,
  78923. /** the conditional operator, default ValueCondition.IsEqual */
  78924. operator?: number);
  78925. /**
  78926. * Compares the given value with the property value for the specified conditional operator
  78927. * @returns the result of the comparison
  78928. */
  78929. isValid(): boolean;
  78930. /**
  78931. * Serialize the ValueCondition into a JSON compatible object
  78932. * @returns serialization object
  78933. */
  78934. serialize(): any;
  78935. /**
  78936. * Gets the name of the conditional operator for the ValueCondition
  78937. * @param operator the conditional operator
  78938. * @returns the name
  78939. */
  78940. static GetOperatorName(operator: number): string;
  78941. }
  78942. /**
  78943. * Defines a predicate condition as an extension of Condition
  78944. */
  78945. export class PredicateCondition extends Condition {
  78946. /** defines the predicate function used to validate the condition */
  78947. predicate: () => boolean;
  78948. /**
  78949. * Internal only - manager for action
  78950. * @hidden
  78951. */
  78952. _actionManager: ActionManager;
  78953. /**
  78954. * Creates a new PredicateCondition
  78955. * @param actionManager manager for the action the condition applies to
  78956. * @param predicate defines the predicate function used to validate the condition
  78957. */
  78958. constructor(actionManager: ActionManager,
  78959. /** defines the predicate function used to validate the condition */
  78960. predicate: () => boolean);
  78961. /**
  78962. * @returns the validity of the predicate condition
  78963. */
  78964. isValid(): boolean;
  78965. }
  78966. /**
  78967. * Defines a state condition as an extension of Condition
  78968. */
  78969. export class StateCondition extends Condition {
  78970. /** Value to compare with target state */
  78971. value: string;
  78972. /**
  78973. * Internal only - manager for action
  78974. * @hidden
  78975. */
  78976. _actionManager: ActionManager;
  78977. /**
  78978. * Internal only
  78979. * @hidden
  78980. */
  78981. private _target;
  78982. /**
  78983. * Creates a new StateCondition
  78984. * @param actionManager manager for the action the condition applies to
  78985. * @param target of the condition
  78986. * @param value to compare with target state
  78987. */
  78988. constructor(actionManager: ActionManager, target: any,
  78989. /** Value to compare with target state */
  78990. value: string);
  78991. /**
  78992. * Gets a boolean indicating if the current condition is met
  78993. * @returns the validity of the state
  78994. */
  78995. isValid(): boolean;
  78996. /**
  78997. * Serialize the StateCondition into a JSON compatible object
  78998. * @returns serialization object
  78999. */
  79000. serialize(): any;
  79001. }
  79002. }
  79003. declare module BABYLON {
  79004. /**
  79005. * This defines an action responsible to toggle a boolean once triggered.
  79006. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79007. */
  79008. export class SwitchBooleanAction extends Action {
  79009. /**
  79010. * The path to the boolean property in the target object
  79011. */
  79012. propertyPath: string;
  79013. private _target;
  79014. private _effectiveTarget;
  79015. private _property;
  79016. /**
  79017. * Instantiate the action
  79018. * @param triggerOptions defines the trigger options
  79019. * @param target defines the object containing the boolean
  79020. * @param propertyPath defines the path to the boolean property in the target object
  79021. * @param condition defines the trigger related conditions
  79022. */
  79023. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  79024. /** @hidden */
  79025. _prepare(): void;
  79026. /**
  79027. * Execute the action toggle the boolean value.
  79028. */
  79029. execute(): void;
  79030. /**
  79031. * Serializes the actions and its related information.
  79032. * @param parent defines the object to serialize in
  79033. * @returns the serialized object
  79034. */
  79035. serialize(parent: any): any;
  79036. }
  79037. /**
  79038. * This defines an action responsible to set a the state field of the target
  79039. * to a desired value once triggered.
  79040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79041. */
  79042. export class SetStateAction extends Action {
  79043. /**
  79044. * The value to store in the state field.
  79045. */
  79046. value: string;
  79047. private _target;
  79048. /**
  79049. * Instantiate the action
  79050. * @param triggerOptions defines the trigger options
  79051. * @param target defines the object containing the state property
  79052. * @param value defines the value to store in the state field
  79053. * @param condition defines the trigger related conditions
  79054. */
  79055. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  79056. /**
  79057. * Execute the action and store the value on the target state property.
  79058. */
  79059. execute(): void;
  79060. /**
  79061. * Serializes the actions and its related information.
  79062. * @param parent defines the object to serialize in
  79063. * @returns the serialized object
  79064. */
  79065. serialize(parent: any): any;
  79066. }
  79067. /**
  79068. * This defines an action responsible to set a property of the target
  79069. * to a desired value once triggered.
  79070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79071. */
  79072. export class SetValueAction extends Action {
  79073. /**
  79074. * The path of the property to set in the target.
  79075. */
  79076. propertyPath: string;
  79077. /**
  79078. * The value to set in the property
  79079. */
  79080. value: any;
  79081. private _target;
  79082. private _effectiveTarget;
  79083. private _property;
  79084. /**
  79085. * Instantiate the action
  79086. * @param triggerOptions defines the trigger options
  79087. * @param target defines the object containing the property
  79088. * @param propertyPath defines the path of the property to set in the target
  79089. * @param value defines the value to set in the property
  79090. * @param condition defines the trigger related conditions
  79091. */
  79092. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79093. /** @hidden */
  79094. _prepare(): void;
  79095. /**
  79096. * Execute the action and set the targetted property to the desired value.
  79097. */
  79098. execute(): void;
  79099. /**
  79100. * Serializes the actions and its related information.
  79101. * @param parent defines the object to serialize in
  79102. * @returns the serialized object
  79103. */
  79104. serialize(parent: any): any;
  79105. }
  79106. /**
  79107. * This defines an action responsible to increment the target value
  79108. * to a desired value once triggered.
  79109. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79110. */
  79111. export class IncrementValueAction extends Action {
  79112. /**
  79113. * The path of the property to increment in the target.
  79114. */
  79115. propertyPath: string;
  79116. /**
  79117. * The value we should increment the property by.
  79118. */
  79119. value: any;
  79120. private _target;
  79121. private _effectiveTarget;
  79122. private _property;
  79123. /**
  79124. * Instantiate the action
  79125. * @param triggerOptions defines the trigger options
  79126. * @param target defines the object containing the property
  79127. * @param propertyPath defines the path of the property to increment in the target
  79128. * @param value defines the value value we should increment the property by
  79129. * @param condition defines the trigger related conditions
  79130. */
  79131. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79132. /** @hidden */
  79133. _prepare(): void;
  79134. /**
  79135. * Execute the action and increment the target of the value amount.
  79136. */
  79137. execute(): void;
  79138. /**
  79139. * Serializes the actions and its related information.
  79140. * @param parent defines the object to serialize in
  79141. * @returns the serialized object
  79142. */
  79143. serialize(parent: any): any;
  79144. }
  79145. /**
  79146. * This defines an action responsible to start an animation once triggered.
  79147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79148. */
  79149. export class PlayAnimationAction extends Action {
  79150. /**
  79151. * Where the animation should start (animation frame)
  79152. */
  79153. from: number;
  79154. /**
  79155. * Where the animation should stop (animation frame)
  79156. */
  79157. to: number;
  79158. /**
  79159. * Define if the animation should loop or stop after the first play.
  79160. */
  79161. loop?: boolean;
  79162. private _target;
  79163. /**
  79164. * Instantiate the action
  79165. * @param triggerOptions defines the trigger options
  79166. * @param target defines the target animation or animation name
  79167. * @param from defines from where the animation should start (animation frame)
  79168. * @param end defines where the animation should stop (animation frame)
  79169. * @param loop defines if the animation should loop or stop after the first play
  79170. * @param condition defines the trigger related conditions
  79171. */
  79172. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  79173. /** @hidden */
  79174. _prepare(): void;
  79175. /**
  79176. * Execute the action and play the animation.
  79177. */
  79178. execute(): void;
  79179. /**
  79180. * Serializes the actions and its related information.
  79181. * @param parent defines the object to serialize in
  79182. * @returns the serialized object
  79183. */
  79184. serialize(parent: any): any;
  79185. }
  79186. /**
  79187. * This defines an action responsible to stop an animation once triggered.
  79188. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79189. */
  79190. export class StopAnimationAction extends Action {
  79191. private _target;
  79192. /**
  79193. * Instantiate the action
  79194. * @param triggerOptions defines the trigger options
  79195. * @param target defines the target animation or animation name
  79196. * @param condition defines the trigger related conditions
  79197. */
  79198. constructor(triggerOptions: any, target: any, condition?: Condition);
  79199. /** @hidden */
  79200. _prepare(): void;
  79201. /**
  79202. * Execute the action and stop the animation.
  79203. */
  79204. execute(): void;
  79205. /**
  79206. * Serializes the actions and its related information.
  79207. * @param parent defines the object to serialize in
  79208. * @returns the serialized object
  79209. */
  79210. serialize(parent: any): any;
  79211. }
  79212. /**
  79213. * This defines an action responsible that does nothing once triggered.
  79214. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79215. */
  79216. export class DoNothingAction extends Action {
  79217. /**
  79218. * Instantiate the action
  79219. * @param triggerOptions defines the trigger options
  79220. * @param condition defines the trigger related conditions
  79221. */
  79222. constructor(triggerOptions?: any, condition?: Condition);
  79223. /**
  79224. * Execute the action and do nothing.
  79225. */
  79226. execute(): void;
  79227. /**
  79228. * Serializes the actions and its related information.
  79229. * @param parent defines the object to serialize in
  79230. * @returns the serialized object
  79231. */
  79232. serialize(parent: any): any;
  79233. }
  79234. /**
  79235. * This defines an action responsible to trigger several actions once triggered.
  79236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79237. */
  79238. export class CombineAction extends Action {
  79239. /**
  79240. * The list of aggregated animations to run.
  79241. */
  79242. children: Action[];
  79243. /**
  79244. * Instantiate the action
  79245. * @param triggerOptions defines the trigger options
  79246. * @param children defines the list of aggregated animations to run
  79247. * @param condition defines the trigger related conditions
  79248. */
  79249. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79250. /** @hidden */
  79251. _prepare(): void;
  79252. /**
  79253. * Execute the action and executes all the aggregated actions.
  79254. */
  79255. execute(evt: ActionEvent): void;
  79256. /**
  79257. * Serializes the actions and its related information.
  79258. * @param parent defines the object to serialize in
  79259. * @returns the serialized object
  79260. */
  79261. serialize(parent: any): any;
  79262. }
  79263. /**
  79264. * This defines an action responsible to run code (external event) once triggered.
  79265. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79266. */
  79267. export class ExecuteCodeAction extends Action {
  79268. /**
  79269. * The callback function to run.
  79270. */
  79271. func: (evt: ActionEvent) => void;
  79272. /**
  79273. * Instantiate the action
  79274. * @param triggerOptions defines the trigger options
  79275. * @param func defines the callback function to run
  79276. * @param condition defines the trigger related conditions
  79277. */
  79278. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79279. /**
  79280. * Execute the action and run the attached code.
  79281. */
  79282. execute(evt: ActionEvent): void;
  79283. }
  79284. /**
  79285. * This defines an action responsible to set the parent property of the target once triggered.
  79286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79287. */
  79288. export class SetParentAction extends Action {
  79289. private _parent;
  79290. private _target;
  79291. /**
  79292. * Instantiate the action
  79293. * @param triggerOptions defines the trigger options
  79294. * @param target defines the target containing the parent property
  79295. * @param parent defines from where the animation should start (animation frame)
  79296. * @param condition defines the trigger related conditions
  79297. */
  79298. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79299. /** @hidden */
  79300. _prepare(): void;
  79301. /**
  79302. * Execute the action and set the parent property.
  79303. */
  79304. execute(): void;
  79305. /**
  79306. * Serializes the actions and its related information.
  79307. * @param parent defines the object to serialize in
  79308. * @returns the serialized object
  79309. */
  79310. serialize(parent: any): any;
  79311. }
  79312. }
  79313. declare module BABYLON {
  79314. /**
  79315. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79316. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79318. */
  79319. export class ActionManager extends AbstractActionManager {
  79320. /**
  79321. * Nothing
  79322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79323. */
  79324. static readonly NothingTrigger: number;
  79325. /**
  79326. * On pick
  79327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79328. */
  79329. static readonly OnPickTrigger: number;
  79330. /**
  79331. * On left pick
  79332. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79333. */
  79334. static readonly OnLeftPickTrigger: number;
  79335. /**
  79336. * On right pick
  79337. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79338. */
  79339. static readonly OnRightPickTrigger: number;
  79340. /**
  79341. * On center pick
  79342. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79343. */
  79344. static readonly OnCenterPickTrigger: number;
  79345. /**
  79346. * On pick down
  79347. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79348. */
  79349. static readonly OnPickDownTrigger: number;
  79350. /**
  79351. * On double pick
  79352. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79353. */
  79354. static readonly OnDoublePickTrigger: number;
  79355. /**
  79356. * On pick up
  79357. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79358. */
  79359. static readonly OnPickUpTrigger: number;
  79360. /**
  79361. * On pick out.
  79362. * This trigger will only be raised if you also declared a OnPickDown
  79363. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79364. */
  79365. static readonly OnPickOutTrigger: number;
  79366. /**
  79367. * On long press
  79368. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79369. */
  79370. static readonly OnLongPressTrigger: number;
  79371. /**
  79372. * On pointer over
  79373. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79374. */
  79375. static readonly OnPointerOverTrigger: number;
  79376. /**
  79377. * On pointer out
  79378. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79379. */
  79380. static readonly OnPointerOutTrigger: number;
  79381. /**
  79382. * On every frame
  79383. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79384. */
  79385. static readonly OnEveryFrameTrigger: number;
  79386. /**
  79387. * On intersection enter
  79388. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79389. */
  79390. static readonly OnIntersectionEnterTrigger: number;
  79391. /**
  79392. * On intersection exit
  79393. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79394. */
  79395. static readonly OnIntersectionExitTrigger: number;
  79396. /**
  79397. * On key down
  79398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79399. */
  79400. static readonly OnKeyDownTrigger: number;
  79401. /**
  79402. * On key up
  79403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79404. */
  79405. static readonly OnKeyUpTrigger: number;
  79406. private _scene;
  79407. /**
  79408. * Creates a new action manager
  79409. * @param scene defines the hosting scene
  79410. */
  79411. constructor(scene: Scene);
  79412. /**
  79413. * Releases all associated resources
  79414. */
  79415. dispose(): void;
  79416. /**
  79417. * Gets hosting scene
  79418. * @returns the hosting scene
  79419. */
  79420. getScene(): Scene;
  79421. /**
  79422. * Does this action manager handles actions of any of the given triggers
  79423. * @param triggers defines the triggers to be tested
  79424. * @return a boolean indicating whether one (or more) of the triggers is handled
  79425. */
  79426. hasSpecificTriggers(triggers: number[]): boolean;
  79427. /**
  79428. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79429. * speed.
  79430. * @param triggerA defines the trigger to be tested
  79431. * @param triggerB defines the trigger to be tested
  79432. * @return a boolean indicating whether one (or more) of the triggers is handled
  79433. */
  79434. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79435. /**
  79436. * Does this action manager handles actions of a given trigger
  79437. * @param trigger defines the trigger to be tested
  79438. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79439. * @return whether the trigger is handled
  79440. */
  79441. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79442. /**
  79443. * Does this action manager has pointer triggers
  79444. */
  79445. readonly hasPointerTriggers: boolean;
  79446. /**
  79447. * Does this action manager has pick triggers
  79448. */
  79449. readonly hasPickTriggers: boolean;
  79450. /**
  79451. * Registers an action to this action manager
  79452. * @param action defines the action to be registered
  79453. * @return the action amended (prepared) after registration
  79454. */
  79455. registerAction(action: IAction): Nullable<IAction>;
  79456. /**
  79457. * Unregisters an action to this action manager
  79458. * @param action defines the action to be unregistered
  79459. * @return a boolean indicating whether the action has been unregistered
  79460. */
  79461. unregisterAction(action: IAction): Boolean;
  79462. /**
  79463. * Process a specific trigger
  79464. * @param trigger defines the trigger to process
  79465. * @param evt defines the event details to be processed
  79466. */
  79467. processTrigger(trigger: number, evt?: IActionEvent): void;
  79468. /** @hidden */
  79469. _getEffectiveTarget(target: any, propertyPath: string): any;
  79470. /** @hidden */
  79471. _getProperty(propertyPath: string): string;
  79472. /**
  79473. * Serialize this manager to a JSON object
  79474. * @param name defines the property name to store this manager
  79475. * @returns a JSON representation of this manager
  79476. */
  79477. serialize(name: string): any;
  79478. /**
  79479. * Creates a new ActionManager from a JSON data
  79480. * @param parsedActions defines the JSON data to read from
  79481. * @param object defines the hosting mesh
  79482. * @param scene defines the hosting scene
  79483. */
  79484. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79485. /**
  79486. * Get a trigger name by index
  79487. * @param trigger defines the trigger index
  79488. * @returns a trigger name
  79489. */
  79490. static GetTriggerName(trigger: number): string;
  79491. }
  79492. }
  79493. declare module BABYLON {
  79494. /**
  79495. * Class representing a ray with position and direction
  79496. */
  79497. export class Ray {
  79498. /** origin point */
  79499. origin: Vector3;
  79500. /** direction */
  79501. direction: Vector3;
  79502. /** length of the ray */
  79503. length: number;
  79504. private static readonly TmpVector3;
  79505. private _tmpRay;
  79506. /**
  79507. * Creates a new ray
  79508. * @param origin origin point
  79509. * @param direction direction
  79510. * @param length length of the ray
  79511. */
  79512. constructor(
  79513. /** origin point */
  79514. origin: Vector3,
  79515. /** direction */
  79516. direction: Vector3,
  79517. /** length of the ray */
  79518. length?: number);
  79519. /**
  79520. * Checks if the ray intersects a box
  79521. * @param minimum bound of the box
  79522. * @param maximum bound of the box
  79523. * @param intersectionTreshold extra extend to be added to the box in all direction
  79524. * @returns if the box was hit
  79525. */
  79526. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79527. /**
  79528. * Checks if the ray intersects a box
  79529. * @param box the bounding box to check
  79530. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79531. * @returns if the box was hit
  79532. */
  79533. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79534. /**
  79535. * If the ray hits a sphere
  79536. * @param sphere the bounding sphere to check
  79537. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79538. * @returns true if it hits the sphere
  79539. */
  79540. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79541. /**
  79542. * If the ray hits a triange
  79543. * @param vertex0 triangle vertex
  79544. * @param vertex1 triangle vertex
  79545. * @param vertex2 triangle vertex
  79546. * @returns intersection information if hit
  79547. */
  79548. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79549. /**
  79550. * Checks if ray intersects a plane
  79551. * @param plane the plane to check
  79552. * @returns the distance away it was hit
  79553. */
  79554. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79555. /**
  79556. * Calculate the intercept of a ray on a given axis
  79557. * @param axis to check 'x' | 'y' | 'z'
  79558. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79559. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79560. */
  79561. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79562. /**
  79563. * Checks if ray intersects a mesh
  79564. * @param mesh the mesh to check
  79565. * @param fastCheck if only the bounding box should checked
  79566. * @returns picking info of the intersecton
  79567. */
  79568. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79569. /**
  79570. * Checks if ray intersects a mesh
  79571. * @param meshes the meshes to check
  79572. * @param fastCheck if only the bounding box should checked
  79573. * @param results array to store result in
  79574. * @returns Array of picking infos
  79575. */
  79576. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79577. private _comparePickingInfo;
  79578. private static smallnum;
  79579. private static rayl;
  79580. /**
  79581. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79582. * @param sega the first point of the segment to test the intersection against
  79583. * @param segb the second point of the segment to test the intersection against
  79584. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79585. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79586. */
  79587. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79588. /**
  79589. * Update the ray from viewport position
  79590. * @param x position
  79591. * @param y y position
  79592. * @param viewportWidth viewport width
  79593. * @param viewportHeight viewport height
  79594. * @param world world matrix
  79595. * @param view view matrix
  79596. * @param projection projection matrix
  79597. * @returns this ray updated
  79598. */
  79599. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79600. /**
  79601. * Creates a ray with origin and direction of 0,0,0
  79602. * @returns the new ray
  79603. */
  79604. static Zero(): Ray;
  79605. /**
  79606. * Creates a new ray from screen space and viewport
  79607. * @param x position
  79608. * @param y y position
  79609. * @param viewportWidth viewport width
  79610. * @param viewportHeight viewport height
  79611. * @param world world matrix
  79612. * @param view view matrix
  79613. * @param projection projection matrix
  79614. * @returns new ray
  79615. */
  79616. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79617. /**
  79618. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  79619. * transformed to the given world matrix.
  79620. * @param origin The origin point
  79621. * @param end The end point
  79622. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79623. * @returns the new ray
  79624. */
  79625. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79626. /**
  79627. * Transforms a ray by a matrix
  79628. * @param ray ray to transform
  79629. * @param matrix matrix to apply
  79630. * @returns the resulting new ray
  79631. */
  79632. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79633. /**
  79634. * Transforms a ray by a matrix
  79635. * @param ray ray to transform
  79636. * @param matrix matrix to apply
  79637. * @param result ray to store result in
  79638. */
  79639. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79640. /**
  79641. * Unproject a ray from screen space to object space
  79642. * @param sourceX defines the screen space x coordinate to use
  79643. * @param sourceY defines the screen space y coordinate to use
  79644. * @param viewportWidth defines the current width of the viewport
  79645. * @param viewportHeight defines the current height of the viewport
  79646. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79647. * @param view defines the view matrix to use
  79648. * @param projection defines the projection matrix to use
  79649. */
  79650. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79651. }
  79652. /**
  79653. * Type used to define predicate used to select faces when a mesh intersection is detected
  79654. */
  79655. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79656. interface Scene {
  79657. /** @hidden */
  79658. _tempPickingRay: Nullable<Ray>;
  79659. /** @hidden */
  79660. _cachedRayForTransform: Ray;
  79661. /** @hidden */
  79662. _pickWithRayInverseMatrix: Matrix;
  79663. /** @hidden */
  79664. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79665. /** @hidden */
  79666. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79667. }
  79668. }
  79669. declare module BABYLON {
  79670. /**
  79671. * Groups all the scene component constants in one place to ease maintenance.
  79672. * @hidden
  79673. */
  79674. export class SceneComponentConstants {
  79675. static readonly NAME_EFFECTLAYER: string;
  79676. static readonly NAME_LAYER: string;
  79677. static readonly NAME_LENSFLARESYSTEM: string;
  79678. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79679. static readonly NAME_PARTICLESYSTEM: string;
  79680. static readonly NAME_GAMEPAD: string;
  79681. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79682. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79683. static readonly NAME_DEPTHRENDERER: string;
  79684. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79685. static readonly NAME_SPRITE: string;
  79686. static readonly NAME_OUTLINERENDERER: string;
  79687. static readonly NAME_PROCEDURALTEXTURE: string;
  79688. static readonly NAME_SHADOWGENERATOR: string;
  79689. static readonly NAME_OCTREE: string;
  79690. static readonly NAME_PHYSICSENGINE: string;
  79691. static readonly NAME_AUDIO: string;
  79692. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79693. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79694. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79695. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79696. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79697. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79698. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79699. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79700. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79701. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79702. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79703. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79704. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79705. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79706. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79707. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79708. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79709. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79710. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79711. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79712. static readonly STEP_AFTERRENDER_AUDIO: number;
  79713. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79714. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79715. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79716. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79717. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79718. static readonly STEP_POINTERMOVE_SPRITE: number;
  79719. static readonly STEP_POINTERDOWN_SPRITE: number;
  79720. static readonly STEP_POINTERUP_SPRITE: number;
  79721. }
  79722. /**
  79723. * This represents a scene component.
  79724. *
  79725. * This is used to decouple the dependency the scene is having on the different workloads like
  79726. * layers, post processes...
  79727. */
  79728. export interface ISceneComponent {
  79729. /**
  79730. * The name of the component. Each component must have a unique name.
  79731. */
  79732. name: string;
  79733. /**
  79734. * The scene the component belongs to.
  79735. */
  79736. scene: Scene;
  79737. /**
  79738. * Register the component to one instance of a scene.
  79739. */
  79740. register(): void;
  79741. /**
  79742. * Rebuilds the elements related to this component in case of
  79743. * context lost for instance.
  79744. */
  79745. rebuild(): void;
  79746. /**
  79747. * Disposes the component and the associated ressources.
  79748. */
  79749. dispose(): void;
  79750. }
  79751. /**
  79752. * This represents a SERIALIZABLE scene component.
  79753. *
  79754. * This extends Scene Component to add Serialization methods on top.
  79755. */
  79756. export interface ISceneSerializableComponent extends ISceneComponent {
  79757. /**
  79758. * Adds all the elements from the container to the scene
  79759. * @param container the container holding the elements
  79760. */
  79761. addFromContainer(container: AbstractScene): void;
  79762. /**
  79763. * Removes all the elements in the container from the scene
  79764. * @param container contains the elements to remove
  79765. * @param dispose if the removed element should be disposed (default: false)
  79766. */
  79767. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79768. /**
  79769. * Serializes the component data to the specified json object
  79770. * @param serializationObject The object to serialize to
  79771. */
  79772. serialize(serializationObject: any): void;
  79773. }
  79774. /**
  79775. * Strong typing of a Mesh related stage step action
  79776. */
  79777. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79778. /**
  79779. * Strong typing of a Evaluate Sub Mesh related stage step action
  79780. */
  79781. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79782. /**
  79783. * Strong typing of a Active Mesh related stage step action
  79784. */
  79785. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79786. /**
  79787. * Strong typing of a Camera related stage step action
  79788. */
  79789. export type CameraStageAction = (camera: Camera) => void;
  79790. /**
  79791. * Strong typing of a Camera Frame buffer related stage step action
  79792. */
  79793. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79794. /**
  79795. * Strong typing of a Render Target related stage step action
  79796. */
  79797. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79798. /**
  79799. * Strong typing of a RenderingGroup related stage step action
  79800. */
  79801. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79802. /**
  79803. * Strong typing of a Mesh Render related stage step action
  79804. */
  79805. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79806. /**
  79807. * Strong typing of a simple stage step action
  79808. */
  79809. export type SimpleStageAction = () => void;
  79810. /**
  79811. * Strong typing of a render target action.
  79812. */
  79813. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79814. /**
  79815. * Strong typing of a pointer move action.
  79816. */
  79817. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79818. /**
  79819. * Strong typing of a pointer up/down action.
  79820. */
  79821. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79822. /**
  79823. * Representation of a stage in the scene (Basically a list of ordered steps)
  79824. * @hidden
  79825. */
  79826. export class Stage<T extends Function> extends Array<{
  79827. index: number;
  79828. component: ISceneComponent;
  79829. action: T;
  79830. }> {
  79831. /**
  79832. * Hide ctor from the rest of the world.
  79833. * @param items The items to add.
  79834. */
  79835. private constructor();
  79836. /**
  79837. * Creates a new Stage.
  79838. * @returns A new instance of a Stage
  79839. */
  79840. static Create<T extends Function>(): Stage<T>;
  79841. /**
  79842. * Registers a step in an ordered way in the targeted stage.
  79843. * @param index Defines the position to register the step in
  79844. * @param component Defines the component attached to the step
  79845. * @param action Defines the action to launch during the step
  79846. */
  79847. registerStep(index: number, component: ISceneComponent, action: T): void;
  79848. /**
  79849. * Clears all the steps from the stage.
  79850. */
  79851. clear(): void;
  79852. }
  79853. }
  79854. declare module BABYLON {
  79855. interface Scene {
  79856. /** @hidden */
  79857. _pointerOverSprite: Nullable<Sprite>;
  79858. /** @hidden */
  79859. _pickedDownSprite: Nullable<Sprite>;
  79860. /** @hidden */
  79861. _tempSpritePickingRay: Nullable<Ray>;
  79862. /**
  79863. * All of the sprite managers added to this scene
  79864. * @see http://doc.babylonjs.com/babylon101/sprites
  79865. */
  79866. spriteManagers: Array<ISpriteManager>;
  79867. /**
  79868. * An event triggered when sprites rendering is about to start
  79869. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79870. */
  79871. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79872. /**
  79873. * An event triggered when sprites rendering is done
  79874. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79875. */
  79876. onAfterSpritesRenderingObservable: Observable<Scene>;
  79877. /** @hidden */
  79878. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79879. /** Launch a ray to try to pick a sprite in the scene
  79880. * @param x position on screen
  79881. * @param y position on screen
  79882. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79883. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79884. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79885. * @returns a PickingInfo
  79886. */
  79887. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79888. /** Use the given ray to pick a sprite in the scene
  79889. * @param ray The ray (in world space) to use to pick meshes
  79890. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79891. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79892. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79893. * @returns a PickingInfo
  79894. */
  79895. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79896. /** @hidden */
  79897. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79898. /** Launch a ray to try to pick sprites in the scene
  79899. * @param x position on screen
  79900. * @param y position on screen
  79901. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79902. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79903. * @returns a PickingInfo array
  79904. */
  79905. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79906. /** Use the given ray to pick sprites in the scene
  79907. * @param ray The ray (in world space) to use to pick meshes
  79908. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79909. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79910. * @returns a PickingInfo array
  79911. */
  79912. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79913. /**
  79914. * Force the sprite under the pointer
  79915. * @param sprite defines the sprite to use
  79916. */
  79917. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79918. /**
  79919. * Gets the sprite under the pointer
  79920. * @returns a Sprite or null if no sprite is under the pointer
  79921. */
  79922. getPointerOverSprite(): Nullable<Sprite>;
  79923. }
  79924. /**
  79925. * Defines the sprite scene component responsible to manage sprites
  79926. * in a given scene.
  79927. */
  79928. export class SpriteSceneComponent implements ISceneComponent {
  79929. /**
  79930. * The component name helpfull to identify the component in the list of scene components.
  79931. */
  79932. readonly name: string;
  79933. /**
  79934. * The scene the component belongs to.
  79935. */
  79936. scene: Scene;
  79937. /** @hidden */
  79938. private _spritePredicate;
  79939. /**
  79940. * Creates a new instance of the component for the given scene
  79941. * @param scene Defines the scene to register the component in
  79942. */
  79943. constructor(scene: Scene);
  79944. /**
  79945. * Registers the component in a given scene
  79946. */
  79947. register(): void;
  79948. /**
  79949. * Rebuilds the elements related to this component in case of
  79950. * context lost for instance.
  79951. */
  79952. rebuild(): void;
  79953. /**
  79954. * Disposes the component and the associated ressources.
  79955. */
  79956. dispose(): void;
  79957. private _pickSpriteButKeepRay;
  79958. private _pointerMove;
  79959. private _pointerDown;
  79960. private _pointerUp;
  79961. }
  79962. }
  79963. declare module BABYLON {
  79964. /** @hidden */
  79965. export var fogFragmentDeclaration: {
  79966. name: string;
  79967. shader: string;
  79968. };
  79969. }
  79970. declare module BABYLON {
  79971. /** @hidden */
  79972. export var fogFragment: {
  79973. name: string;
  79974. shader: string;
  79975. };
  79976. }
  79977. declare module BABYLON {
  79978. /** @hidden */
  79979. export var spritesPixelShader: {
  79980. name: string;
  79981. shader: string;
  79982. };
  79983. }
  79984. declare module BABYLON {
  79985. /** @hidden */
  79986. export var fogVertexDeclaration: {
  79987. name: string;
  79988. shader: string;
  79989. };
  79990. }
  79991. declare module BABYLON {
  79992. /** @hidden */
  79993. export var spritesVertexShader: {
  79994. name: string;
  79995. shader: string;
  79996. };
  79997. }
  79998. declare module BABYLON {
  79999. /**
  80000. * Defines the minimum interface to fullfil in order to be a sprite manager.
  80001. */
  80002. export interface ISpriteManager extends IDisposable {
  80003. /**
  80004. * Restricts the camera to viewing objects with the same layerMask.
  80005. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  80006. */
  80007. layerMask: number;
  80008. /**
  80009. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  80010. */
  80011. isPickable: boolean;
  80012. /**
  80013. * Specifies the rendering group id for this mesh (0 by default)
  80014. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  80015. */
  80016. renderingGroupId: number;
  80017. /**
  80018. * Defines the list of sprites managed by the manager.
  80019. */
  80020. sprites: Array<Sprite>;
  80021. /**
  80022. * Tests the intersection of a sprite with a specific ray.
  80023. * @param ray The ray we are sending to test the collision
  80024. * @param camera The camera space we are sending rays in
  80025. * @param predicate A predicate allowing excluding sprites from the list of object to test
  80026. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  80027. * @returns picking info or null.
  80028. */
  80029. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80030. /**
  80031. * Intersects the sprites with a ray
  80032. * @param ray defines the ray to intersect with
  80033. * @param camera defines the current active camera
  80034. * @param predicate defines a predicate used to select candidate sprites
  80035. * @returns null if no hit or a PickingInfo array
  80036. */
  80037. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80038. /**
  80039. * Renders the list of sprites on screen.
  80040. */
  80041. render(): void;
  80042. }
  80043. /**
  80044. * Class used to manage multiple sprites on the same spritesheet
  80045. * @see http://doc.babylonjs.com/babylon101/sprites
  80046. */
  80047. export class SpriteManager implements ISpriteManager {
  80048. /** defines the manager's name */
  80049. name: string;
  80050. /** Gets the list of sprites */
  80051. sprites: Sprite[];
  80052. /** Gets or sets the rendering group id (0 by default) */
  80053. renderingGroupId: number;
  80054. /** Gets or sets camera layer mask */
  80055. layerMask: number;
  80056. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  80057. fogEnabled: boolean;
  80058. /** Gets or sets a boolean indicating if the sprites are pickable */
  80059. isPickable: boolean;
  80060. /** Defines the default width of a cell in the spritesheet */
  80061. cellWidth: number;
  80062. /** Defines the default height of a cell in the spritesheet */
  80063. cellHeight: number;
  80064. /** Associative array from JSON sprite data file */
  80065. private _cellData;
  80066. /** Array of sprite names from JSON sprite data file */
  80067. private _spriteMap;
  80068. /** True when packed cell data from JSON file is ready*/
  80069. private _packedAndReady;
  80070. /**
  80071. * An event triggered when the manager is disposed.
  80072. */
  80073. onDisposeObservable: Observable<SpriteManager>;
  80074. private _onDisposeObserver;
  80075. /**
  80076. * Callback called when the manager is disposed
  80077. */
  80078. onDispose: () => void;
  80079. private _capacity;
  80080. private _fromPacked;
  80081. private _spriteTexture;
  80082. private _epsilon;
  80083. private _scene;
  80084. private _vertexData;
  80085. private _buffer;
  80086. private _vertexBuffers;
  80087. private _indexBuffer;
  80088. private _effectBase;
  80089. private _effectFog;
  80090. /**
  80091. * Gets or sets the spritesheet texture
  80092. */
  80093. texture: Texture;
  80094. /**
  80095. * Creates a new sprite manager
  80096. * @param name defines the manager's name
  80097. * @param imgUrl defines the sprite sheet url
  80098. * @param capacity defines the maximum allowed number of sprites
  80099. * @param cellSize defines the size of a sprite cell
  80100. * @param scene defines the hosting scene
  80101. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  80102. * @param samplingMode defines the smapling mode to use with spritesheet
  80103. * @param fromPacked set to false; do not alter
  80104. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  80105. */
  80106. constructor(
  80107. /** defines the manager's name */
  80108. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  80109. private _makePacked;
  80110. private _appendSpriteVertex;
  80111. /**
  80112. * Intersects the sprites with a ray
  80113. * @param ray defines the ray to intersect with
  80114. * @param camera defines the current active camera
  80115. * @param predicate defines a predicate used to select candidate sprites
  80116. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  80117. * @returns null if no hit or a PickingInfo
  80118. */
  80119. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80120. /**
  80121. * Intersects the sprites with a ray
  80122. * @param ray defines the ray to intersect with
  80123. * @param camera defines the current active camera
  80124. * @param predicate defines a predicate used to select candidate sprites
  80125. * @returns null if no hit or a PickingInfo array
  80126. */
  80127. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80128. /**
  80129. * Render all child sprites
  80130. */
  80131. render(): void;
  80132. /**
  80133. * Release associated resources
  80134. */
  80135. dispose(): void;
  80136. }
  80137. }
  80138. declare module BABYLON {
  80139. /**
  80140. * Class used to represent a sprite
  80141. * @see http://doc.babylonjs.com/babylon101/sprites
  80142. */
  80143. export class Sprite {
  80144. /** defines the name */
  80145. name: string;
  80146. /** Gets or sets the current world position */
  80147. position: Vector3;
  80148. /** Gets or sets the main color */
  80149. color: Color4;
  80150. /** Gets or sets the width */
  80151. width: number;
  80152. /** Gets or sets the height */
  80153. height: number;
  80154. /** Gets or sets rotation angle */
  80155. angle: number;
  80156. /** Gets or sets the cell index in the sprite sheet */
  80157. cellIndex: number;
  80158. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  80159. cellRef: string;
  80160. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  80161. invertU: number;
  80162. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  80163. invertV: number;
  80164. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  80165. disposeWhenFinishedAnimating: boolean;
  80166. /** Gets the list of attached animations */
  80167. animations: Animation[];
  80168. /** Gets or sets a boolean indicating if the sprite can be picked */
  80169. isPickable: boolean;
  80170. /**
  80171. * Gets or sets the associated action manager
  80172. */
  80173. actionManager: Nullable<ActionManager>;
  80174. private _animationStarted;
  80175. private _loopAnimation;
  80176. private _fromIndex;
  80177. private _toIndex;
  80178. private _delay;
  80179. private _direction;
  80180. private _manager;
  80181. private _time;
  80182. private _onAnimationEnd;
  80183. /**
  80184. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  80185. */
  80186. isVisible: boolean;
  80187. /**
  80188. * Gets or sets the sprite size
  80189. */
  80190. size: number;
  80191. /**
  80192. * Creates a new Sprite
  80193. * @param name defines the name
  80194. * @param manager defines the manager
  80195. */
  80196. constructor(
  80197. /** defines the name */
  80198. name: string, manager: ISpriteManager);
  80199. /**
  80200. * Starts an animation
  80201. * @param from defines the initial key
  80202. * @param to defines the end key
  80203. * @param loop defines if the animation must loop
  80204. * @param delay defines the start delay (in ms)
  80205. * @param onAnimationEnd defines a callback to call when animation ends
  80206. */
  80207. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  80208. /** Stops current animation (if any) */
  80209. stopAnimation(): void;
  80210. /** @hidden */
  80211. _animate(deltaTime: number): void;
  80212. /** Release associated resources */
  80213. dispose(): void;
  80214. }
  80215. }
  80216. declare module BABYLON {
  80217. /**
  80218. * Information about the result of picking within a scene
  80219. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80220. */
  80221. export class PickingInfo {
  80222. /** @hidden */
  80223. _pickingUnavailable: boolean;
  80224. /**
  80225. * If the pick collided with an object
  80226. */
  80227. hit: boolean;
  80228. /**
  80229. * Distance away where the pick collided
  80230. */
  80231. distance: number;
  80232. /**
  80233. * The location of pick collision
  80234. */
  80235. pickedPoint: Nullable<Vector3>;
  80236. /**
  80237. * The mesh corresponding the the pick collision
  80238. */
  80239. pickedMesh: Nullable<AbstractMesh>;
  80240. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80241. bu: number;
  80242. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80243. bv: number;
  80244. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80245. faceId: number;
  80246. /** Id of the the submesh that was picked */
  80247. subMeshId: number;
  80248. /** If a sprite was picked, this will be the sprite the pick collided with */
  80249. pickedSprite: Nullable<Sprite>;
  80250. /**
  80251. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80252. */
  80253. originMesh: Nullable<AbstractMesh>;
  80254. /**
  80255. * The ray that was used to perform the picking.
  80256. */
  80257. ray: Nullable<Ray>;
  80258. /**
  80259. * Gets the normal correspodning to the face the pick collided with
  80260. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80261. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80262. * @returns The normal correspodning to the face the pick collided with
  80263. */
  80264. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80265. /**
  80266. * Gets the texture coordinates of where the pick occured
  80267. * @returns the vector containing the coordnates of the texture
  80268. */
  80269. getTextureCoordinates(): Nullable<Vector2>;
  80270. }
  80271. }
  80272. declare module BABYLON {
  80273. /**
  80274. * Gather the list of pointer event types as constants.
  80275. */
  80276. export class PointerEventTypes {
  80277. /**
  80278. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  80279. */
  80280. static readonly POINTERDOWN: number;
  80281. /**
  80282. * The pointerup event is fired when a pointer is no longer active.
  80283. */
  80284. static readonly POINTERUP: number;
  80285. /**
  80286. * The pointermove event is fired when a pointer changes coordinates.
  80287. */
  80288. static readonly POINTERMOVE: number;
  80289. /**
  80290. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80291. */
  80292. static readonly POINTERWHEEL: number;
  80293. /**
  80294. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80295. */
  80296. static readonly POINTERPICK: number;
  80297. /**
  80298. * The pointertap event is fired when a the object has been touched and released without drag.
  80299. */
  80300. static readonly POINTERTAP: number;
  80301. /**
  80302. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80303. */
  80304. static readonly POINTERDOUBLETAP: number;
  80305. }
  80306. /**
  80307. * Base class of pointer info types.
  80308. */
  80309. export class PointerInfoBase {
  80310. /**
  80311. * Defines the type of event (PointerEventTypes)
  80312. */
  80313. type: number;
  80314. /**
  80315. * Defines the related dom event
  80316. */
  80317. event: PointerEvent | MouseWheelEvent;
  80318. /**
  80319. * Instantiates the base class of pointers info.
  80320. * @param type Defines the type of event (PointerEventTypes)
  80321. * @param event Defines the related dom event
  80322. */
  80323. constructor(
  80324. /**
  80325. * Defines the type of event (PointerEventTypes)
  80326. */
  80327. type: number,
  80328. /**
  80329. * Defines the related dom event
  80330. */
  80331. event: PointerEvent | MouseWheelEvent);
  80332. }
  80333. /**
  80334. * This class is used to store pointer related info for the onPrePointerObservable event.
  80335. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80336. */
  80337. export class PointerInfoPre extends PointerInfoBase {
  80338. /**
  80339. * Ray from a pointer if availible (eg. 6dof controller)
  80340. */
  80341. ray: Nullable<Ray>;
  80342. /**
  80343. * Defines the local position of the pointer on the canvas.
  80344. */
  80345. localPosition: Vector2;
  80346. /**
  80347. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80348. */
  80349. skipOnPointerObservable: boolean;
  80350. /**
  80351. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80352. * @param type Defines the type of event (PointerEventTypes)
  80353. * @param event Defines the related dom event
  80354. * @param localX Defines the local x coordinates of the pointer when the event occured
  80355. * @param localY Defines the local y coordinates of the pointer when the event occured
  80356. */
  80357. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80358. }
  80359. /**
  80360. * This type contains all the data related to a pointer event in Babylon.js.
  80361. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  80362. */
  80363. export class PointerInfo extends PointerInfoBase {
  80364. /**
  80365. * Defines the picking info associated to the info (if any)\
  80366. */
  80367. pickInfo: Nullable<PickingInfo>;
  80368. /**
  80369. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80370. * @param type Defines the type of event (PointerEventTypes)
  80371. * @param event Defines the related dom event
  80372. * @param pickInfo Defines the picking info associated to the info (if any)\
  80373. */
  80374. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80375. /**
  80376. * Defines the picking info associated to the info (if any)\
  80377. */
  80378. pickInfo: Nullable<PickingInfo>);
  80379. }
  80380. /**
  80381. * Data relating to a touch event on the screen.
  80382. */
  80383. export interface PointerTouch {
  80384. /**
  80385. * X coordinate of touch.
  80386. */
  80387. x: number;
  80388. /**
  80389. * Y coordinate of touch.
  80390. */
  80391. y: number;
  80392. /**
  80393. * Id of touch. Unique for each finger.
  80394. */
  80395. pointerId: number;
  80396. /**
  80397. * Event type passed from DOM.
  80398. */
  80399. type: any;
  80400. }
  80401. }
  80402. declare module BABYLON {
  80403. /**
  80404. * Manage the mouse inputs to control the movement of a free camera.
  80405. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80406. */
  80407. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80408. /**
  80409. * Define if touch is enabled in the mouse input
  80410. */
  80411. touchEnabled: boolean;
  80412. /**
  80413. * Defines the camera the input is attached to.
  80414. */
  80415. camera: FreeCamera;
  80416. /**
  80417. * Defines the buttons associated with the input to handle camera move.
  80418. */
  80419. buttons: number[];
  80420. /**
  80421. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80422. */
  80423. angularSensibility: number;
  80424. private _pointerInput;
  80425. private _onMouseMove;
  80426. private _observer;
  80427. private previousPosition;
  80428. /**
  80429. * Observable for when a pointer move event occurs containing the move offset
  80430. */
  80431. onPointerMovedObservable: Observable<{
  80432. offsetX: number;
  80433. offsetY: number;
  80434. }>;
  80435. /**
  80436. * @hidden
  80437. * If the camera should be rotated automatically based on pointer movement
  80438. */
  80439. _allowCameraRotation: boolean;
  80440. /**
  80441. * Manage the mouse inputs to control the movement of a free camera.
  80442. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80443. * @param touchEnabled Defines if touch is enabled or not
  80444. */
  80445. constructor(
  80446. /**
  80447. * Define if touch is enabled in the mouse input
  80448. */
  80449. touchEnabled?: boolean);
  80450. /**
  80451. * Attach the input controls to a specific dom element to get the input from.
  80452. * @param element Defines the element the controls should be listened from
  80453. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80454. */
  80455. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80456. /**
  80457. * Called on JS contextmenu event.
  80458. * Override this method to provide functionality.
  80459. */
  80460. protected onContextMenu(evt: PointerEvent): void;
  80461. /**
  80462. * Detach the current controls from the specified dom element.
  80463. * @param element Defines the element to stop listening the inputs from
  80464. */
  80465. detachControl(element: Nullable<HTMLElement>): void;
  80466. /**
  80467. * Gets the class name of the current intput.
  80468. * @returns the class name
  80469. */
  80470. getClassName(): string;
  80471. /**
  80472. * Get the friendly name associated with the input class.
  80473. * @returns the input friendly name
  80474. */
  80475. getSimpleName(): string;
  80476. }
  80477. }
  80478. declare module BABYLON {
  80479. /**
  80480. * Manage the touch inputs to control the movement of a free camera.
  80481. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80482. */
  80483. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80484. /**
  80485. * Defines the camera the input is attached to.
  80486. */
  80487. camera: FreeCamera;
  80488. /**
  80489. * Defines the touch sensibility for rotation.
  80490. * The higher the faster.
  80491. */
  80492. touchAngularSensibility: number;
  80493. /**
  80494. * Defines the touch sensibility for move.
  80495. * The higher the faster.
  80496. */
  80497. touchMoveSensibility: number;
  80498. private _offsetX;
  80499. private _offsetY;
  80500. private _pointerPressed;
  80501. private _pointerInput;
  80502. private _observer;
  80503. private _onLostFocus;
  80504. /**
  80505. * Attach the input controls to a specific dom element to get the input from.
  80506. * @param element Defines the element the controls should be listened from
  80507. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80508. */
  80509. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80510. /**
  80511. * Detach the current controls from the specified dom element.
  80512. * @param element Defines the element to stop listening the inputs from
  80513. */
  80514. detachControl(element: Nullable<HTMLElement>): void;
  80515. /**
  80516. * Update the current camera state depending on the inputs that have been used this frame.
  80517. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80518. */
  80519. checkInputs(): void;
  80520. /**
  80521. * Gets the class name of the current intput.
  80522. * @returns the class name
  80523. */
  80524. getClassName(): string;
  80525. /**
  80526. * Get the friendly name associated with the input class.
  80527. * @returns the input friendly name
  80528. */
  80529. getSimpleName(): string;
  80530. }
  80531. }
  80532. declare module BABYLON {
  80533. /**
  80534. * Default Inputs manager for the FreeCamera.
  80535. * It groups all the default supported inputs for ease of use.
  80536. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80537. */
  80538. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80539. /**
  80540. * @hidden
  80541. */
  80542. _mouseInput: Nullable<FreeCameraMouseInput>;
  80543. /**
  80544. * Instantiates a new FreeCameraInputsManager.
  80545. * @param camera Defines the camera the inputs belong to
  80546. */
  80547. constructor(camera: FreeCamera);
  80548. /**
  80549. * Add keyboard input support to the input manager.
  80550. * @returns the current input manager
  80551. */
  80552. addKeyboard(): FreeCameraInputsManager;
  80553. /**
  80554. * Add mouse input support to the input manager.
  80555. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80556. * @returns the current input manager
  80557. */
  80558. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80559. /**
  80560. * Removes the mouse input support from the manager
  80561. * @returns the current input manager
  80562. */
  80563. removeMouse(): FreeCameraInputsManager;
  80564. /**
  80565. * Add touch input support to the input manager.
  80566. * @returns the current input manager
  80567. */
  80568. addTouch(): FreeCameraInputsManager;
  80569. /**
  80570. * Remove all attached input methods from a camera
  80571. */
  80572. clear(): void;
  80573. }
  80574. }
  80575. declare module BABYLON {
  80576. /**
  80577. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80578. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80579. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80580. */
  80581. export class FreeCamera extends TargetCamera {
  80582. /**
  80583. * Define the collision ellipsoid of the camera.
  80584. * This is helpful to simulate a camera body like the player body around the camera
  80585. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80586. */
  80587. ellipsoid: Vector3;
  80588. /**
  80589. * Define an offset for the position of the ellipsoid around the camera.
  80590. * This can be helpful to determine the center of the body near the gravity center of the body
  80591. * instead of its head.
  80592. */
  80593. ellipsoidOffset: Vector3;
  80594. /**
  80595. * Enable or disable collisions of the camera with the rest of the scene objects.
  80596. */
  80597. checkCollisions: boolean;
  80598. /**
  80599. * Enable or disable gravity on the camera.
  80600. */
  80601. applyGravity: boolean;
  80602. /**
  80603. * Define the input manager associated to the camera.
  80604. */
  80605. inputs: FreeCameraInputsManager;
  80606. /**
  80607. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80608. * Higher values reduce sensitivity.
  80609. */
  80610. /**
  80611. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80612. * Higher values reduce sensitivity.
  80613. */
  80614. angularSensibility: number;
  80615. /**
  80616. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80617. */
  80618. keysUp: number[];
  80619. /**
  80620. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80621. */
  80622. keysDown: number[];
  80623. /**
  80624. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80625. */
  80626. keysLeft: number[];
  80627. /**
  80628. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80629. */
  80630. keysRight: number[];
  80631. /**
  80632. * Event raised when the camera collide with a mesh in the scene.
  80633. */
  80634. onCollide: (collidedMesh: AbstractMesh) => void;
  80635. private _collider;
  80636. private _needMoveForGravity;
  80637. private _oldPosition;
  80638. private _diffPosition;
  80639. private _newPosition;
  80640. /** @hidden */
  80641. _localDirection: Vector3;
  80642. /** @hidden */
  80643. _transformedDirection: Vector3;
  80644. /**
  80645. * Instantiates a Free Camera.
  80646. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80647. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80648. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80649. * @param name Define the name of the camera in the scene
  80650. * @param position Define the start position of the camera in the scene
  80651. * @param scene Define the scene the camera belongs to
  80652. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80653. */
  80654. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80655. /**
  80656. * Attached controls to the current camera.
  80657. * @param element Defines the element the controls should be listened from
  80658. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80659. */
  80660. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80661. /**
  80662. * Detach the current controls from the camera.
  80663. * The camera will stop reacting to inputs.
  80664. * @param element Defines the element to stop listening the inputs from
  80665. */
  80666. detachControl(element: HTMLElement): void;
  80667. private _collisionMask;
  80668. /**
  80669. * Define a collision mask to limit the list of object the camera can collide with
  80670. */
  80671. collisionMask: number;
  80672. /** @hidden */
  80673. _collideWithWorld(displacement: Vector3): void;
  80674. private _onCollisionPositionChange;
  80675. /** @hidden */
  80676. _checkInputs(): void;
  80677. /** @hidden */
  80678. _decideIfNeedsToMove(): boolean;
  80679. /** @hidden */
  80680. _updatePosition(): void;
  80681. /**
  80682. * Destroy the camera and release the current resources hold by it.
  80683. */
  80684. dispose(): void;
  80685. /**
  80686. * Gets the current object class name.
  80687. * @return the class name
  80688. */
  80689. getClassName(): string;
  80690. }
  80691. }
  80692. declare module BABYLON {
  80693. /**
  80694. * Represents a gamepad control stick position
  80695. */
  80696. export class StickValues {
  80697. /**
  80698. * The x component of the control stick
  80699. */
  80700. x: number;
  80701. /**
  80702. * The y component of the control stick
  80703. */
  80704. y: number;
  80705. /**
  80706. * Initializes the gamepad x and y control stick values
  80707. * @param x The x component of the gamepad control stick value
  80708. * @param y The y component of the gamepad control stick value
  80709. */
  80710. constructor(
  80711. /**
  80712. * The x component of the control stick
  80713. */
  80714. x: number,
  80715. /**
  80716. * The y component of the control stick
  80717. */
  80718. y: number);
  80719. }
  80720. /**
  80721. * An interface which manages callbacks for gamepad button changes
  80722. */
  80723. export interface GamepadButtonChanges {
  80724. /**
  80725. * Called when a gamepad has been changed
  80726. */
  80727. changed: boolean;
  80728. /**
  80729. * Called when a gamepad press event has been triggered
  80730. */
  80731. pressChanged: boolean;
  80732. /**
  80733. * Called when a touch event has been triggered
  80734. */
  80735. touchChanged: boolean;
  80736. /**
  80737. * Called when a value has changed
  80738. */
  80739. valueChanged: boolean;
  80740. }
  80741. /**
  80742. * Represents a gamepad
  80743. */
  80744. export class Gamepad {
  80745. /**
  80746. * The id of the gamepad
  80747. */
  80748. id: string;
  80749. /**
  80750. * The index of the gamepad
  80751. */
  80752. index: number;
  80753. /**
  80754. * The browser gamepad
  80755. */
  80756. browserGamepad: any;
  80757. /**
  80758. * Specifies what type of gamepad this represents
  80759. */
  80760. type: number;
  80761. private _leftStick;
  80762. private _rightStick;
  80763. /** @hidden */
  80764. _isConnected: boolean;
  80765. private _leftStickAxisX;
  80766. private _leftStickAxisY;
  80767. private _rightStickAxisX;
  80768. private _rightStickAxisY;
  80769. /**
  80770. * Triggered when the left control stick has been changed
  80771. */
  80772. private _onleftstickchanged;
  80773. /**
  80774. * Triggered when the right control stick has been changed
  80775. */
  80776. private _onrightstickchanged;
  80777. /**
  80778. * Represents a gamepad controller
  80779. */
  80780. static GAMEPAD: number;
  80781. /**
  80782. * Represents a generic controller
  80783. */
  80784. static GENERIC: number;
  80785. /**
  80786. * Represents an XBox controller
  80787. */
  80788. static XBOX: number;
  80789. /**
  80790. * Represents a pose-enabled controller
  80791. */
  80792. static POSE_ENABLED: number;
  80793. /**
  80794. * Represents an Dual Shock controller
  80795. */
  80796. static DUALSHOCK: number;
  80797. /**
  80798. * Specifies whether the left control stick should be Y-inverted
  80799. */
  80800. protected _invertLeftStickY: boolean;
  80801. /**
  80802. * Specifies if the gamepad has been connected
  80803. */
  80804. readonly isConnected: boolean;
  80805. /**
  80806. * Initializes the gamepad
  80807. * @param id The id of the gamepad
  80808. * @param index The index of the gamepad
  80809. * @param browserGamepad The browser gamepad
  80810. * @param leftStickX The x component of the left joystick
  80811. * @param leftStickY The y component of the left joystick
  80812. * @param rightStickX The x component of the right joystick
  80813. * @param rightStickY The y component of the right joystick
  80814. */
  80815. constructor(
  80816. /**
  80817. * The id of the gamepad
  80818. */
  80819. id: string,
  80820. /**
  80821. * The index of the gamepad
  80822. */
  80823. index: number,
  80824. /**
  80825. * The browser gamepad
  80826. */
  80827. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80828. /**
  80829. * Callback triggered when the left joystick has changed
  80830. * @param callback
  80831. */
  80832. onleftstickchanged(callback: (values: StickValues) => void): void;
  80833. /**
  80834. * Callback triggered when the right joystick has changed
  80835. * @param callback
  80836. */
  80837. onrightstickchanged(callback: (values: StickValues) => void): void;
  80838. /**
  80839. * Gets the left joystick
  80840. */
  80841. /**
  80842. * Sets the left joystick values
  80843. */
  80844. leftStick: StickValues;
  80845. /**
  80846. * Gets the right joystick
  80847. */
  80848. /**
  80849. * Sets the right joystick value
  80850. */
  80851. rightStick: StickValues;
  80852. /**
  80853. * Updates the gamepad joystick positions
  80854. */
  80855. update(): void;
  80856. /**
  80857. * Disposes the gamepad
  80858. */
  80859. dispose(): void;
  80860. }
  80861. /**
  80862. * Represents a generic gamepad
  80863. */
  80864. export class GenericPad extends Gamepad {
  80865. private _buttons;
  80866. private _onbuttondown;
  80867. private _onbuttonup;
  80868. /**
  80869. * Observable triggered when a button has been pressed
  80870. */
  80871. onButtonDownObservable: Observable<number>;
  80872. /**
  80873. * Observable triggered when a button has been released
  80874. */
  80875. onButtonUpObservable: Observable<number>;
  80876. /**
  80877. * Callback triggered when a button has been pressed
  80878. * @param callback Called when a button has been pressed
  80879. */
  80880. onbuttondown(callback: (buttonPressed: number) => void): void;
  80881. /**
  80882. * Callback triggered when a button has been released
  80883. * @param callback Called when a button has been released
  80884. */
  80885. onbuttonup(callback: (buttonReleased: number) => void): void;
  80886. /**
  80887. * Initializes the generic gamepad
  80888. * @param id The id of the generic gamepad
  80889. * @param index The index of the generic gamepad
  80890. * @param browserGamepad The browser gamepad
  80891. */
  80892. constructor(id: string, index: number, browserGamepad: any);
  80893. private _setButtonValue;
  80894. /**
  80895. * Updates the generic gamepad
  80896. */
  80897. update(): void;
  80898. /**
  80899. * Disposes the generic gamepad
  80900. */
  80901. dispose(): void;
  80902. }
  80903. }
  80904. declare module BABYLON {
  80905. interface Engine {
  80906. /**
  80907. * Creates a raw texture
  80908. * @param data defines the data to store in the texture
  80909. * @param width defines the width of the texture
  80910. * @param height defines the height of the texture
  80911. * @param format defines the format of the data
  80912. * @param generateMipMaps defines if the engine should generate the mip levels
  80913. * @param invertY defines if data must be stored with Y axis inverted
  80914. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80915. * @param compression defines the compression used (null by default)
  80916. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80917. * @returns the raw texture inside an InternalTexture
  80918. */
  80919. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80920. /**
  80921. * Update a raw texture
  80922. * @param texture defines the texture to update
  80923. * @param data defines the data to store in the texture
  80924. * @param format defines the format of the data
  80925. * @param invertY defines if data must be stored with Y axis inverted
  80926. */
  80927. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80928. /**
  80929. * Update a raw texture
  80930. * @param texture defines the texture to update
  80931. * @param data defines the data to store in the texture
  80932. * @param format defines the format of the data
  80933. * @param invertY defines if data must be stored with Y axis inverted
  80934. * @param compression defines the compression used (null by default)
  80935. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80936. */
  80937. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80938. /**
  80939. * Creates a new raw cube texture
  80940. * @param data defines the array of data to use to create each face
  80941. * @param size defines the size of the textures
  80942. * @param format defines the format of the data
  80943. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80944. * @param generateMipMaps defines if the engine should generate the mip levels
  80945. * @param invertY defines if data must be stored with Y axis inverted
  80946. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80947. * @param compression defines the compression used (null by default)
  80948. * @returns the cube texture as an InternalTexture
  80949. */
  80950. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80951. /**
  80952. * Update a raw cube texture
  80953. * @param texture defines the texture to udpdate
  80954. * @param data defines the data to store
  80955. * @param format defines the data format
  80956. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80957. * @param invertY defines if data must be stored with Y axis inverted
  80958. */
  80959. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80960. /**
  80961. * Update a raw cube texture
  80962. * @param texture defines the texture to udpdate
  80963. * @param data defines the data to store
  80964. * @param format defines the data format
  80965. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80966. * @param invertY defines if data must be stored with Y axis inverted
  80967. * @param compression defines the compression used (null by default)
  80968. */
  80969. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80970. /**
  80971. * Update a raw cube texture
  80972. * @param texture defines the texture to udpdate
  80973. * @param data defines the data to store
  80974. * @param format defines the data format
  80975. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80976. * @param invertY defines if data must be stored with Y axis inverted
  80977. * @param compression defines the compression used (null by default)
  80978. * @param level defines which level of the texture to update
  80979. */
  80980. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80981. /**
  80982. * Creates a new raw cube texture from a specified url
  80983. * @param url defines the url where the data is located
  80984. * @param scene defines the current scene
  80985. * @param size defines the size of the textures
  80986. * @param format defines the format of the data
  80987. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80988. * @param noMipmap defines if the engine should avoid generating the mip levels
  80989. * @param callback defines a callback used to extract texture data from loaded data
  80990. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80991. * @param onLoad defines a callback called when texture is loaded
  80992. * @param onError defines a callback called if there is an error
  80993. * @returns the cube texture as an InternalTexture
  80994. */
  80995. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  80996. /**
  80997. * Creates a new raw cube texture from a specified url
  80998. * @param url defines the url where the data is located
  80999. * @param scene defines the current scene
  81000. * @param size defines the size of the textures
  81001. * @param format defines the format of the data
  81002. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81003. * @param noMipmap defines if the engine should avoid generating the mip levels
  81004. * @param callback defines a callback used to extract texture data from loaded data
  81005. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81006. * @param onLoad defines a callback called when texture is loaded
  81007. * @param onError defines a callback called if there is an error
  81008. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81009. * @param invertY defines if data must be stored with Y axis inverted
  81010. * @returns the cube texture as an InternalTexture
  81011. */
  81012. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  81013. /**
  81014. * Creates a new raw 3D texture
  81015. * @param data defines the data used to create the texture
  81016. * @param width defines the width of the texture
  81017. * @param height defines the height of the texture
  81018. * @param depth defines the depth of the texture
  81019. * @param format defines the format of the texture
  81020. * @param generateMipMaps defines if the engine must generate mip levels
  81021. * @param invertY defines if data must be stored with Y axis inverted
  81022. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81023. * @param compression defines the compressed used (can be null)
  81024. * @param textureType defines the compressed used (can be null)
  81025. * @returns a new raw 3D texture (stored in an InternalTexture)
  81026. */
  81027. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81028. /**
  81029. * Update a raw 3D texture
  81030. * @param texture defines the texture to update
  81031. * @param data defines the data to store
  81032. * @param format defines the data format
  81033. * @param invertY defines if data must be stored with Y axis inverted
  81034. */
  81035. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81036. /**
  81037. * Update a raw 3D texture
  81038. * @param texture defines the texture to update
  81039. * @param data defines the data to store
  81040. * @param format defines the data format
  81041. * @param invertY defines if data must be stored with Y axis inverted
  81042. * @param compression defines the used compression (can be null)
  81043. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81044. */
  81045. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81046. /**
  81047. * Creates a new raw 2D array texture
  81048. * @param data defines the data used to create the texture
  81049. * @param width defines the width of the texture
  81050. * @param height defines the height of the texture
  81051. * @param depth defines the number of layers of the texture
  81052. * @param format defines the format of the texture
  81053. * @param generateMipMaps defines if the engine must generate mip levels
  81054. * @param invertY defines if data must be stored with Y axis inverted
  81055. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81056. * @param compression defines the compressed used (can be null)
  81057. * @param textureType defines the compressed used (can be null)
  81058. * @returns a new raw 2D array texture (stored in an InternalTexture)
  81059. */
  81060. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81061. /**
  81062. * Update a raw 2D array texture
  81063. * @param texture defines the texture to update
  81064. * @param data defines the data to store
  81065. * @param format defines the data format
  81066. * @param invertY defines if data must be stored with Y axis inverted
  81067. */
  81068. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81069. /**
  81070. * Update a raw 2D array texture
  81071. * @param texture defines the texture to update
  81072. * @param data defines the data to store
  81073. * @param format defines the data format
  81074. * @param invertY defines if data must be stored with Y axis inverted
  81075. * @param compression defines the used compression (can be null)
  81076. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81077. */
  81078. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81079. }
  81080. }
  81081. declare module BABYLON {
  81082. /**
  81083. * Raw texture can help creating a texture directly from an array of data.
  81084. * This can be super useful if you either get the data from an uncompressed source or
  81085. * if you wish to create your texture pixel by pixel.
  81086. */
  81087. export class RawTexture extends Texture {
  81088. /**
  81089. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81090. */
  81091. format: number;
  81092. private _engine;
  81093. /**
  81094. * Instantiates a new RawTexture.
  81095. * Raw texture can help creating a texture directly from an array of data.
  81096. * This can be super useful if you either get the data from an uncompressed source or
  81097. * if you wish to create your texture pixel by pixel.
  81098. * @param data define the array of data to use to create the texture
  81099. * @param width define the width of the texture
  81100. * @param height define the height of the texture
  81101. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81102. * @param scene define the scene the texture belongs to
  81103. * @param generateMipMaps define whether mip maps should be generated or not
  81104. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81105. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81106. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81107. */
  81108. constructor(data: ArrayBufferView, width: number, height: number,
  81109. /**
  81110. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81111. */
  81112. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  81113. /**
  81114. * Updates the texture underlying data.
  81115. * @param data Define the new data of the texture
  81116. */
  81117. update(data: ArrayBufferView): void;
  81118. /**
  81119. * Creates a luminance texture from some data.
  81120. * @param data Define the texture data
  81121. * @param width Define the width of the texture
  81122. * @param height Define the height of the texture
  81123. * @param scene Define the scene the texture belongs to
  81124. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81125. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81126. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81127. * @returns the luminance texture
  81128. */
  81129. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81130. /**
  81131. * Creates a luminance alpha texture from some data.
  81132. * @param data Define the texture data
  81133. * @param width Define the width of the texture
  81134. * @param height Define the height of the texture
  81135. * @param scene Define the scene the texture belongs to
  81136. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81137. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81138. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81139. * @returns the luminance alpha texture
  81140. */
  81141. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81142. /**
  81143. * Creates an alpha texture from some data.
  81144. * @param data Define the texture data
  81145. * @param width Define the width of the texture
  81146. * @param height Define the height of the texture
  81147. * @param scene Define the scene the texture belongs to
  81148. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81149. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81150. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81151. * @returns the alpha texture
  81152. */
  81153. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81154. /**
  81155. * Creates a RGB texture from some data.
  81156. * @param data Define the texture data
  81157. * @param width Define the width of the texture
  81158. * @param height Define the height of the texture
  81159. * @param scene Define the scene the texture belongs to
  81160. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81161. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81162. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81163. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81164. * @returns the RGB alpha texture
  81165. */
  81166. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81167. /**
  81168. * Creates a RGBA texture from some data.
  81169. * @param data Define the texture data
  81170. * @param width Define the width of the texture
  81171. * @param height Define the height of the texture
  81172. * @param scene Define the scene the texture belongs to
  81173. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81174. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81175. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81176. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81177. * @returns the RGBA texture
  81178. */
  81179. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81180. /**
  81181. * Creates a R texture from some data.
  81182. * @param data Define the texture data
  81183. * @param width Define the width of the texture
  81184. * @param height Define the height of the texture
  81185. * @param scene Define the scene the texture belongs to
  81186. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81187. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81188. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81189. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81190. * @returns the R texture
  81191. */
  81192. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81193. }
  81194. }
  81195. declare module BABYLON {
  81196. /**
  81197. * Interface for the size containing width and height
  81198. */
  81199. export interface ISize {
  81200. /**
  81201. * Width
  81202. */
  81203. width: number;
  81204. /**
  81205. * Heighht
  81206. */
  81207. height: number;
  81208. }
  81209. /**
  81210. * Size containing widht and height
  81211. */
  81212. export class Size implements ISize {
  81213. /**
  81214. * Width
  81215. */
  81216. width: number;
  81217. /**
  81218. * Height
  81219. */
  81220. height: number;
  81221. /**
  81222. * Creates a Size object from the given width and height (floats).
  81223. * @param width width of the new size
  81224. * @param height height of the new size
  81225. */
  81226. constructor(width: number, height: number);
  81227. /**
  81228. * Returns a string with the Size width and height
  81229. * @returns a string with the Size width and height
  81230. */
  81231. toString(): string;
  81232. /**
  81233. * "Size"
  81234. * @returns the string "Size"
  81235. */
  81236. getClassName(): string;
  81237. /**
  81238. * Returns the Size hash code.
  81239. * @returns a hash code for a unique width and height
  81240. */
  81241. getHashCode(): number;
  81242. /**
  81243. * Updates the current size from the given one.
  81244. * @param src the given size
  81245. */
  81246. copyFrom(src: Size): void;
  81247. /**
  81248. * Updates in place the current Size from the given floats.
  81249. * @param width width of the new size
  81250. * @param height height of the new size
  81251. * @returns the updated Size.
  81252. */
  81253. copyFromFloats(width: number, height: number): Size;
  81254. /**
  81255. * Updates in place the current Size from the given floats.
  81256. * @param width width to set
  81257. * @param height height to set
  81258. * @returns the updated Size.
  81259. */
  81260. set(width: number, height: number): Size;
  81261. /**
  81262. * Multiplies the width and height by numbers
  81263. * @param w factor to multiple the width by
  81264. * @param h factor to multiple the height by
  81265. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81266. */
  81267. multiplyByFloats(w: number, h: number): Size;
  81268. /**
  81269. * Clones the size
  81270. * @returns a new Size copied from the given one.
  81271. */
  81272. clone(): Size;
  81273. /**
  81274. * True if the current Size and the given one width and height are strictly equal.
  81275. * @param other the other size to compare against
  81276. * @returns True if the current Size and the given one width and height are strictly equal.
  81277. */
  81278. equals(other: Size): boolean;
  81279. /**
  81280. * The surface of the Size : width * height (float).
  81281. */
  81282. readonly surface: number;
  81283. /**
  81284. * Create a new size of zero
  81285. * @returns a new Size set to (0.0, 0.0)
  81286. */
  81287. static Zero(): Size;
  81288. /**
  81289. * Sums the width and height of two sizes
  81290. * @param otherSize size to add to this size
  81291. * @returns a new Size set as the addition result of the current Size and the given one.
  81292. */
  81293. add(otherSize: Size): Size;
  81294. /**
  81295. * Subtracts the width and height of two
  81296. * @param otherSize size to subtract to this size
  81297. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81298. */
  81299. subtract(otherSize: Size): Size;
  81300. /**
  81301. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81302. * @param start starting size to lerp between
  81303. * @param end end size to lerp between
  81304. * @param amount amount to lerp between the start and end values
  81305. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81306. */
  81307. static Lerp(start: Size, end: Size, amount: number): Size;
  81308. }
  81309. }
  81310. declare module BABYLON {
  81311. /**
  81312. * Defines a runtime animation
  81313. */
  81314. export class RuntimeAnimation {
  81315. private _events;
  81316. /**
  81317. * The current frame of the runtime animation
  81318. */
  81319. private _currentFrame;
  81320. /**
  81321. * The animation used by the runtime animation
  81322. */
  81323. private _animation;
  81324. /**
  81325. * The target of the runtime animation
  81326. */
  81327. private _target;
  81328. /**
  81329. * The initiating animatable
  81330. */
  81331. private _host;
  81332. /**
  81333. * The original value of the runtime animation
  81334. */
  81335. private _originalValue;
  81336. /**
  81337. * The original blend value of the runtime animation
  81338. */
  81339. private _originalBlendValue;
  81340. /**
  81341. * The offsets cache of the runtime animation
  81342. */
  81343. private _offsetsCache;
  81344. /**
  81345. * The high limits cache of the runtime animation
  81346. */
  81347. private _highLimitsCache;
  81348. /**
  81349. * Specifies if the runtime animation has been stopped
  81350. */
  81351. private _stopped;
  81352. /**
  81353. * The blending factor of the runtime animation
  81354. */
  81355. private _blendingFactor;
  81356. /**
  81357. * The BabylonJS scene
  81358. */
  81359. private _scene;
  81360. /**
  81361. * The current value of the runtime animation
  81362. */
  81363. private _currentValue;
  81364. /** @hidden */
  81365. _animationState: _IAnimationState;
  81366. /**
  81367. * The active target of the runtime animation
  81368. */
  81369. private _activeTargets;
  81370. private _currentActiveTarget;
  81371. private _directTarget;
  81372. /**
  81373. * The target path of the runtime animation
  81374. */
  81375. private _targetPath;
  81376. /**
  81377. * The weight of the runtime animation
  81378. */
  81379. private _weight;
  81380. /**
  81381. * The ratio offset of the runtime animation
  81382. */
  81383. private _ratioOffset;
  81384. /**
  81385. * The previous delay of the runtime animation
  81386. */
  81387. private _previousDelay;
  81388. /**
  81389. * The previous ratio of the runtime animation
  81390. */
  81391. private _previousRatio;
  81392. private _enableBlending;
  81393. private _keys;
  81394. private _minFrame;
  81395. private _maxFrame;
  81396. private _minValue;
  81397. private _maxValue;
  81398. private _targetIsArray;
  81399. /**
  81400. * Gets the current frame of the runtime animation
  81401. */
  81402. readonly currentFrame: number;
  81403. /**
  81404. * Gets the weight of the runtime animation
  81405. */
  81406. readonly weight: number;
  81407. /**
  81408. * Gets the current value of the runtime animation
  81409. */
  81410. readonly currentValue: any;
  81411. /**
  81412. * Gets the target path of the runtime animation
  81413. */
  81414. readonly targetPath: string;
  81415. /**
  81416. * Gets the actual target of the runtime animation
  81417. */
  81418. readonly target: any;
  81419. /** @hidden */
  81420. _onLoop: () => void;
  81421. /**
  81422. * Create a new RuntimeAnimation object
  81423. * @param target defines the target of the animation
  81424. * @param animation defines the source animation object
  81425. * @param scene defines the hosting scene
  81426. * @param host defines the initiating Animatable
  81427. */
  81428. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81429. private _preparePath;
  81430. /**
  81431. * Gets the animation from the runtime animation
  81432. */
  81433. readonly animation: Animation;
  81434. /**
  81435. * Resets the runtime animation to the beginning
  81436. * @param restoreOriginal defines whether to restore the target property to the original value
  81437. */
  81438. reset(restoreOriginal?: boolean): void;
  81439. /**
  81440. * Specifies if the runtime animation is stopped
  81441. * @returns Boolean specifying if the runtime animation is stopped
  81442. */
  81443. isStopped(): boolean;
  81444. /**
  81445. * Disposes of the runtime animation
  81446. */
  81447. dispose(): void;
  81448. /**
  81449. * Apply the interpolated value to the target
  81450. * @param currentValue defines the value computed by the animation
  81451. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81452. */
  81453. setValue(currentValue: any, weight: number): void;
  81454. private _getOriginalValues;
  81455. private _setValue;
  81456. /**
  81457. * Gets the loop pmode of the runtime animation
  81458. * @returns Loop Mode
  81459. */
  81460. private _getCorrectLoopMode;
  81461. /**
  81462. * Move the current animation to a given frame
  81463. * @param frame defines the frame to move to
  81464. */
  81465. goToFrame(frame: number): void;
  81466. /**
  81467. * @hidden Internal use only
  81468. */
  81469. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81470. /**
  81471. * Execute the current animation
  81472. * @param delay defines the delay to add to the current frame
  81473. * @param from defines the lower bound of the animation range
  81474. * @param to defines the upper bound of the animation range
  81475. * @param loop defines if the current animation must loop
  81476. * @param speedRatio defines the current speed ratio
  81477. * @param weight defines the weight of the animation (default is -1 so no weight)
  81478. * @param onLoop optional callback called when animation loops
  81479. * @returns a boolean indicating if the animation is running
  81480. */
  81481. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81482. }
  81483. }
  81484. declare module BABYLON {
  81485. /**
  81486. * Class used to store an actual running animation
  81487. */
  81488. export class Animatable {
  81489. /** defines the target object */
  81490. target: any;
  81491. /** defines the starting frame number (default is 0) */
  81492. fromFrame: number;
  81493. /** defines the ending frame number (default is 100) */
  81494. toFrame: number;
  81495. /** defines if the animation must loop (default is false) */
  81496. loopAnimation: boolean;
  81497. /** defines a callback to call when animation ends if it is not looping */
  81498. onAnimationEnd?: (() => void) | null | undefined;
  81499. /** defines a callback to call when animation loops */
  81500. onAnimationLoop?: (() => void) | null | undefined;
  81501. private _localDelayOffset;
  81502. private _pausedDelay;
  81503. private _runtimeAnimations;
  81504. private _paused;
  81505. private _scene;
  81506. private _speedRatio;
  81507. private _weight;
  81508. private _syncRoot;
  81509. /**
  81510. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81511. * This will only apply for non looping animation (default is true)
  81512. */
  81513. disposeOnEnd: boolean;
  81514. /**
  81515. * Gets a boolean indicating if the animation has started
  81516. */
  81517. animationStarted: boolean;
  81518. /**
  81519. * Observer raised when the animation ends
  81520. */
  81521. onAnimationEndObservable: Observable<Animatable>;
  81522. /**
  81523. * Observer raised when the animation loops
  81524. */
  81525. onAnimationLoopObservable: Observable<Animatable>;
  81526. /**
  81527. * Gets the root Animatable used to synchronize and normalize animations
  81528. */
  81529. readonly syncRoot: Nullable<Animatable>;
  81530. /**
  81531. * Gets the current frame of the first RuntimeAnimation
  81532. * Used to synchronize Animatables
  81533. */
  81534. readonly masterFrame: number;
  81535. /**
  81536. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81537. */
  81538. weight: number;
  81539. /**
  81540. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81541. */
  81542. speedRatio: number;
  81543. /**
  81544. * Creates a new Animatable
  81545. * @param scene defines the hosting scene
  81546. * @param target defines the target object
  81547. * @param fromFrame defines the starting frame number (default is 0)
  81548. * @param toFrame defines the ending frame number (default is 100)
  81549. * @param loopAnimation defines if the animation must loop (default is false)
  81550. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81551. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81552. * @param animations defines a group of animation to add to the new Animatable
  81553. * @param onAnimationLoop defines a callback to call when animation loops
  81554. */
  81555. constructor(scene: Scene,
  81556. /** defines the target object */
  81557. target: any,
  81558. /** defines the starting frame number (default is 0) */
  81559. fromFrame?: number,
  81560. /** defines the ending frame number (default is 100) */
  81561. toFrame?: number,
  81562. /** defines if the animation must loop (default is false) */
  81563. loopAnimation?: boolean, speedRatio?: number,
  81564. /** defines a callback to call when animation ends if it is not looping */
  81565. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81566. /** defines a callback to call when animation loops */
  81567. onAnimationLoop?: (() => void) | null | undefined);
  81568. /**
  81569. * Synchronize and normalize current Animatable with a source Animatable
  81570. * This is useful when using animation weights and when animations are not of the same length
  81571. * @param root defines the root Animatable to synchronize with
  81572. * @returns the current Animatable
  81573. */
  81574. syncWith(root: Animatable): Animatable;
  81575. /**
  81576. * Gets the list of runtime animations
  81577. * @returns an array of RuntimeAnimation
  81578. */
  81579. getAnimations(): RuntimeAnimation[];
  81580. /**
  81581. * Adds more animations to the current animatable
  81582. * @param target defines the target of the animations
  81583. * @param animations defines the new animations to add
  81584. */
  81585. appendAnimations(target: any, animations: Animation[]): void;
  81586. /**
  81587. * Gets the source animation for a specific property
  81588. * @param property defines the propertyu to look for
  81589. * @returns null or the source animation for the given property
  81590. */
  81591. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81592. /**
  81593. * Gets the runtime animation for a specific property
  81594. * @param property defines the propertyu to look for
  81595. * @returns null or the runtime animation for the given property
  81596. */
  81597. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81598. /**
  81599. * Resets the animatable to its original state
  81600. */
  81601. reset(): void;
  81602. /**
  81603. * Allows the animatable to blend with current running animations
  81604. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81605. * @param blendingSpeed defines the blending speed to use
  81606. */
  81607. enableBlending(blendingSpeed: number): void;
  81608. /**
  81609. * Disable animation blending
  81610. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81611. */
  81612. disableBlending(): void;
  81613. /**
  81614. * Jump directly to a given frame
  81615. * @param frame defines the frame to jump to
  81616. */
  81617. goToFrame(frame: number): void;
  81618. /**
  81619. * Pause the animation
  81620. */
  81621. pause(): void;
  81622. /**
  81623. * Restart the animation
  81624. */
  81625. restart(): void;
  81626. private _raiseOnAnimationEnd;
  81627. /**
  81628. * Stop and delete the current animation
  81629. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81630. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  81631. */
  81632. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81633. /**
  81634. * Wait asynchronously for the animation to end
  81635. * @returns a promise which will be fullfilled when the animation ends
  81636. */
  81637. waitAsync(): Promise<Animatable>;
  81638. /** @hidden */
  81639. _animate(delay: number): boolean;
  81640. }
  81641. interface Scene {
  81642. /** @hidden */
  81643. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81644. /** @hidden */
  81645. _processLateAnimationBindingsForMatrices(holder: {
  81646. totalWeight: number;
  81647. animations: RuntimeAnimation[];
  81648. originalValue: Matrix;
  81649. }): any;
  81650. /** @hidden */
  81651. _processLateAnimationBindingsForQuaternions(holder: {
  81652. totalWeight: number;
  81653. animations: RuntimeAnimation[];
  81654. originalValue: Quaternion;
  81655. }, refQuaternion: Quaternion): Quaternion;
  81656. /** @hidden */
  81657. _processLateAnimationBindings(): void;
  81658. /**
  81659. * Will start the animation sequence of a given target
  81660. * @param target defines the target
  81661. * @param from defines from which frame should animation start
  81662. * @param to defines until which frame should animation run.
  81663. * @param weight defines the weight to apply to the animation (1.0 by default)
  81664. * @param loop defines if the animation loops
  81665. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81666. * @param onAnimationEnd defines the function to be executed when the animation ends
  81667. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81668. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81669. * @param onAnimationLoop defines the callback to call when an animation loops
  81670. * @returns the animatable object created for this animation
  81671. */
  81672. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81673. /**
  81674. * Will start the animation sequence of a given target
  81675. * @param target defines the target
  81676. * @param from defines from which frame should animation start
  81677. * @param to defines until which frame should animation run.
  81678. * @param loop defines if the animation loops
  81679. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81680. * @param onAnimationEnd defines the function to be executed when the animation ends
  81681. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81682. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81683. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81684. * @param onAnimationLoop defines the callback to call when an animation loops
  81685. * @returns the animatable object created for this animation
  81686. */
  81687. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81688. /**
  81689. * Will start the animation sequence of a given target and its hierarchy
  81690. * @param target defines the target
  81691. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  81692. * @param from defines from which frame should animation start
  81693. * @param to defines until which frame should animation run.
  81694. * @param loop defines if the animation loops
  81695. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81696. * @param onAnimationEnd defines the function to be executed when the animation ends
  81697. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81698. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81699. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81700. * @param onAnimationLoop defines the callback to call when an animation loops
  81701. * @returns the list of created animatables
  81702. */
  81703. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  81704. /**
  81705. * Begin a new animation on a given node
  81706. * @param target defines the target where the animation will take place
  81707. * @param animations defines the list of animations to start
  81708. * @param from defines the initial value
  81709. * @param to defines the final value
  81710. * @param loop defines if you want animation to loop (off by default)
  81711. * @param speedRatio defines the speed ratio to apply to all animations
  81712. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81713. * @param onAnimationLoop defines the callback to call when an animation loops
  81714. * @returns the list of created animatables
  81715. */
  81716. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81717. /**
  81718. * Begin a new animation on a given node and its hierarchy
  81719. * @param target defines the root node where the animation will take place
  81720. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  81721. * @param animations defines the list of animations to start
  81722. * @param from defines the initial value
  81723. * @param to defines the final value
  81724. * @param loop defines if you want animation to loop (off by default)
  81725. * @param speedRatio defines the speed ratio to apply to all animations
  81726. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81727. * @param onAnimationLoop defines the callback to call when an animation loops
  81728. * @returns the list of animatables created for all nodes
  81729. */
  81730. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81731. /**
  81732. * Gets the animatable associated with a specific target
  81733. * @param target defines the target of the animatable
  81734. * @returns the required animatable if found
  81735. */
  81736. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81737. /**
  81738. * Gets all animatables associated with a given target
  81739. * @param target defines the target to look animatables for
  81740. * @returns an array of Animatables
  81741. */
  81742. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81743. /**
  81744. * Stops and removes all animations that have been applied to the scene
  81745. */
  81746. stopAllAnimations(): void;
  81747. /**
  81748. * Gets the current delta time used by animation engine
  81749. */
  81750. deltaTime: number;
  81751. }
  81752. interface Bone {
  81753. /**
  81754. * Copy an animation range from another bone
  81755. * @param source defines the source bone
  81756. * @param rangeName defines the range name to copy
  81757. * @param frameOffset defines the frame offset
  81758. * @param rescaleAsRequired defines if rescaling must be applied if required
  81759. * @param skelDimensionsRatio defines the scaling ratio
  81760. * @returns true if operation was successful
  81761. */
  81762. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81763. }
  81764. }
  81765. declare module BABYLON {
  81766. /**
  81767. * Class used to override all child animations of a given target
  81768. */
  81769. export class AnimationPropertiesOverride {
  81770. /**
  81771. * Gets or sets a value indicating if animation blending must be used
  81772. */
  81773. enableBlending: boolean;
  81774. /**
  81775. * Gets or sets the blending speed to use when enableBlending is true
  81776. */
  81777. blendingSpeed: number;
  81778. /**
  81779. * Gets or sets the default loop mode to use
  81780. */
  81781. loopMode: number;
  81782. }
  81783. }
  81784. declare module BABYLON {
  81785. /**
  81786. * Class used to handle skinning animations
  81787. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81788. */
  81789. export class Skeleton implements IAnimatable {
  81790. /** defines the skeleton name */
  81791. name: string;
  81792. /** defines the skeleton Id */
  81793. id: string;
  81794. /**
  81795. * Defines the list of child bones
  81796. */
  81797. bones: Bone[];
  81798. /**
  81799. * Defines an estimate of the dimension of the skeleton at rest
  81800. */
  81801. dimensionsAtRest: Vector3;
  81802. /**
  81803. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81804. */
  81805. needInitialSkinMatrix: boolean;
  81806. /**
  81807. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81808. */
  81809. overrideMesh: Nullable<AbstractMesh>;
  81810. /**
  81811. * Gets the list of animations attached to this skeleton
  81812. */
  81813. animations: Array<Animation>;
  81814. private _scene;
  81815. private _isDirty;
  81816. private _transformMatrices;
  81817. private _transformMatrixTexture;
  81818. private _meshesWithPoseMatrix;
  81819. private _animatables;
  81820. private _identity;
  81821. private _synchronizedWithMesh;
  81822. private _ranges;
  81823. private _lastAbsoluteTransformsUpdateId;
  81824. private _canUseTextureForBones;
  81825. private _uniqueId;
  81826. /** @hidden */
  81827. _numBonesWithLinkedTransformNode: number;
  81828. /** @hidden */
  81829. _hasWaitingData: Nullable<boolean>;
  81830. /**
  81831. * Specifies if the skeleton should be serialized
  81832. */
  81833. doNotSerialize: boolean;
  81834. private _useTextureToStoreBoneMatrices;
  81835. /**
  81836. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81837. * Please note that this option is not available if the hardware does not support it
  81838. */
  81839. useTextureToStoreBoneMatrices: boolean;
  81840. private _animationPropertiesOverride;
  81841. /**
  81842. * Gets or sets the animation properties override
  81843. */
  81844. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81845. /**
  81846. * List of inspectable custom properties (used by the Inspector)
  81847. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81848. */
  81849. inspectableCustomProperties: IInspectable[];
  81850. /**
  81851. * An observable triggered before computing the skeleton's matrices
  81852. */
  81853. onBeforeComputeObservable: Observable<Skeleton>;
  81854. /**
  81855. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81856. */
  81857. readonly isUsingTextureForMatrices: boolean;
  81858. /**
  81859. * Gets the unique ID of this skeleton
  81860. */
  81861. readonly uniqueId: number;
  81862. /**
  81863. * Creates a new skeleton
  81864. * @param name defines the skeleton name
  81865. * @param id defines the skeleton Id
  81866. * @param scene defines the hosting scene
  81867. */
  81868. constructor(
  81869. /** defines the skeleton name */
  81870. name: string,
  81871. /** defines the skeleton Id */
  81872. id: string, scene: Scene);
  81873. /**
  81874. * Gets the current object class name.
  81875. * @return the class name
  81876. */
  81877. getClassName(): string;
  81878. /**
  81879. * Returns an array containing the root bones
  81880. * @returns an array containing the root bones
  81881. */
  81882. getChildren(): Array<Bone>;
  81883. /**
  81884. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81885. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81886. * @returns a Float32Array containing matrices data
  81887. */
  81888. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81889. /**
  81890. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81891. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81892. * @returns a raw texture containing the data
  81893. */
  81894. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81895. /**
  81896. * Gets the current hosting scene
  81897. * @returns a scene object
  81898. */
  81899. getScene(): Scene;
  81900. /**
  81901. * Gets a string representing the current skeleton data
  81902. * @param fullDetails defines a boolean indicating if we want a verbose version
  81903. * @returns a string representing the current skeleton data
  81904. */
  81905. toString(fullDetails?: boolean): string;
  81906. /**
  81907. * Get bone's index searching by name
  81908. * @param name defines bone's name to search for
  81909. * @return the indice of the bone. Returns -1 if not found
  81910. */
  81911. getBoneIndexByName(name: string): number;
  81912. /**
  81913. * Creater a new animation range
  81914. * @param name defines the name of the range
  81915. * @param from defines the start key
  81916. * @param to defines the end key
  81917. */
  81918. createAnimationRange(name: string, from: number, to: number): void;
  81919. /**
  81920. * Delete a specific animation range
  81921. * @param name defines the name of the range
  81922. * @param deleteFrames defines if frames must be removed as well
  81923. */
  81924. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81925. /**
  81926. * Gets a specific animation range
  81927. * @param name defines the name of the range to look for
  81928. * @returns the requested animation range or null if not found
  81929. */
  81930. getAnimationRange(name: string): Nullable<AnimationRange>;
  81931. /**
  81932. * Gets the list of all animation ranges defined on this skeleton
  81933. * @returns an array
  81934. */
  81935. getAnimationRanges(): Nullable<AnimationRange>[];
  81936. /**
  81937. * Copy animation range from a source skeleton.
  81938. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81939. * @param source defines the source skeleton
  81940. * @param name defines the name of the range to copy
  81941. * @param rescaleAsRequired defines if rescaling must be applied if required
  81942. * @returns true if operation was successful
  81943. */
  81944. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81945. /**
  81946. * Forces the skeleton to go to rest pose
  81947. */
  81948. returnToRest(): void;
  81949. private _getHighestAnimationFrame;
  81950. /**
  81951. * Begin a specific animation range
  81952. * @param name defines the name of the range to start
  81953. * @param loop defines if looping must be turned on (false by default)
  81954. * @param speedRatio defines the speed ratio to apply (1 by default)
  81955. * @param onAnimationEnd defines a callback which will be called when animation will end
  81956. * @returns a new animatable
  81957. */
  81958. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81959. /** @hidden */
  81960. _markAsDirty(): void;
  81961. /** @hidden */
  81962. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81963. /** @hidden */
  81964. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81965. private _computeTransformMatrices;
  81966. /**
  81967. * Build all resources required to render a skeleton
  81968. */
  81969. prepare(): void;
  81970. /**
  81971. * Gets the list of animatables currently running for this skeleton
  81972. * @returns an array of animatables
  81973. */
  81974. getAnimatables(): IAnimatable[];
  81975. /**
  81976. * Clone the current skeleton
  81977. * @param name defines the name of the new skeleton
  81978. * @param id defines the id of the new skeleton
  81979. * @returns the new skeleton
  81980. */
  81981. clone(name: string, id?: string): Skeleton;
  81982. /**
  81983. * Enable animation blending for this skeleton
  81984. * @param blendingSpeed defines the blending speed to apply
  81985. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81986. */
  81987. enableBlending(blendingSpeed?: number): void;
  81988. /**
  81989. * Releases all resources associated with the current skeleton
  81990. */
  81991. dispose(): void;
  81992. /**
  81993. * Serialize the skeleton in a JSON object
  81994. * @returns a JSON object
  81995. */
  81996. serialize(): any;
  81997. /**
  81998. * Creates a new skeleton from serialized data
  81999. * @param parsedSkeleton defines the serialized data
  82000. * @param scene defines the hosting scene
  82001. * @returns a new skeleton
  82002. */
  82003. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  82004. /**
  82005. * Compute all node absolute transforms
  82006. * @param forceUpdate defines if computation must be done even if cache is up to date
  82007. */
  82008. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  82009. /**
  82010. * Gets the root pose matrix
  82011. * @returns a matrix
  82012. */
  82013. getPoseMatrix(): Nullable<Matrix>;
  82014. /**
  82015. * Sorts bones per internal index
  82016. */
  82017. sortBones(): void;
  82018. private _sortBones;
  82019. }
  82020. }
  82021. declare module BABYLON {
  82022. /**
  82023. * Class used to store bone information
  82024. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  82025. */
  82026. export class Bone extends Node {
  82027. /**
  82028. * defines the bone name
  82029. */
  82030. name: string;
  82031. private static _tmpVecs;
  82032. private static _tmpQuat;
  82033. private static _tmpMats;
  82034. /**
  82035. * Gets the list of child bones
  82036. */
  82037. children: Bone[];
  82038. /** Gets the animations associated with this bone */
  82039. animations: Animation[];
  82040. /**
  82041. * Gets or sets bone length
  82042. */
  82043. length: number;
  82044. /**
  82045. * @hidden Internal only
  82046. * Set this value to map this bone to a different index in the transform matrices
  82047. * Set this value to -1 to exclude the bone from the transform matrices
  82048. */
  82049. _index: Nullable<number>;
  82050. private _skeleton;
  82051. private _localMatrix;
  82052. private _restPose;
  82053. private _baseMatrix;
  82054. private _absoluteTransform;
  82055. private _invertedAbsoluteTransform;
  82056. private _parent;
  82057. private _scalingDeterminant;
  82058. private _worldTransform;
  82059. private _localScaling;
  82060. private _localRotation;
  82061. private _localPosition;
  82062. private _needToDecompose;
  82063. private _needToCompose;
  82064. /** @hidden */
  82065. _linkedTransformNode: Nullable<TransformNode>;
  82066. /** @hidden */
  82067. _waitingTransformNodeId: Nullable<string>;
  82068. /** @hidden */
  82069. /** @hidden */
  82070. _matrix: Matrix;
  82071. /**
  82072. * Create a new bone
  82073. * @param name defines the bone name
  82074. * @param skeleton defines the parent skeleton
  82075. * @param parentBone defines the parent (can be null if the bone is the root)
  82076. * @param localMatrix defines the local matrix
  82077. * @param restPose defines the rest pose matrix
  82078. * @param baseMatrix defines the base matrix
  82079. * @param index defines index of the bone in the hiearchy
  82080. */
  82081. constructor(
  82082. /**
  82083. * defines the bone name
  82084. */
  82085. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  82086. /**
  82087. * Gets the current object class name.
  82088. * @return the class name
  82089. */
  82090. getClassName(): string;
  82091. /**
  82092. * Gets the parent skeleton
  82093. * @returns a skeleton
  82094. */
  82095. getSkeleton(): Skeleton;
  82096. /**
  82097. * Gets parent bone
  82098. * @returns a bone or null if the bone is the root of the bone hierarchy
  82099. */
  82100. getParent(): Nullable<Bone>;
  82101. /**
  82102. * Returns an array containing the root bones
  82103. * @returns an array containing the root bones
  82104. */
  82105. getChildren(): Array<Bone>;
  82106. /**
  82107. * Gets the node index in matrix array generated for rendering
  82108. * @returns the node index
  82109. */
  82110. getIndex(): number;
  82111. /**
  82112. * Sets the parent bone
  82113. * @param parent defines the parent (can be null if the bone is the root)
  82114. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82115. */
  82116. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  82117. /**
  82118. * Gets the local matrix
  82119. * @returns a matrix
  82120. */
  82121. getLocalMatrix(): Matrix;
  82122. /**
  82123. * Gets the base matrix (initial matrix which remains unchanged)
  82124. * @returns a matrix
  82125. */
  82126. getBaseMatrix(): Matrix;
  82127. /**
  82128. * Gets the rest pose matrix
  82129. * @returns a matrix
  82130. */
  82131. getRestPose(): Matrix;
  82132. /**
  82133. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  82134. */
  82135. getWorldMatrix(): Matrix;
  82136. /**
  82137. * Sets the local matrix to rest pose matrix
  82138. */
  82139. returnToRest(): void;
  82140. /**
  82141. * Gets the inverse of the absolute transform matrix.
  82142. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  82143. * @returns a matrix
  82144. */
  82145. getInvertedAbsoluteTransform(): Matrix;
  82146. /**
  82147. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  82148. * @returns a matrix
  82149. */
  82150. getAbsoluteTransform(): Matrix;
  82151. /**
  82152. * Links with the given transform node.
  82153. * The local matrix of this bone is copied from the transform node every frame.
  82154. * @param transformNode defines the transform node to link to
  82155. */
  82156. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  82157. /**
  82158. * Gets the node used to drive the bone's transformation
  82159. * @returns a transform node or null
  82160. */
  82161. getTransformNode(): Nullable<TransformNode>;
  82162. /** Gets or sets current position (in local space) */
  82163. position: Vector3;
  82164. /** Gets or sets current rotation (in local space) */
  82165. rotation: Vector3;
  82166. /** Gets or sets current rotation quaternion (in local space) */
  82167. rotationQuaternion: Quaternion;
  82168. /** Gets or sets current scaling (in local space) */
  82169. scaling: Vector3;
  82170. /**
  82171. * Gets the animation properties override
  82172. */
  82173. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  82174. private _decompose;
  82175. private _compose;
  82176. /**
  82177. * Update the base and local matrices
  82178. * @param matrix defines the new base or local matrix
  82179. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82180. * @param updateLocalMatrix defines if the local matrix should be updated
  82181. */
  82182. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  82183. /** @hidden */
  82184. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  82185. /**
  82186. * Flag the bone as dirty (Forcing it to update everything)
  82187. */
  82188. markAsDirty(): void;
  82189. /** @hidden */
  82190. _markAsDirtyAndCompose(): void;
  82191. private _markAsDirtyAndDecompose;
  82192. /**
  82193. * Translate the bone in local or world space
  82194. * @param vec The amount to translate the bone
  82195. * @param space The space that the translation is in
  82196. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82197. */
  82198. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82199. /**
  82200. * Set the postion of the bone in local or world space
  82201. * @param position The position to set the bone
  82202. * @param space The space that the position is in
  82203. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82204. */
  82205. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82206. /**
  82207. * Set the absolute position of the bone (world space)
  82208. * @param position The position to set the bone
  82209. * @param mesh The mesh that this bone is attached to
  82210. */
  82211. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82212. /**
  82213. * Scale the bone on the x, y and z axes (in local space)
  82214. * @param x The amount to scale the bone on the x axis
  82215. * @param y The amount to scale the bone on the y axis
  82216. * @param z The amount to scale the bone on the z axis
  82217. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82218. */
  82219. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82220. /**
  82221. * Set the bone scaling in local space
  82222. * @param scale defines the scaling vector
  82223. */
  82224. setScale(scale: Vector3): void;
  82225. /**
  82226. * Gets the current scaling in local space
  82227. * @returns the current scaling vector
  82228. */
  82229. getScale(): Vector3;
  82230. /**
  82231. * Gets the current scaling in local space and stores it in a target vector
  82232. * @param result defines the target vector
  82233. */
  82234. getScaleToRef(result: Vector3): void;
  82235. /**
  82236. * Set the yaw, pitch, and roll of the bone in local or world space
  82237. * @param yaw The rotation of the bone on the y axis
  82238. * @param pitch The rotation of the bone on the x axis
  82239. * @param roll The rotation of the bone on the z axis
  82240. * @param space The space that the axes of rotation are in
  82241. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82242. */
  82243. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82244. /**
  82245. * Add a rotation to the bone on an axis in local or world space
  82246. * @param axis The axis to rotate the bone on
  82247. * @param amount The amount to rotate the bone
  82248. * @param space The space that the axis is in
  82249. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82250. */
  82251. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82252. /**
  82253. * Set the rotation of the bone to a particular axis angle in local or world space
  82254. * @param axis The axis to rotate the bone on
  82255. * @param angle The angle that the bone should be rotated to
  82256. * @param space The space that the axis is in
  82257. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82258. */
  82259. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82260. /**
  82261. * Set the euler rotation of the bone in local of world space
  82262. * @param rotation The euler rotation that the bone should be set to
  82263. * @param space The space that the rotation is in
  82264. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82265. */
  82266. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82267. /**
  82268. * Set the quaternion rotation of the bone in local of world space
  82269. * @param quat The quaternion rotation that the bone should be set to
  82270. * @param space The space that the rotation is in
  82271. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82272. */
  82273. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82274. /**
  82275. * Set the rotation matrix of the bone in local of world space
  82276. * @param rotMat The rotation matrix that the bone should be set to
  82277. * @param space The space that the rotation is in
  82278. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82279. */
  82280. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82281. private _rotateWithMatrix;
  82282. private _getNegativeRotationToRef;
  82283. /**
  82284. * Get the position of the bone in local or world space
  82285. * @param space The space that the returned position is in
  82286. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82287. * @returns The position of the bone
  82288. */
  82289. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82290. /**
  82291. * Copy the position of the bone to a vector3 in local or world space
  82292. * @param space The space that the returned position is in
  82293. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82294. * @param result The vector3 to copy the position to
  82295. */
  82296. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82297. /**
  82298. * Get the absolute position of the bone (world space)
  82299. * @param mesh The mesh that this bone is attached to
  82300. * @returns The absolute position of the bone
  82301. */
  82302. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82303. /**
  82304. * Copy the absolute position of the bone (world space) to the result param
  82305. * @param mesh The mesh that this bone is attached to
  82306. * @param result The vector3 to copy the absolute position to
  82307. */
  82308. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82309. /**
  82310. * Compute the absolute transforms of this bone and its children
  82311. */
  82312. computeAbsoluteTransforms(): void;
  82313. /**
  82314. * Get the world direction from an axis that is in the local space of the bone
  82315. * @param localAxis The local direction that is used to compute the world direction
  82316. * @param mesh The mesh that this bone is attached to
  82317. * @returns The world direction
  82318. */
  82319. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82320. /**
  82321. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82322. * @param localAxis The local direction that is used to compute the world direction
  82323. * @param mesh The mesh that this bone is attached to
  82324. * @param result The vector3 that the world direction will be copied to
  82325. */
  82326. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82327. /**
  82328. * Get the euler rotation of the bone in local or world space
  82329. * @param space The space that the rotation should be in
  82330. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82331. * @returns The euler rotation
  82332. */
  82333. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82334. /**
  82335. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82336. * @param space The space that the rotation should be in
  82337. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82338. * @param result The vector3 that the rotation should be copied to
  82339. */
  82340. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82341. /**
  82342. * Get the quaternion rotation of the bone in either local or world space
  82343. * @param space The space that the rotation should be in
  82344. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82345. * @returns The quaternion rotation
  82346. */
  82347. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82348. /**
  82349. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82350. * @param space The space that the rotation should be in
  82351. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82352. * @param result The quaternion that the rotation should be copied to
  82353. */
  82354. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82355. /**
  82356. * Get the rotation matrix of the bone in local or world space
  82357. * @param space The space that the rotation should be in
  82358. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82359. * @returns The rotation matrix
  82360. */
  82361. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82362. /**
  82363. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82364. * @param space The space that the rotation should be in
  82365. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82366. * @param result The quaternion that the rotation should be copied to
  82367. */
  82368. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82369. /**
  82370. * Get the world position of a point that is in the local space of the bone
  82371. * @param position The local position
  82372. * @param mesh The mesh that this bone is attached to
  82373. * @returns The world position
  82374. */
  82375. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82376. /**
  82377. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82378. * @param position The local position
  82379. * @param mesh The mesh that this bone is attached to
  82380. * @param result The vector3 that the world position should be copied to
  82381. */
  82382. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82383. /**
  82384. * Get the local position of a point that is in world space
  82385. * @param position The world position
  82386. * @param mesh The mesh that this bone is attached to
  82387. * @returns The local position
  82388. */
  82389. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82390. /**
  82391. * Get the local position of a point that is in world space and copy it to the result param
  82392. * @param position The world position
  82393. * @param mesh The mesh that this bone is attached to
  82394. * @param result The vector3 that the local position should be copied to
  82395. */
  82396. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82397. }
  82398. }
  82399. declare module BABYLON {
  82400. /**
  82401. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  82402. * @see https://doc.babylonjs.com/how_to/transformnode
  82403. */
  82404. export class TransformNode extends Node {
  82405. /**
  82406. * Object will not rotate to face the camera
  82407. */
  82408. static BILLBOARDMODE_NONE: number;
  82409. /**
  82410. * Object will rotate to face the camera but only on the x axis
  82411. */
  82412. static BILLBOARDMODE_X: number;
  82413. /**
  82414. * Object will rotate to face the camera but only on the y axis
  82415. */
  82416. static BILLBOARDMODE_Y: number;
  82417. /**
  82418. * Object will rotate to face the camera but only on the z axis
  82419. */
  82420. static BILLBOARDMODE_Z: number;
  82421. /**
  82422. * Object will rotate to face the camera
  82423. */
  82424. static BILLBOARDMODE_ALL: number;
  82425. /**
  82426. * Object will rotate to face the camera's position instead of orientation
  82427. */
  82428. static BILLBOARDMODE_USE_POSITION: number;
  82429. private _forward;
  82430. private _forwardInverted;
  82431. private _up;
  82432. private _right;
  82433. private _rightInverted;
  82434. private _position;
  82435. private _rotation;
  82436. private _rotationQuaternion;
  82437. protected _scaling: Vector3;
  82438. protected _isDirty: boolean;
  82439. private _transformToBoneReferal;
  82440. private _isAbsoluteSynced;
  82441. private _billboardMode;
  82442. /**
  82443. * Gets or sets the billboard mode. Default is 0.
  82444. *
  82445. * | Value | Type | Description |
  82446. * | --- | --- | --- |
  82447. * | 0 | BILLBOARDMODE_NONE | |
  82448. * | 1 | BILLBOARDMODE_X | |
  82449. * | 2 | BILLBOARDMODE_Y | |
  82450. * | 4 | BILLBOARDMODE_Z | |
  82451. * | 7 | BILLBOARDMODE_ALL | |
  82452. *
  82453. */
  82454. billboardMode: number;
  82455. private _preserveParentRotationForBillboard;
  82456. /**
  82457. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82458. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82459. */
  82460. preserveParentRotationForBillboard: boolean;
  82461. /**
  82462. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  82463. */
  82464. scalingDeterminant: number;
  82465. private _infiniteDistance;
  82466. /**
  82467. * Gets or sets the distance of the object to max, often used by skybox
  82468. */
  82469. infiniteDistance: boolean;
  82470. /**
  82471. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82472. * By default the system will update normals to compensate
  82473. */
  82474. ignoreNonUniformScaling: boolean;
  82475. /**
  82476. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  82477. */
  82478. reIntegrateRotationIntoRotationQuaternion: boolean;
  82479. /** @hidden */
  82480. _poseMatrix: Nullable<Matrix>;
  82481. /** @hidden */
  82482. _localMatrix: Matrix;
  82483. private _usePivotMatrix;
  82484. private _absolutePosition;
  82485. private _absoluteScaling;
  82486. private _absoluteRotationQuaternion;
  82487. private _pivotMatrix;
  82488. private _pivotMatrixInverse;
  82489. protected _postMultiplyPivotMatrix: boolean;
  82490. protected _isWorldMatrixFrozen: boolean;
  82491. /** @hidden */
  82492. _indexInSceneTransformNodesArray: number;
  82493. /**
  82494. * An event triggered after the world matrix is updated
  82495. */
  82496. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82497. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82498. /**
  82499. * Gets a string identifying the name of the class
  82500. * @returns "TransformNode" string
  82501. */
  82502. getClassName(): string;
  82503. /**
  82504. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82505. */
  82506. position: Vector3;
  82507. /**
  82508. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  82509. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82510. */
  82511. rotation: Vector3;
  82512. /**
  82513. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  82514. */
  82515. scaling: Vector3;
  82516. /**
  82517. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  82518. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82519. */
  82520. rotationQuaternion: Nullable<Quaternion>;
  82521. /**
  82522. * The forward direction of that transform in world space.
  82523. */
  82524. readonly forward: Vector3;
  82525. /**
  82526. * The up direction of that transform in world space.
  82527. */
  82528. readonly up: Vector3;
  82529. /**
  82530. * The right direction of that transform in world space.
  82531. */
  82532. readonly right: Vector3;
  82533. /**
  82534. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82535. * @param matrix the matrix to copy the pose from
  82536. * @returns this TransformNode.
  82537. */
  82538. updatePoseMatrix(matrix: Matrix): TransformNode;
  82539. /**
  82540. * Returns the mesh Pose matrix.
  82541. * @returns the pose matrix
  82542. */
  82543. getPoseMatrix(): Matrix;
  82544. /** @hidden */
  82545. _isSynchronized(): boolean;
  82546. /** @hidden */
  82547. _initCache(): void;
  82548. /**
  82549. * Flag the transform node as dirty (Forcing it to update everything)
  82550. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82551. * @returns this transform node
  82552. */
  82553. markAsDirty(property: string): TransformNode;
  82554. /**
  82555. * Returns the current mesh absolute position.
  82556. * Returns a Vector3.
  82557. */
  82558. readonly absolutePosition: Vector3;
  82559. /**
  82560. * Returns the current mesh absolute scaling.
  82561. * Returns a Vector3.
  82562. */
  82563. readonly absoluteScaling: Vector3;
  82564. /**
  82565. * Returns the current mesh absolute rotation.
  82566. * Returns a Quaternion.
  82567. */
  82568. readonly absoluteRotationQuaternion: Quaternion;
  82569. /**
  82570. * Sets a new matrix to apply before all other transformation
  82571. * @param matrix defines the transform matrix
  82572. * @returns the current TransformNode
  82573. */
  82574. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82575. /**
  82576. * Sets a new pivot matrix to the current node
  82577. * @param matrix defines the new pivot matrix to use
  82578. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  82579. * @returns the current TransformNode
  82580. */
  82581. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82582. /**
  82583. * Returns the mesh pivot matrix.
  82584. * Default : Identity.
  82585. * @returns the matrix
  82586. */
  82587. getPivotMatrix(): Matrix;
  82588. /**
  82589. * Instantiate (when possible) or clone that node with its hierarchy
  82590. * @param newParent defines the new parent to use for the instance (or clone)
  82591. * @param options defines options to configure how copy is done
  82592. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82593. * @returns an instance (or a clone) of the current node with its hiearchy
  82594. */
  82595. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82596. doNotInstantiate: boolean;
  82597. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82598. /**
  82599. * Prevents the World matrix to be computed any longer
  82600. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82601. * @returns the TransformNode.
  82602. */
  82603. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82604. /**
  82605. * Allows back the World matrix computation.
  82606. * @returns the TransformNode.
  82607. */
  82608. unfreezeWorldMatrix(): this;
  82609. /**
  82610. * True if the World matrix has been frozen.
  82611. */
  82612. readonly isWorldMatrixFrozen: boolean;
  82613. /**
  82614. * Retuns the mesh absolute position in the World.
  82615. * @returns a Vector3.
  82616. */
  82617. getAbsolutePosition(): Vector3;
  82618. /**
  82619. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82620. * @param absolutePosition the absolute position to set
  82621. * @returns the TransformNode.
  82622. */
  82623. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82624. /**
  82625. * Sets the mesh position in its local space.
  82626. * @param vector3 the position to set in localspace
  82627. * @returns the TransformNode.
  82628. */
  82629. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82630. /**
  82631. * Returns the mesh position in the local space from the current World matrix values.
  82632. * @returns a new Vector3.
  82633. */
  82634. getPositionExpressedInLocalSpace(): Vector3;
  82635. /**
  82636. * Translates the mesh along the passed Vector3 in its local space.
  82637. * @param vector3 the distance to translate in localspace
  82638. * @returns the TransformNode.
  82639. */
  82640. locallyTranslate(vector3: Vector3): TransformNode;
  82641. private static _lookAtVectorCache;
  82642. /**
  82643. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82644. * @param targetPoint the position (must be in same space as current mesh) to look at
  82645. * @param yawCor optional yaw (y-axis) correction in radians
  82646. * @param pitchCor optional pitch (x-axis) correction in radians
  82647. * @param rollCor optional roll (z-axis) correction in radians
  82648. * @param space the choosen space of the target
  82649. * @returns the TransformNode.
  82650. */
  82651. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82652. /**
  82653. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82654. * This Vector3 is expressed in the World space.
  82655. * @param localAxis axis to rotate
  82656. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82657. */
  82658. getDirection(localAxis: Vector3): Vector3;
  82659. /**
  82660. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82661. * localAxis is expressed in the mesh local space.
  82662. * result is computed in the Wordl space from the mesh World matrix.
  82663. * @param localAxis axis to rotate
  82664. * @param result the resulting transformnode
  82665. * @returns this TransformNode.
  82666. */
  82667. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82668. /**
  82669. * Sets this transform node rotation to the given local axis.
  82670. * @param localAxis the axis in local space
  82671. * @param yawCor optional yaw (y-axis) correction in radians
  82672. * @param pitchCor optional pitch (x-axis) correction in radians
  82673. * @param rollCor optional roll (z-axis) correction in radians
  82674. * @returns this TransformNode
  82675. */
  82676. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82677. /**
  82678. * Sets a new pivot point to the current node
  82679. * @param point defines the new pivot point to use
  82680. * @param space defines if the point is in world or local space (local by default)
  82681. * @returns the current TransformNode
  82682. */
  82683. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82684. /**
  82685. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82686. * @returns the pivot point
  82687. */
  82688. getPivotPoint(): Vector3;
  82689. /**
  82690. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82691. * @param result the vector3 to store the result
  82692. * @returns this TransformNode.
  82693. */
  82694. getPivotPointToRef(result: Vector3): TransformNode;
  82695. /**
  82696. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82697. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82698. */
  82699. getAbsolutePivotPoint(): Vector3;
  82700. /**
  82701. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82702. * @param result vector3 to store the result
  82703. * @returns this TransformNode.
  82704. */
  82705. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82706. /**
  82707. * Defines the passed node as the parent of the current node.
  82708. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82709. * @see https://doc.babylonjs.com/how_to/parenting
  82710. * @param node the node ot set as the parent
  82711. * @returns this TransformNode.
  82712. */
  82713. setParent(node: Nullable<Node>): TransformNode;
  82714. private _nonUniformScaling;
  82715. /**
  82716. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82717. */
  82718. readonly nonUniformScaling: boolean;
  82719. /** @hidden */
  82720. _updateNonUniformScalingState(value: boolean): boolean;
  82721. /**
  82722. * Attach the current TransformNode to another TransformNode associated with a bone
  82723. * @param bone Bone affecting the TransformNode
  82724. * @param affectedTransformNode TransformNode associated with the bone
  82725. * @returns this object
  82726. */
  82727. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82728. /**
  82729. * Detach the transform node if its associated with a bone
  82730. * @returns this object
  82731. */
  82732. detachFromBone(): TransformNode;
  82733. private static _rotationAxisCache;
  82734. /**
  82735. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82736. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82737. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82738. * The passed axis is also normalized.
  82739. * @param axis the axis to rotate around
  82740. * @param amount the amount to rotate in radians
  82741. * @param space Space to rotate in (Default: local)
  82742. * @returns the TransformNode.
  82743. */
  82744. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82745. /**
  82746. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82747. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82748. * The passed axis is also normalized. .
  82749. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82750. * @param point the point to rotate around
  82751. * @param axis the axis to rotate around
  82752. * @param amount the amount to rotate in radians
  82753. * @returns the TransformNode
  82754. */
  82755. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82756. /**
  82757. * Translates the mesh along the axis vector for the passed distance in the given space.
  82758. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82759. * @param axis the axis to translate in
  82760. * @param distance the distance to translate
  82761. * @param space Space to rotate in (Default: local)
  82762. * @returns the TransformNode.
  82763. */
  82764. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82765. /**
  82766. * Adds a rotation step to the mesh current rotation.
  82767. * x, y, z are Euler angles expressed in radians.
  82768. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82769. * This means this rotation is made in the mesh local space only.
  82770. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82771. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82772. * ```javascript
  82773. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82774. * ```
  82775. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82776. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  82777. * @param x Rotation to add
  82778. * @param y Rotation to add
  82779. * @param z Rotation to add
  82780. * @returns the TransformNode.
  82781. */
  82782. addRotation(x: number, y: number, z: number): TransformNode;
  82783. /**
  82784. * @hidden
  82785. */
  82786. protected _getEffectiveParent(): Nullable<Node>;
  82787. /**
  82788. * Computes the world matrix of the node
  82789. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82790. * @returns the world matrix
  82791. */
  82792. computeWorldMatrix(force?: boolean): Matrix;
  82793. protected _afterComputeWorldMatrix(): void;
  82794. /**
  82795. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82796. * @param func callback function to add
  82797. *
  82798. * @returns the TransformNode.
  82799. */
  82800. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82801. /**
  82802. * Removes a registered callback function.
  82803. * @param func callback function to remove
  82804. * @returns the TransformNode.
  82805. */
  82806. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82807. /**
  82808. * Gets the position of the current mesh in camera space
  82809. * @param camera defines the camera to use
  82810. * @returns a position
  82811. */
  82812. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82813. /**
  82814. * Returns the distance from the mesh to the active camera
  82815. * @param camera defines the camera to use
  82816. * @returns the distance
  82817. */
  82818. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82819. /**
  82820. * Clone the current transform node
  82821. * @param name Name of the new clone
  82822. * @param newParent New parent for the clone
  82823. * @param doNotCloneChildren Do not clone children hierarchy
  82824. * @returns the new transform node
  82825. */
  82826. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82827. /**
  82828. * Serializes the objects information.
  82829. * @param currentSerializationObject defines the object to serialize in
  82830. * @returns the serialized object
  82831. */
  82832. serialize(currentSerializationObject?: any): any;
  82833. /**
  82834. * Returns a new TransformNode object parsed from the source provided.
  82835. * @param parsedTransformNode is the source.
  82836. * @param scene the scne the object belongs to
  82837. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82838. * @returns a new TransformNode object parsed from the source provided.
  82839. */
  82840. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82841. /**
  82842. * Get all child-transformNodes of this node
  82843. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  82844. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  82845. * @returns an array of TransformNode
  82846. */
  82847. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82848. /**
  82849. * Releases resources associated with this transform node.
  82850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82852. */
  82853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82854. /**
  82855. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82856. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82857. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82858. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82859. * @returns the current mesh
  82860. */
  82861. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82862. private _syncAbsoluteScalingAndRotation;
  82863. }
  82864. }
  82865. declare module BABYLON {
  82866. /**
  82867. * Defines the types of pose enabled controllers that are supported
  82868. */
  82869. export enum PoseEnabledControllerType {
  82870. /**
  82871. * HTC Vive
  82872. */
  82873. VIVE = 0,
  82874. /**
  82875. * Oculus Rift
  82876. */
  82877. OCULUS = 1,
  82878. /**
  82879. * Windows mixed reality
  82880. */
  82881. WINDOWS = 2,
  82882. /**
  82883. * Samsung gear VR
  82884. */
  82885. GEAR_VR = 3,
  82886. /**
  82887. * Google Daydream
  82888. */
  82889. DAYDREAM = 4,
  82890. /**
  82891. * Generic
  82892. */
  82893. GENERIC = 5
  82894. }
  82895. /**
  82896. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82897. */
  82898. export interface MutableGamepadButton {
  82899. /**
  82900. * Value of the button/trigger
  82901. */
  82902. value: number;
  82903. /**
  82904. * If the button/trigger is currently touched
  82905. */
  82906. touched: boolean;
  82907. /**
  82908. * If the button/trigger is currently pressed
  82909. */
  82910. pressed: boolean;
  82911. }
  82912. /**
  82913. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82914. * @hidden
  82915. */
  82916. export interface ExtendedGamepadButton extends GamepadButton {
  82917. /**
  82918. * If the button/trigger is currently pressed
  82919. */
  82920. readonly pressed: boolean;
  82921. /**
  82922. * If the button/trigger is currently touched
  82923. */
  82924. readonly touched: boolean;
  82925. /**
  82926. * Value of the button/trigger
  82927. */
  82928. readonly value: number;
  82929. }
  82930. /** @hidden */
  82931. export interface _GamePadFactory {
  82932. /**
  82933. * Returns wether or not the current gamepad can be created for this type of controller.
  82934. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82935. * @returns true if it can be created, otherwise false
  82936. */
  82937. canCreate(gamepadInfo: any): boolean;
  82938. /**
  82939. * Creates a new instance of the Gamepad.
  82940. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82941. * @returns the new gamepad instance
  82942. */
  82943. create(gamepadInfo: any): Gamepad;
  82944. }
  82945. /**
  82946. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82947. */
  82948. export class PoseEnabledControllerHelper {
  82949. /** @hidden */
  82950. static _ControllerFactories: _GamePadFactory[];
  82951. /** @hidden */
  82952. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82953. /**
  82954. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82955. * @param vrGamepad the gamepad to initialized
  82956. * @returns a vr controller of the type the gamepad identified as
  82957. */
  82958. static InitiateController(vrGamepad: any): Gamepad;
  82959. }
  82960. /**
  82961. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82962. */
  82963. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82964. /**
  82965. * If the controller is used in a webXR session
  82966. */
  82967. isXR: boolean;
  82968. private _deviceRoomPosition;
  82969. private _deviceRoomRotationQuaternion;
  82970. /**
  82971. * The device position in babylon space
  82972. */
  82973. devicePosition: Vector3;
  82974. /**
  82975. * The device rotation in babylon space
  82976. */
  82977. deviceRotationQuaternion: Quaternion;
  82978. /**
  82979. * The scale factor of the device in babylon space
  82980. */
  82981. deviceScaleFactor: number;
  82982. /**
  82983. * (Likely devicePosition should be used instead) The device position in its room space
  82984. */
  82985. position: Vector3;
  82986. /**
  82987. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82988. */
  82989. rotationQuaternion: Quaternion;
  82990. /**
  82991. * The type of controller (Eg. Windows mixed reality)
  82992. */
  82993. controllerType: PoseEnabledControllerType;
  82994. protected _calculatedPosition: Vector3;
  82995. private _calculatedRotation;
  82996. /**
  82997. * The raw pose from the device
  82998. */
  82999. rawPose: DevicePose;
  83000. private _trackPosition;
  83001. private _maxRotationDistFromHeadset;
  83002. private _draggedRoomRotation;
  83003. /**
  83004. * @hidden
  83005. */
  83006. _disableTrackPosition(fixedPosition: Vector3): void;
  83007. /**
  83008. * Internal, the mesh attached to the controller
  83009. * @hidden
  83010. */
  83011. _mesh: Nullable<AbstractMesh>;
  83012. private _poseControlledCamera;
  83013. private _leftHandSystemQuaternion;
  83014. /**
  83015. * Internal, matrix used to convert room space to babylon space
  83016. * @hidden
  83017. */
  83018. _deviceToWorld: Matrix;
  83019. /**
  83020. * Node to be used when casting a ray from the controller
  83021. * @hidden
  83022. */
  83023. _pointingPoseNode: Nullable<TransformNode>;
  83024. /**
  83025. * Name of the child mesh that can be used to cast a ray from the controller
  83026. */
  83027. static readonly POINTING_POSE: string;
  83028. /**
  83029. * Creates a new PoseEnabledController from a gamepad
  83030. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83031. */
  83032. constructor(browserGamepad: any);
  83033. private _workingMatrix;
  83034. /**
  83035. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83036. */
  83037. update(): void;
  83038. /**
  83039. * Updates only the pose device and mesh without doing any button event checking
  83040. */
  83041. protected _updatePoseAndMesh(): void;
  83042. /**
  83043. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83044. * @param poseData raw pose fromthe device
  83045. */
  83046. updateFromDevice(poseData: DevicePose): void;
  83047. /**
  83048. * @hidden
  83049. */
  83050. _meshAttachedObservable: Observable<AbstractMesh>;
  83051. /**
  83052. * Attaches a mesh to the controller
  83053. * @param mesh the mesh to be attached
  83054. */
  83055. attachToMesh(mesh: AbstractMesh): void;
  83056. /**
  83057. * Attaches the controllers mesh to a camera
  83058. * @param camera the camera the mesh should be attached to
  83059. */
  83060. attachToPoseControlledCamera(camera: TargetCamera): void;
  83061. /**
  83062. * Disposes of the controller
  83063. */
  83064. dispose(): void;
  83065. /**
  83066. * The mesh that is attached to the controller
  83067. */
  83068. readonly mesh: Nullable<AbstractMesh>;
  83069. /**
  83070. * Gets the ray of the controller in the direction the controller is pointing
  83071. * @param length the length the resulting ray should be
  83072. * @returns a ray in the direction the controller is pointing
  83073. */
  83074. getForwardRay(length?: number): Ray;
  83075. }
  83076. }
  83077. declare module BABYLON {
  83078. /**
  83079. * Defines the WebVRController object that represents controllers tracked in 3D space
  83080. */
  83081. export abstract class WebVRController extends PoseEnabledController {
  83082. /**
  83083. * Internal, the default controller model for the controller
  83084. */
  83085. protected _defaultModel: Nullable<AbstractMesh>;
  83086. /**
  83087. * Fired when the trigger state has changed
  83088. */
  83089. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  83090. /**
  83091. * Fired when the main button state has changed
  83092. */
  83093. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83094. /**
  83095. * Fired when the secondary button state has changed
  83096. */
  83097. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83098. /**
  83099. * Fired when the pad state has changed
  83100. */
  83101. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  83102. /**
  83103. * Fired when controllers stick values have changed
  83104. */
  83105. onPadValuesChangedObservable: Observable<StickValues>;
  83106. /**
  83107. * Array of button availible on the controller
  83108. */
  83109. protected _buttons: Array<MutableGamepadButton>;
  83110. private _onButtonStateChange;
  83111. /**
  83112. * Fired when a controller button's state has changed
  83113. * @param callback the callback containing the button that was modified
  83114. */
  83115. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  83116. /**
  83117. * X and Y axis corresponding to the controllers joystick
  83118. */
  83119. pad: StickValues;
  83120. /**
  83121. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  83122. */
  83123. hand: string;
  83124. /**
  83125. * The default controller model for the controller
  83126. */
  83127. readonly defaultModel: Nullable<AbstractMesh>;
  83128. /**
  83129. * Creates a new WebVRController from a gamepad
  83130. * @param vrGamepad the gamepad that the WebVRController should be created from
  83131. */
  83132. constructor(vrGamepad: any);
  83133. /**
  83134. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83135. */
  83136. update(): void;
  83137. /**
  83138. * Function to be called when a button is modified
  83139. */
  83140. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  83141. /**
  83142. * Loads a mesh and attaches it to the controller
  83143. * @param scene the scene the mesh should be added to
  83144. * @param meshLoaded callback for when the mesh has been loaded
  83145. */
  83146. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  83147. private _setButtonValue;
  83148. private _changes;
  83149. private _checkChanges;
  83150. /**
  83151. * Disposes of th webVRCOntroller
  83152. */
  83153. dispose(): void;
  83154. }
  83155. }
  83156. declare module BABYLON {
  83157. /**
  83158. * The HemisphericLight simulates the ambient environment light,
  83159. * so the passed direction is the light reflection direction, not the incoming direction.
  83160. */
  83161. export class HemisphericLight extends Light {
  83162. /**
  83163. * The groundColor is the light in the opposite direction to the one specified during creation.
  83164. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  83165. */
  83166. groundColor: Color3;
  83167. /**
  83168. * The light reflection direction, not the incoming direction.
  83169. */
  83170. direction: Vector3;
  83171. /**
  83172. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  83173. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  83174. * The HemisphericLight can't cast shadows.
  83175. * Documentation : https://doc.babylonjs.com/babylon101/lights
  83176. * @param name The friendly name of the light
  83177. * @param direction The direction of the light reflection
  83178. * @param scene The scene the light belongs to
  83179. */
  83180. constructor(name: string, direction: Vector3, scene: Scene);
  83181. protected _buildUniformLayout(): void;
  83182. /**
  83183. * Returns the string "HemisphericLight".
  83184. * @return The class name
  83185. */
  83186. getClassName(): string;
  83187. /**
  83188. * Sets the HemisphericLight direction towards the passed target (Vector3).
  83189. * Returns the updated direction.
  83190. * @param target The target the direction should point to
  83191. * @return The computed direction
  83192. */
  83193. setDirectionToTarget(target: Vector3): Vector3;
  83194. /**
  83195. * Returns the shadow generator associated to the light.
  83196. * @returns Always null for hemispheric lights because it does not support shadows.
  83197. */
  83198. getShadowGenerator(): Nullable<IShadowGenerator>;
  83199. /**
  83200. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  83201. * @param effect The effect to update
  83202. * @param lightIndex The index of the light in the effect to update
  83203. * @returns The hemispheric light
  83204. */
  83205. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  83206. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  83207. /**
  83208. * Computes the world matrix of the node
  83209. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83210. * @param useWasUpdatedFlag defines a reserved property
  83211. * @returns the world matrix
  83212. */
  83213. computeWorldMatrix(): Matrix;
  83214. /**
  83215. * Returns the integer 3.
  83216. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83217. */
  83218. getTypeID(): number;
  83219. /**
  83220. * Prepares the list of defines specific to the light type.
  83221. * @param defines the list of defines
  83222. * @param lightIndex defines the index of the light for the effect
  83223. */
  83224. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83225. }
  83226. }
  83227. declare module BABYLON {
  83228. /** @hidden */
  83229. export var vrMultiviewToSingleviewPixelShader: {
  83230. name: string;
  83231. shader: string;
  83232. };
  83233. }
  83234. declare module BABYLON {
  83235. /**
  83236. * Renders to multiple views with a single draw call
  83237. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83238. */
  83239. export class MultiviewRenderTarget extends RenderTargetTexture {
  83240. /**
  83241. * Creates a multiview render target
  83242. * @param scene scene used with the render target
  83243. * @param size the size of the render target (used for each view)
  83244. */
  83245. constructor(scene: Scene, size?: number | {
  83246. width: number;
  83247. height: number;
  83248. } | {
  83249. ratio: number;
  83250. });
  83251. /**
  83252. * @hidden
  83253. * @param faceIndex the face index, if its a cube texture
  83254. */
  83255. _bindFrameBuffer(faceIndex?: number): void;
  83256. /**
  83257. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83258. * @returns the view count
  83259. */
  83260. getViewCount(): number;
  83261. }
  83262. }
  83263. declare module BABYLON {
  83264. /**
  83265. * Represents a camera frustum
  83266. */
  83267. export class Frustum {
  83268. /**
  83269. * Gets the planes representing the frustum
  83270. * @param transform matrix to be applied to the returned planes
  83271. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83272. */
  83273. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83274. /**
  83275. * Gets the near frustum plane transformed by the transform matrix
  83276. * @param transform transformation matrix to be applied to the resulting frustum plane
  83277. * @param frustumPlane the resuling frustum plane
  83278. */
  83279. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83280. /**
  83281. * Gets the far frustum plane transformed by the transform matrix
  83282. * @param transform transformation matrix to be applied to the resulting frustum plane
  83283. * @param frustumPlane the resuling frustum plane
  83284. */
  83285. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83286. /**
  83287. * Gets the left frustum plane transformed by the transform matrix
  83288. * @param transform transformation matrix to be applied to the resulting frustum plane
  83289. * @param frustumPlane the resuling frustum plane
  83290. */
  83291. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83292. /**
  83293. * Gets the right frustum plane transformed by the transform matrix
  83294. * @param transform transformation matrix to be applied to the resulting frustum plane
  83295. * @param frustumPlane the resuling frustum plane
  83296. */
  83297. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83298. /**
  83299. * Gets the top frustum plane transformed by the transform matrix
  83300. * @param transform transformation matrix to be applied to the resulting frustum plane
  83301. * @param frustumPlane the resuling frustum plane
  83302. */
  83303. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83304. /**
  83305. * Gets the bottom frustum plane transformed by the transform matrix
  83306. * @param transform transformation matrix to be applied to the resulting frustum plane
  83307. * @param frustumPlane the resuling frustum plane
  83308. */
  83309. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83310. /**
  83311. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83312. * @param transform transformation matrix to be applied to the resulting frustum planes
  83313. * @param frustumPlanes the resuling frustum planes
  83314. */
  83315. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83316. }
  83317. }
  83318. declare module BABYLON {
  83319. interface Engine {
  83320. /**
  83321. * Creates a new multiview render target
  83322. * @param width defines the width of the texture
  83323. * @param height defines the height of the texture
  83324. * @returns the created multiview texture
  83325. */
  83326. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83327. /**
  83328. * Binds a multiview framebuffer to be drawn to
  83329. * @param multiviewTexture texture to bind
  83330. */
  83331. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83332. }
  83333. interface Camera {
  83334. /**
  83335. * @hidden
  83336. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  83337. */
  83338. _useMultiviewToSingleView: boolean;
  83339. /**
  83340. * @hidden
  83341. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  83342. */
  83343. _multiviewTexture: Nullable<RenderTargetTexture>;
  83344. /**
  83345. * @hidden
  83346. * ensures the multiview texture of the camera exists and has the specified width/height
  83347. * @param width height to set on the multiview texture
  83348. * @param height width to set on the multiview texture
  83349. */
  83350. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83351. }
  83352. interface Scene {
  83353. /** @hidden */
  83354. _transformMatrixR: Matrix;
  83355. /** @hidden */
  83356. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83357. /** @hidden */
  83358. _createMultiviewUbo(): void;
  83359. /** @hidden */
  83360. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83361. /** @hidden */
  83362. _renderMultiviewToSingleView(camera: Camera): void;
  83363. }
  83364. }
  83365. declare module BABYLON {
  83366. /**
  83367. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83368. * This will not be used for webXR as it supports displaying texture arrays directly
  83369. */
  83370. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83371. /**
  83372. * Initializes a VRMultiviewToSingleview
  83373. * @param name name of the post process
  83374. * @param camera camera to be applied to
  83375. * @param scaleFactor scaling factor to the size of the output texture
  83376. */
  83377. constructor(name: string, camera: Camera, scaleFactor: number);
  83378. }
  83379. }
  83380. declare module BABYLON {
  83381. /**
  83382. * Interface used to define additional presentation attributes
  83383. */
  83384. export interface IVRPresentationAttributes {
  83385. /**
  83386. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83387. */
  83388. highRefreshRate: boolean;
  83389. /**
  83390. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83391. */
  83392. foveationLevel: number;
  83393. }
  83394. interface Engine {
  83395. /** @hidden */
  83396. _vrDisplay: any;
  83397. /** @hidden */
  83398. _vrSupported: boolean;
  83399. /** @hidden */
  83400. _oldSize: Size;
  83401. /** @hidden */
  83402. _oldHardwareScaleFactor: number;
  83403. /** @hidden */
  83404. _vrExclusivePointerMode: boolean;
  83405. /** @hidden */
  83406. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83407. /** @hidden */
  83408. _onVRDisplayPointerRestricted: () => void;
  83409. /** @hidden */
  83410. _onVRDisplayPointerUnrestricted: () => void;
  83411. /** @hidden */
  83412. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83413. /** @hidden */
  83414. _onVrDisplayDisconnect: Nullable<() => void>;
  83415. /** @hidden */
  83416. _onVrDisplayPresentChange: Nullable<() => void>;
  83417. /**
  83418. * Observable signaled when VR display mode changes
  83419. */
  83420. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83421. /**
  83422. * Observable signaled when VR request present is complete
  83423. */
  83424. onVRRequestPresentComplete: Observable<boolean>;
  83425. /**
  83426. * Observable signaled when VR request present starts
  83427. */
  83428. onVRRequestPresentStart: Observable<Engine>;
  83429. /**
  83430. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83431. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83432. */
  83433. isInVRExclusivePointerMode: boolean;
  83434. /**
  83435. * Gets a boolean indicating if a webVR device was detected
  83436. * @returns true if a webVR device was detected
  83437. */
  83438. isVRDevicePresent(): boolean;
  83439. /**
  83440. * Gets the current webVR device
  83441. * @returns the current webVR device (or null)
  83442. */
  83443. getVRDevice(): any;
  83444. /**
  83445. * Initializes a webVR display and starts listening to display change events
  83446. * The onVRDisplayChangedObservable will be notified upon these changes
  83447. * @returns A promise containing a VRDisplay and if vr is supported
  83448. */
  83449. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83450. /** @hidden */
  83451. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83452. /**
  83453. * Gets or sets the presentation attributes used to configure VR rendering
  83454. */
  83455. vrPresentationAttributes?: IVRPresentationAttributes;
  83456. /**
  83457. * Call this function to switch to webVR mode
  83458. * Will do nothing if webVR is not supported or if there is no webVR device
  83459. * @param options the webvr options provided to the camera. mainly used for multiview
  83460. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83461. */
  83462. enableVR(options: WebVROptions): void;
  83463. /** @hidden */
  83464. _onVRFullScreenTriggered(): void;
  83465. }
  83466. }
  83467. declare module BABYLON {
  83468. /**
  83469. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83470. * IMPORTANT!! The data is right-hand data.
  83471. * @export
  83472. * @interface DevicePose
  83473. */
  83474. export interface DevicePose {
  83475. /**
  83476. * The position of the device, values in array are [x,y,z].
  83477. */
  83478. readonly position: Nullable<Float32Array>;
  83479. /**
  83480. * The linearVelocity of the device, values in array are [x,y,z].
  83481. */
  83482. readonly linearVelocity: Nullable<Float32Array>;
  83483. /**
  83484. * The linearAcceleration of the device, values in array are [x,y,z].
  83485. */
  83486. readonly linearAcceleration: Nullable<Float32Array>;
  83487. /**
  83488. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83489. */
  83490. readonly orientation: Nullable<Float32Array>;
  83491. /**
  83492. * The angularVelocity of the device, values in array are [x,y,z].
  83493. */
  83494. readonly angularVelocity: Nullable<Float32Array>;
  83495. /**
  83496. * The angularAcceleration of the device, values in array are [x,y,z].
  83497. */
  83498. readonly angularAcceleration: Nullable<Float32Array>;
  83499. }
  83500. /**
  83501. * Interface representing a pose controlled object in Babylon.
  83502. * A pose controlled object has both regular pose values as well as pose values
  83503. * from an external device such as a VR head mounted display
  83504. */
  83505. export interface PoseControlled {
  83506. /**
  83507. * The position of the object in babylon space.
  83508. */
  83509. position: Vector3;
  83510. /**
  83511. * The rotation quaternion of the object in babylon space.
  83512. */
  83513. rotationQuaternion: Quaternion;
  83514. /**
  83515. * The position of the device in babylon space.
  83516. */
  83517. devicePosition?: Vector3;
  83518. /**
  83519. * The rotation quaternion of the device in babylon space.
  83520. */
  83521. deviceRotationQuaternion: Quaternion;
  83522. /**
  83523. * The raw pose coming from the device.
  83524. */
  83525. rawPose: Nullable<DevicePose>;
  83526. /**
  83527. * The scale of the device to be used when translating from device space to babylon space.
  83528. */
  83529. deviceScaleFactor: number;
  83530. /**
  83531. * Updates the poseControlled values based on the input device pose.
  83532. * @param poseData the pose data to update the object with
  83533. */
  83534. updateFromDevice(poseData: DevicePose): void;
  83535. }
  83536. /**
  83537. * Set of options to customize the webVRCamera
  83538. */
  83539. export interface WebVROptions {
  83540. /**
  83541. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83542. */
  83543. trackPosition?: boolean;
  83544. /**
  83545. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83546. */
  83547. positionScale?: number;
  83548. /**
  83549. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83550. */
  83551. displayName?: string;
  83552. /**
  83553. * Should the native controller meshes be initialized. (default: true)
  83554. */
  83555. controllerMeshes?: boolean;
  83556. /**
  83557. * Creating a default HemiLight only on controllers. (default: true)
  83558. */
  83559. defaultLightingOnControllers?: boolean;
  83560. /**
  83561. * If you don't want to use the default VR button of the helper. (default: false)
  83562. */
  83563. useCustomVRButton?: boolean;
  83564. /**
  83565. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83566. */
  83567. customVRButton?: HTMLButtonElement;
  83568. /**
  83569. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83570. */
  83571. rayLength?: number;
  83572. /**
  83573. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83574. */
  83575. defaultHeight?: number;
  83576. /**
  83577. * If multiview should be used if availible (default: false)
  83578. */
  83579. useMultiview?: boolean;
  83580. }
  83581. /**
  83582. * This represents a WebVR camera.
  83583. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83584. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83585. */
  83586. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83587. private webVROptions;
  83588. /**
  83589. * @hidden
  83590. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83591. */
  83592. _vrDevice: any;
  83593. /**
  83594. * The rawPose of the vrDevice.
  83595. */
  83596. rawPose: Nullable<DevicePose>;
  83597. private _onVREnabled;
  83598. private _specsVersion;
  83599. private _attached;
  83600. private _frameData;
  83601. protected _descendants: Array<Node>;
  83602. private _deviceRoomPosition;
  83603. /** @hidden */
  83604. _deviceRoomRotationQuaternion: Quaternion;
  83605. private _standingMatrix;
  83606. /**
  83607. * Represents device position in babylon space.
  83608. */
  83609. devicePosition: Vector3;
  83610. /**
  83611. * Represents device rotation in babylon space.
  83612. */
  83613. deviceRotationQuaternion: Quaternion;
  83614. /**
  83615. * The scale of the device to be used when translating from device space to babylon space.
  83616. */
  83617. deviceScaleFactor: number;
  83618. private _deviceToWorld;
  83619. private _worldToDevice;
  83620. /**
  83621. * References to the webVR controllers for the vrDevice.
  83622. */
  83623. controllers: Array<WebVRController>;
  83624. /**
  83625. * Emits an event when a controller is attached.
  83626. */
  83627. onControllersAttachedObservable: Observable<WebVRController[]>;
  83628. /**
  83629. * Emits an event when a controller's mesh has been loaded;
  83630. */
  83631. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83632. /**
  83633. * Emits an event when the HMD's pose has been updated.
  83634. */
  83635. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83636. private _poseSet;
  83637. /**
  83638. * If the rig cameras be used as parent instead of this camera.
  83639. */
  83640. rigParenting: boolean;
  83641. private _lightOnControllers;
  83642. private _defaultHeight?;
  83643. /**
  83644. * Instantiates a WebVRFreeCamera.
  83645. * @param name The name of the WebVRFreeCamera
  83646. * @param position The starting anchor position for the camera
  83647. * @param scene The scene the camera belongs to
  83648. * @param webVROptions a set of customizable options for the webVRCamera
  83649. */
  83650. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83651. /**
  83652. * Gets the device distance from the ground in meters.
  83653. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  83654. */
  83655. deviceDistanceToRoomGround(): number;
  83656. /**
  83657. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83658. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83659. */
  83660. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83661. /**
  83662. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83663. * @returns A promise with a boolean set to if the standing matrix is supported.
  83664. */
  83665. useStandingMatrixAsync(): Promise<boolean>;
  83666. /**
  83667. * Disposes the camera
  83668. */
  83669. dispose(): void;
  83670. /**
  83671. * Gets a vrController by name.
  83672. * @param name The name of the controller to retreive
  83673. * @returns the controller matching the name specified or null if not found
  83674. */
  83675. getControllerByName(name: string): Nullable<WebVRController>;
  83676. private _leftController;
  83677. /**
  83678. * The controller corresponding to the users left hand.
  83679. */
  83680. readonly leftController: Nullable<WebVRController>;
  83681. private _rightController;
  83682. /**
  83683. * The controller corresponding to the users right hand.
  83684. */
  83685. readonly rightController: Nullable<WebVRController>;
  83686. /**
  83687. * Casts a ray forward from the vrCamera's gaze.
  83688. * @param length Length of the ray (default: 100)
  83689. * @returns the ray corresponding to the gaze
  83690. */
  83691. getForwardRay(length?: number): Ray;
  83692. /**
  83693. * @hidden
  83694. * Updates the camera based on device's frame data
  83695. */
  83696. _checkInputs(): void;
  83697. /**
  83698. * Updates the poseControlled values based on the input device pose.
  83699. * @param poseData Pose coming from the device
  83700. */
  83701. updateFromDevice(poseData: DevicePose): void;
  83702. private _htmlElementAttached;
  83703. private _detachIfAttached;
  83704. /**
  83705. * WebVR's attach control will start broadcasting frames to the device.
  83706. * Note that in certain browsers (chrome for example) this function must be called
  83707. * within a user-interaction callback. Example:
  83708. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83709. *
  83710. * @param element html element to attach the vrDevice to
  83711. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83712. */
  83713. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83714. /**
  83715. * Detaches the camera from the html element and disables VR
  83716. *
  83717. * @param element html element to detach from
  83718. */
  83719. detachControl(element: HTMLElement): void;
  83720. /**
  83721. * @returns the name of this class
  83722. */
  83723. getClassName(): string;
  83724. /**
  83725. * Calls resetPose on the vrDisplay
  83726. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83727. */
  83728. resetToCurrentRotation(): void;
  83729. /**
  83730. * @hidden
  83731. * Updates the rig cameras (left and right eye)
  83732. */
  83733. _updateRigCameras(): void;
  83734. private _workingVector;
  83735. private _oneVector;
  83736. private _workingMatrix;
  83737. private updateCacheCalled;
  83738. private _correctPositionIfNotTrackPosition;
  83739. /**
  83740. * @hidden
  83741. * Updates the cached values of the camera
  83742. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83743. */
  83744. _updateCache(ignoreParentClass?: boolean): void;
  83745. /**
  83746. * @hidden
  83747. * Get current device position in babylon world
  83748. */
  83749. _computeDevicePosition(): void;
  83750. /**
  83751. * Updates the current device position and rotation in the babylon world
  83752. */
  83753. update(): void;
  83754. /**
  83755. * @hidden
  83756. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83757. * @returns an identity matrix
  83758. */
  83759. _getViewMatrix(): Matrix;
  83760. private _tmpMatrix;
  83761. /**
  83762. * This function is called by the two RIG cameras.
  83763. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83764. * @hidden
  83765. */
  83766. _getWebVRViewMatrix(): Matrix;
  83767. /** @hidden */
  83768. _getWebVRProjectionMatrix(): Matrix;
  83769. private _onGamepadConnectedObserver;
  83770. private _onGamepadDisconnectedObserver;
  83771. private _updateCacheWhenTrackingDisabledObserver;
  83772. /**
  83773. * Initializes the controllers and their meshes
  83774. */
  83775. initControllers(): void;
  83776. }
  83777. }
  83778. declare module BABYLON {
  83779. /**
  83780. * Size options for a post process
  83781. */
  83782. export type PostProcessOptions = {
  83783. width: number;
  83784. height: number;
  83785. };
  83786. /**
  83787. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83788. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83789. */
  83790. export class PostProcess {
  83791. /** Name of the PostProcess. */
  83792. name: string;
  83793. /**
  83794. * Gets or sets the unique id of the post process
  83795. */
  83796. uniqueId: number;
  83797. /**
  83798. * Width of the texture to apply the post process on
  83799. */
  83800. width: number;
  83801. /**
  83802. * Height of the texture to apply the post process on
  83803. */
  83804. height: number;
  83805. /**
  83806. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83807. * @hidden
  83808. */
  83809. _outputTexture: Nullable<InternalTexture>;
  83810. /**
  83811. * Sampling mode used by the shader
  83812. * See https://doc.babylonjs.com/classes/3.1/texture
  83813. */
  83814. renderTargetSamplingMode: number;
  83815. /**
  83816. * Clear color to use when screen clearing
  83817. */
  83818. clearColor: Color4;
  83819. /**
  83820. * If the buffer needs to be cleared before applying the post process. (default: true)
  83821. * Should be set to false if shader will overwrite all previous pixels.
  83822. */
  83823. autoClear: boolean;
  83824. /**
  83825. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83826. */
  83827. alphaMode: number;
  83828. /**
  83829. * Sets the setAlphaBlendConstants of the babylon engine
  83830. */
  83831. alphaConstants: Color4;
  83832. /**
  83833. * Animations to be used for the post processing
  83834. */
  83835. animations: Animation[];
  83836. /**
  83837. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83838. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83839. */
  83840. enablePixelPerfectMode: boolean;
  83841. /**
  83842. * Force the postprocess to be applied without taking in account viewport
  83843. */
  83844. forceFullscreenViewport: boolean;
  83845. /**
  83846. * List of inspectable custom properties (used by the Inspector)
  83847. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83848. */
  83849. inspectableCustomProperties: IInspectable[];
  83850. /**
  83851. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83852. *
  83853. * | Value | Type | Description |
  83854. * | ----- | ----------------------------------- | ----------- |
  83855. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83856. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83857. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83858. *
  83859. */
  83860. scaleMode: number;
  83861. /**
  83862. * Force textures to be a power of two (default: false)
  83863. */
  83864. alwaysForcePOT: boolean;
  83865. private _samples;
  83866. /**
  83867. * Number of sample textures (default: 1)
  83868. */
  83869. samples: number;
  83870. /**
  83871. * Modify the scale of the post process to be the same as the viewport (default: false)
  83872. */
  83873. adaptScaleToCurrentViewport: boolean;
  83874. private _camera;
  83875. private _scene;
  83876. private _engine;
  83877. private _options;
  83878. private _reusable;
  83879. private _textureType;
  83880. /**
  83881. * Smart array of input and output textures for the post process.
  83882. * @hidden
  83883. */
  83884. _textures: SmartArray<InternalTexture>;
  83885. /**
  83886. * The index in _textures that corresponds to the output texture.
  83887. * @hidden
  83888. */
  83889. _currentRenderTextureInd: number;
  83890. private _effect;
  83891. private _samplers;
  83892. private _fragmentUrl;
  83893. private _vertexUrl;
  83894. private _parameters;
  83895. private _scaleRatio;
  83896. protected _indexParameters: any;
  83897. private _shareOutputWithPostProcess;
  83898. private _texelSize;
  83899. private _forcedOutputTexture;
  83900. /**
  83901. * Returns the fragment url or shader name used in the post process.
  83902. * @returns the fragment url or name in the shader store.
  83903. */
  83904. getEffectName(): string;
  83905. /**
  83906. * An event triggered when the postprocess is activated.
  83907. */
  83908. onActivateObservable: Observable<Camera>;
  83909. private _onActivateObserver;
  83910. /**
  83911. * A function that is added to the onActivateObservable
  83912. */
  83913. onActivate: Nullable<(camera: Camera) => void>;
  83914. /**
  83915. * An event triggered when the postprocess changes its size.
  83916. */
  83917. onSizeChangedObservable: Observable<PostProcess>;
  83918. private _onSizeChangedObserver;
  83919. /**
  83920. * A function that is added to the onSizeChangedObservable
  83921. */
  83922. onSizeChanged: (postProcess: PostProcess) => void;
  83923. /**
  83924. * An event triggered when the postprocess applies its effect.
  83925. */
  83926. onApplyObservable: Observable<Effect>;
  83927. private _onApplyObserver;
  83928. /**
  83929. * A function that is added to the onApplyObservable
  83930. */
  83931. onApply: (effect: Effect) => void;
  83932. /**
  83933. * An event triggered before rendering the postprocess
  83934. */
  83935. onBeforeRenderObservable: Observable<Effect>;
  83936. private _onBeforeRenderObserver;
  83937. /**
  83938. * A function that is added to the onBeforeRenderObservable
  83939. */
  83940. onBeforeRender: (effect: Effect) => void;
  83941. /**
  83942. * An event triggered after rendering the postprocess
  83943. */
  83944. onAfterRenderObservable: Observable<Effect>;
  83945. private _onAfterRenderObserver;
  83946. /**
  83947. * A function that is added to the onAfterRenderObservable
  83948. */
  83949. onAfterRender: (efect: Effect) => void;
  83950. /**
  83951. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  83952. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83953. */
  83954. inputTexture: InternalTexture;
  83955. /**
  83956. * Gets the camera which post process is applied to.
  83957. * @returns The camera the post process is applied to.
  83958. */
  83959. getCamera(): Camera;
  83960. /**
  83961. * Gets the texel size of the postprocess.
  83962. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83963. */
  83964. readonly texelSize: Vector2;
  83965. /**
  83966. * Creates a new instance PostProcess
  83967. * @param name The name of the PostProcess.
  83968. * @param fragmentUrl The url of the fragment shader to be used.
  83969. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83970. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83971. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83972. * @param camera The camera to apply the render pass to.
  83973. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83974. * @param engine The engine which the post process will be applied. (default: current engine)
  83975. * @param reusable If the post process can be reused on the same frame. (default: false)
  83976. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83977. * @param textureType Type of textures used when performing the post process. (default: 0)
  83978. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83979. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  83980. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83981. */
  83982. constructor(
  83983. /** Name of the PostProcess. */
  83984. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  83985. /**
  83986. * Gets a string idenfifying the name of the class
  83987. * @returns "PostProcess" string
  83988. */
  83989. getClassName(): string;
  83990. /**
  83991. * Gets the engine which this post process belongs to.
  83992. * @returns The engine the post process was enabled with.
  83993. */
  83994. getEngine(): Engine;
  83995. /**
  83996. * The effect that is created when initializing the post process.
  83997. * @returns The created effect corresponding the the postprocess.
  83998. */
  83999. getEffect(): Effect;
  84000. /**
  84001. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  84002. * @param postProcess The post process to share the output with.
  84003. * @returns This post process.
  84004. */
  84005. shareOutputWith(postProcess: PostProcess): PostProcess;
  84006. /**
  84007. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  84008. * This should be called if the post process that shares output with this post process is disabled/disposed.
  84009. */
  84010. useOwnOutput(): void;
  84011. /**
  84012. * Updates the effect with the current post process compile time values and recompiles the shader.
  84013. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84014. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84015. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84016. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  84017. * @param onCompiled Called when the shader has been compiled.
  84018. * @param onError Called if there is an error when compiling a shader.
  84019. */
  84020. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84021. /**
  84022. * The post process is reusable if it can be used multiple times within one frame.
  84023. * @returns If the post process is reusable
  84024. */
  84025. isReusable(): boolean;
  84026. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  84027. markTextureDirty(): void;
  84028. /**
  84029. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  84030. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  84031. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  84032. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  84033. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  84034. * @returns The target texture that was bound to be written to.
  84035. */
  84036. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  84037. /**
  84038. * If the post process is supported.
  84039. */
  84040. readonly isSupported: boolean;
  84041. /**
  84042. * The aspect ratio of the output texture.
  84043. */
  84044. readonly aspectRatio: number;
  84045. /**
  84046. * Get a value indicating if the post-process is ready to be used
  84047. * @returns true if the post-process is ready (shader is compiled)
  84048. */
  84049. isReady(): boolean;
  84050. /**
  84051. * Binds all textures and uniforms to the shader, this will be run on every pass.
  84052. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  84053. */
  84054. apply(): Nullable<Effect>;
  84055. private _disposeTextures;
  84056. /**
  84057. * Disposes the post process.
  84058. * @param camera The camera to dispose the post process on.
  84059. */
  84060. dispose(camera?: Camera): void;
  84061. }
  84062. }
  84063. declare module BABYLON {
  84064. /** @hidden */
  84065. export var kernelBlurVaryingDeclaration: {
  84066. name: string;
  84067. shader: string;
  84068. };
  84069. }
  84070. declare module BABYLON {
  84071. /** @hidden */
  84072. export var kernelBlurFragment: {
  84073. name: string;
  84074. shader: string;
  84075. };
  84076. }
  84077. declare module BABYLON {
  84078. /** @hidden */
  84079. export var kernelBlurFragment2: {
  84080. name: string;
  84081. shader: string;
  84082. };
  84083. }
  84084. declare module BABYLON {
  84085. /** @hidden */
  84086. export var kernelBlurPixelShader: {
  84087. name: string;
  84088. shader: string;
  84089. };
  84090. }
  84091. declare module BABYLON {
  84092. /** @hidden */
  84093. export var kernelBlurVertex: {
  84094. name: string;
  84095. shader: string;
  84096. };
  84097. }
  84098. declare module BABYLON {
  84099. /** @hidden */
  84100. export var kernelBlurVertexShader: {
  84101. name: string;
  84102. shader: string;
  84103. };
  84104. }
  84105. declare module BABYLON {
  84106. /**
  84107. * The Blur Post Process which blurs an image based on a kernel and direction.
  84108. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  84109. */
  84110. export class BlurPostProcess extends PostProcess {
  84111. /** The direction in which to blur the image. */
  84112. direction: Vector2;
  84113. private blockCompilation;
  84114. protected _kernel: number;
  84115. protected _idealKernel: number;
  84116. protected _packedFloat: boolean;
  84117. private _staticDefines;
  84118. /**
  84119. * Sets the length in pixels of the blur sample region
  84120. */
  84121. /**
  84122. * Gets the length in pixels of the blur sample region
  84123. */
  84124. kernel: number;
  84125. /**
  84126. * Sets wether or not the blur needs to unpack/repack floats
  84127. */
  84128. /**
  84129. * Gets wether or not the blur is unpacking/repacking floats
  84130. */
  84131. packedFloat: boolean;
  84132. /**
  84133. * Creates a new instance BlurPostProcess
  84134. * @param name The name of the effect.
  84135. * @param direction The direction in which to blur the image.
  84136. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  84137. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84138. * @param camera The camera to apply the render pass to.
  84139. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84140. * @param engine The engine which the post process will be applied. (default: current engine)
  84141. * @param reusable If the post process can be reused on the same frame. (default: false)
  84142. * @param textureType Type of textures used when performing the post process. (default: 0)
  84143. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  84144. */
  84145. constructor(name: string,
  84146. /** The direction in which to blur the image. */
  84147. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  84148. /**
  84149. * Updates the effect with the current post process compile time values and recompiles the shader.
  84150. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84151. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84152. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84153. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  84154. * @param onCompiled Called when the shader has been compiled.
  84155. * @param onError Called if there is an error when compiling a shader.
  84156. */
  84157. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84158. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84159. /**
  84160. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  84161. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  84162. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  84163. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  84164. * The gaps between physical kernels are compensated for in the weighting of the samples
  84165. * @param idealKernel Ideal blur kernel.
  84166. * @return Nearest best kernel.
  84167. */
  84168. protected _nearestBestKernel(idealKernel: number): number;
  84169. /**
  84170. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  84171. * @param x The point on the Gaussian distribution to sample.
  84172. * @return the value of the Gaussian function at x.
  84173. */
  84174. protected _gaussianWeight(x: number): number;
  84175. /**
  84176. * Generates a string that can be used as a floating point number in GLSL.
  84177. * @param x Value to print.
  84178. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  84179. * @return GLSL float string.
  84180. */
  84181. protected _glslFloat(x: number, decimalFigures?: number): string;
  84182. }
  84183. }
  84184. declare module BABYLON {
  84185. /**
  84186. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84187. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84188. * You can then easily use it as a reflectionTexture on a flat surface.
  84189. * In case the surface is not a plane, please consider relying on reflection probes.
  84190. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84191. */
  84192. export class MirrorTexture extends RenderTargetTexture {
  84193. private scene;
  84194. /**
  84195. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  84196. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  84197. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84198. */
  84199. mirrorPlane: Plane;
  84200. /**
  84201. * Define the blur ratio used to blur the reflection if needed.
  84202. */
  84203. blurRatio: number;
  84204. /**
  84205. * Define the adaptive blur kernel used to blur the reflection if needed.
  84206. * This will autocompute the closest best match for the `blurKernel`
  84207. */
  84208. adaptiveBlurKernel: number;
  84209. /**
  84210. * Define the blur kernel used to blur the reflection if needed.
  84211. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84212. */
  84213. blurKernel: number;
  84214. /**
  84215. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84216. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84217. */
  84218. blurKernelX: number;
  84219. /**
  84220. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84221. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84222. */
  84223. blurKernelY: number;
  84224. private _autoComputeBlurKernel;
  84225. protected _onRatioRescale(): void;
  84226. private _updateGammaSpace;
  84227. private _imageProcessingConfigChangeObserver;
  84228. private _transformMatrix;
  84229. private _mirrorMatrix;
  84230. private _savedViewMatrix;
  84231. private _blurX;
  84232. private _blurY;
  84233. private _adaptiveBlurKernel;
  84234. private _blurKernelX;
  84235. private _blurKernelY;
  84236. private _blurRatio;
  84237. /**
  84238. * Instantiates a Mirror Texture.
  84239. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84240. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84241. * You can then easily use it as a reflectionTexture on a flat surface.
  84242. * In case the surface is not a plane, please consider relying on reflection probes.
  84243. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84244. * @param name
  84245. * @param size
  84246. * @param scene
  84247. * @param generateMipMaps
  84248. * @param type
  84249. * @param samplingMode
  84250. * @param generateDepthBuffer
  84251. */
  84252. constructor(name: string, size: number | {
  84253. width: number;
  84254. height: number;
  84255. } | {
  84256. ratio: number;
  84257. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84258. private _preparePostProcesses;
  84259. /**
  84260. * Clone the mirror texture.
  84261. * @returns the cloned texture
  84262. */
  84263. clone(): MirrorTexture;
  84264. /**
  84265. * Serialize the texture to a JSON representation you could use in Parse later on
  84266. * @returns the serialized JSON representation
  84267. */
  84268. serialize(): any;
  84269. /**
  84270. * Dispose the texture and release its associated resources.
  84271. */
  84272. dispose(): void;
  84273. }
  84274. }
  84275. declare module BABYLON {
  84276. /**
  84277. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84278. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84279. */
  84280. export class Texture extends BaseTexture {
  84281. /**
  84282. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84283. */
  84284. static SerializeBuffers: boolean;
  84285. /** @hidden */
  84286. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84287. /** @hidden */
  84288. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84289. /** @hidden */
  84290. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84291. /** nearest is mag = nearest and min = nearest and mip = linear */
  84292. static readonly NEAREST_SAMPLINGMODE: number;
  84293. /** nearest is mag = nearest and min = nearest and mip = linear */
  84294. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84295. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84296. static readonly BILINEAR_SAMPLINGMODE: number;
  84297. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84298. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84299. /** Trilinear is mag = linear and min = linear and mip = linear */
  84300. static readonly TRILINEAR_SAMPLINGMODE: number;
  84301. /** Trilinear is mag = linear and min = linear and mip = linear */
  84302. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84303. /** mag = nearest and min = nearest and mip = nearest */
  84304. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84305. /** mag = nearest and min = linear and mip = nearest */
  84306. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84307. /** mag = nearest and min = linear and mip = linear */
  84308. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84309. /** mag = nearest and min = linear and mip = none */
  84310. static readonly NEAREST_LINEAR: number;
  84311. /** mag = nearest and min = nearest and mip = none */
  84312. static readonly NEAREST_NEAREST: number;
  84313. /** mag = linear and min = nearest and mip = nearest */
  84314. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84315. /** mag = linear and min = nearest and mip = linear */
  84316. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84317. /** mag = linear and min = linear and mip = none */
  84318. static readonly LINEAR_LINEAR: number;
  84319. /** mag = linear and min = nearest and mip = none */
  84320. static readonly LINEAR_NEAREST: number;
  84321. /** Explicit coordinates mode */
  84322. static readonly EXPLICIT_MODE: number;
  84323. /** Spherical coordinates mode */
  84324. static readonly SPHERICAL_MODE: number;
  84325. /** Planar coordinates mode */
  84326. static readonly PLANAR_MODE: number;
  84327. /** Cubic coordinates mode */
  84328. static readonly CUBIC_MODE: number;
  84329. /** Projection coordinates mode */
  84330. static readonly PROJECTION_MODE: number;
  84331. /** Inverse Cubic coordinates mode */
  84332. static readonly SKYBOX_MODE: number;
  84333. /** Inverse Cubic coordinates mode */
  84334. static readonly INVCUBIC_MODE: number;
  84335. /** Equirectangular coordinates mode */
  84336. static readonly EQUIRECTANGULAR_MODE: number;
  84337. /** Equirectangular Fixed coordinates mode */
  84338. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84339. /** Equirectangular Fixed Mirrored coordinates mode */
  84340. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84341. /** Texture is not repeating outside of 0..1 UVs */
  84342. static readonly CLAMP_ADDRESSMODE: number;
  84343. /** Texture is repeating outside of 0..1 UVs */
  84344. static readonly WRAP_ADDRESSMODE: number;
  84345. /** Texture is repeating and mirrored */
  84346. static readonly MIRROR_ADDRESSMODE: number;
  84347. /**
  84348. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  84349. */
  84350. static UseSerializedUrlIfAny: boolean;
  84351. /**
  84352. * Define the url of the texture.
  84353. */
  84354. url: Nullable<string>;
  84355. /**
  84356. * Define an offset on the texture to offset the u coordinates of the UVs
  84357. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84358. */
  84359. uOffset: number;
  84360. /**
  84361. * Define an offset on the texture to offset the v coordinates of the UVs
  84362. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84363. */
  84364. vOffset: number;
  84365. /**
  84366. * Define an offset on the texture to scale the u coordinates of the UVs
  84367. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84368. */
  84369. uScale: number;
  84370. /**
  84371. * Define an offset on the texture to scale the v coordinates of the UVs
  84372. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84373. */
  84374. vScale: number;
  84375. /**
  84376. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84377. * @see http://doc.babylonjs.com/how_to/more_materials
  84378. */
  84379. uAng: number;
  84380. /**
  84381. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84382. * @see http://doc.babylonjs.com/how_to/more_materials
  84383. */
  84384. vAng: number;
  84385. /**
  84386. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84387. * @see http://doc.babylonjs.com/how_to/more_materials
  84388. */
  84389. wAng: number;
  84390. /**
  84391. * Defines the center of rotation (U)
  84392. */
  84393. uRotationCenter: number;
  84394. /**
  84395. * Defines the center of rotation (V)
  84396. */
  84397. vRotationCenter: number;
  84398. /**
  84399. * Defines the center of rotation (W)
  84400. */
  84401. wRotationCenter: number;
  84402. /**
  84403. * Are mip maps generated for this texture or not.
  84404. */
  84405. readonly noMipmap: boolean;
  84406. /**
  84407. * List of inspectable custom properties (used by the Inspector)
  84408. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84409. */
  84410. inspectableCustomProperties: Nullable<IInspectable[]>;
  84411. private _noMipmap;
  84412. /** @hidden */
  84413. _invertY: boolean;
  84414. private _rowGenerationMatrix;
  84415. private _cachedTextureMatrix;
  84416. private _projectionModeMatrix;
  84417. private _t0;
  84418. private _t1;
  84419. private _t2;
  84420. private _cachedUOffset;
  84421. private _cachedVOffset;
  84422. private _cachedUScale;
  84423. private _cachedVScale;
  84424. private _cachedUAng;
  84425. private _cachedVAng;
  84426. private _cachedWAng;
  84427. private _cachedProjectionMatrixId;
  84428. private _cachedCoordinatesMode;
  84429. /** @hidden */
  84430. protected _initialSamplingMode: number;
  84431. /** @hidden */
  84432. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84433. private _deleteBuffer;
  84434. protected _format: Nullable<number>;
  84435. private _delayedOnLoad;
  84436. private _delayedOnError;
  84437. private _mimeType?;
  84438. /**
  84439. * Observable triggered once the texture has been loaded.
  84440. */
  84441. onLoadObservable: Observable<Texture>;
  84442. protected _isBlocking: boolean;
  84443. /**
  84444. * Is the texture preventing material to render while loading.
  84445. * If false, a default texture will be used instead of the loading one during the preparation step.
  84446. */
  84447. isBlocking: boolean;
  84448. /**
  84449. * Get the current sampling mode associated with the texture.
  84450. */
  84451. readonly samplingMode: number;
  84452. /**
  84453. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84454. */
  84455. readonly invertY: boolean;
  84456. /**
  84457. * Instantiates a new texture.
  84458. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84459. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84460. * @param url defines the url of the picture to load as a texture
  84461. * @param scene defines the scene or engine the texture will belong to
  84462. * @param noMipmap defines if the texture will require mip maps or not
  84463. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84464. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84465. * @param onLoad defines a callback triggered when the texture has been loaded
  84466. * @param onError defines a callback triggered when an error occurred during the loading session
  84467. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84468. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84469. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84470. * @param mimeType defines an optional mime type information
  84471. */
  84472. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  84473. /**
  84474. * Update the url (and optional buffer) of this texture if url was null during construction.
  84475. * @param url the url of the texture
  84476. * @param buffer the buffer of the texture (defaults to null)
  84477. * @param onLoad callback called when the texture is loaded (defaults to null)
  84478. */
  84479. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84480. /**
  84481. * Finish the loading sequence of a texture flagged as delayed load.
  84482. * @hidden
  84483. */
  84484. delayLoad(): void;
  84485. private _prepareRowForTextureGeneration;
  84486. /**
  84487. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84488. * @returns the transform matrix of the texture.
  84489. */
  84490. getTextureMatrix(uBase?: number): Matrix;
  84491. /**
  84492. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84493. * @returns The reflection texture transform
  84494. */
  84495. getReflectionTextureMatrix(): Matrix;
  84496. /**
  84497. * Clones the texture.
  84498. * @returns the cloned texture
  84499. */
  84500. clone(): Texture;
  84501. /**
  84502. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84503. * @returns The JSON representation of the texture
  84504. */
  84505. serialize(): any;
  84506. /**
  84507. * Get the current class name of the texture useful for serialization or dynamic coding.
  84508. * @returns "Texture"
  84509. */
  84510. getClassName(): string;
  84511. /**
  84512. * Dispose the texture and release its associated resources.
  84513. */
  84514. dispose(): void;
  84515. /**
  84516. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84517. * @param parsedTexture Define the JSON representation of the texture
  84518. * @param scene Define the scene the parsed texture should be instantiated in
  84519. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84520. * @returns The parsed texture if successful
  84521. */
  84522. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84523. /**
  84524. * Creates a texture from its base 64 representation.
  84525. * @param data Define the base64 payload without the data: prefix
  84526. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84527. * @param scene Define the scene the texture should belong to
  84528. * @param noMipmap Forces the texture to not create mip map information if true
  84529. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84530. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84531. * @param onLoad define a callback triggered when the texture has been loaded
  84532. * @param onError define a callback triggered when an error occurred during the loading session
  84533. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84534. * @returns the created texture
  84535. */
  84536. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84537. /**
  84538. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84539. * @param data Define the base64 payload without the data: prefix
  84540. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84541. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84542. * @param scene Define the scene the texture should belong to
  84543. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84544. * @param noMipmap Forces the texture to not create mip map information if true
  84545. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84546. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84547. * @param onLoad define a callback triggered when the texture has been loaded
  84548. * @param onError define a callback triggered when an error occurred during the loading session
  84549. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84550. * @returns the created texture
  84551. */
  84552. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  84553. }
  84554. }
  84555. declare module BABYLON {
  84556. /**
  84557. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84558. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84559. */
  84560. export class PostProcessManager {
  84561. private _scene;
  84562. private _indexBuffer;
  84563. private _vertexBuffers;
  84564. /**
  84565. * Creates a new instance PostProcess
  84566. * @param scene The scene that the post process is associated with.
  84567. */
  84568. constructor(scene: Scene);
  84569. private _prepareBuffers;
  84570. private _buildIndexBuffer;
  84571. /**
  84572. * Rebuilds the vertex buffers of the manager.
  84573. * @hidden
  84574. */
  84575. _rebuild(): void;
  84576. /**
  84577. * Prepares a frame to be run through a post process.
  84578. * @param sourceTexture The input texture to the post procesess. (default: null)
  84579. * @param postProcesses An array of post processes to be run. (default: null)
  84580. * @returns True if the post processes were able to be run.
  84581. * @hidden
  84582. */
  84583. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84584. /**
  84585. * Manually render a set of post processes to a texture.
  84586. * @param postProcesses An array of post processes to be run.
  84587. * @param targetTexture The target texture to render to.
  84588. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84589. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84590. * @param lodLevel defines which lod of the texture to render to
  84591. */
  84592. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84593. /**
  84594. * Finalize the result of the output of the postprocesses.
  84595. * @param doNotPresent If true the result will not be displayed to the screen.
  84596. * @param targetTexture The target texture to render to.
  84597. * @param faceIndex The index of the face to bind the target texture to.
  84598. * @param postProcesses The array of post processes to render.
  84599. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84600. * @hidden
  84601. */
  84602. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84603. /**
  84604. * Disposes of the post process manager.
  84605. */
  84606. dispose(): void;
  84607. }
  84608. }
  84609. declare module BABYLON {
  84610. /** Interface used by value gradients (color, factor, ...) */
  84611. export interface IValueGradient {
  84612. /**
  84613. * Gets or sets the gradient value (between 0 and 1)
  84614. */
  84615. gradient: number;
  84616. }
  84617. /** Class used to store color4 gradient */
  84618. export class ColorGradient implements IValueGradient {
  84619. /**
  84620. * Gets or sets the gradient value (between 0 and 1)
  84621. */
  84622. gradient: number;
  84623. /**
  84624. * Gets or sets first associated color
  84625. */
  84626. color1: Color4;
  84627. /**
  84628. * Gets or sets second associated color
  84629. */
  84630. color2?: Color4;
  84631. /**
  84632. * Will get a color picked randomly between color1 and color2.
  84633. * If color2 is undefined then color1 will be used
  84634. * @param result defines the target Color4 to store the result in
  84635. */
  84636. getColorToRef(result: Color4): void;
  84637. }
  84638. /** Class used to store color 3 gradient */
  84639. export class Color3Gradient implements IValueGradient {
  84640. /**
  84641. * Gets or sets the gradient value (between 0 and 1)
  84642. */
  84643. gradient: number;
  84644. /**
  84645. * Gets or sets the associated color
  84646. */
  84647. color: Color3;
  84648. }
  84649. /** Class used to store factor gradient */
  84650. export class FactorGradient implements IValueGradient {
  84651. /**
  84652. * Gets or sets the gradient value (between 0 and 1)
  84653. */
  84654. gradient: number;
  84655. /**
  84656. * Gets or sets first associated factor
  84657. */
  84658. factor1: number;
  84659. /**
  84660. * Gets or sets second associated factor
  84661. */
  84662. factor2?: number;
  84663. /**
  84664. * Will get a number picked randomly between factor1 and factor2.
  84665. * If factor2 is undefined then factor1 will be used
  84666. * @returns the picked number
  84667. */
  84668. getFactor(): number;
  84669. }
  84670. /**
  84671. * Helper used to simplify some generic gradient tasks
  84672. */
  84673. export class GradientHelper {
  84674. /**
  84675. * Gets the current gradient from an array of IValueGradient
  84676. * @param ratio defines the current ratio to get
  84677. * @param gradients defines the array of IValueGradient
  84678. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84679. */
  84680. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84681. }
  84682. }
  84683. declare module BABYLON {
  84684. interface ThinEngine {
  84685. /**
  84686. * Creates a dynamic texture
  84687. * @param width defines the width of the texture
  84688. * @param height defines the height of the texture
  84689. * @param generateMipMaps defines if the engine should generate the mip levels
  84690. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84691. * @returns the dynamic texture inside an InternalTexture
  84692. */
  84693. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84694. /**
  84695. * Update the content of a dynamic texture
  84696. * @param texture defines the texture to update
  84697. * @param canvas defines the canvas containing the source
  84698. * @param invertY defines if data must be stored with Y axis inverted
  84699. * @param premulAlpha defines if alpha is stored as premultiplied
  84700. * @param format defines the format of the data
  84701. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84702. */
  84703. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84704. }
  84705. }
  84706. declare module BABYLON {
  84707. /**
  84708. * Helper class used to generate a canvas to manipulate images
  84709. */
  84710. export class CanvasGenerator {
  84711. /**
  84712. * Create a new canvas (or offscreen canvas depending on the context)
  84713. * @param width defines the expected width
  84714. * @param height defines the expected height
  84715. * @return a new canvas or offscreen canvas
  84716. */
  84717. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84718. }
  84719. }
  84720. declare module BABYLON {
  84721. /**
  84722. * A class extending Texture allowing drawing on a texture
  84723. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84724. */
  84725. export class DynamicTexture extends Texture {
  84726. private _generateMipMaps;
  84727. private _canvas;
  84728. private _context;
  84729. private _engine;
  84730. /**
  84731. * Creates a DynamicTexture
  84732. * @param name defines the name of the texture
  84733. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  84734. * @param scene defines the scene where you want the texture
  84735. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84736. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84737. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84738. */
  84739. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84740. /**
  84741. * Get the current class name of the texture useful for serialization or dynamic coding.
  84742. * @returns "DynamicTexture"
  84743. */
  84744. getClassName(): string;
  84745. /**
  84746. * Gets the current state of canRescale
  84747. */
  84748. readonly canRescale: boolean;
  84749. private _recreate;
  84750. /**
  84751. * Scales the texture
  84752. * @param ratio the scale factor to apply to both width and height
  84753. */
  84754. scale(ratio: number): void;
  84755. /**
  84756. * Resizes the texture
  84757. * @param width the new width
  84758. * @param height the new height
  84759. */
  84760. scaleTo(width: number, height: number): void;
  84761. /**
  84762. * Gets the context of the canvas used by the texture
  84763. * @returns the canvas context of the dynamic texture
  84764. */
  84765. getContext(): CanvasRenderingContext2D;
  84766. /**
  84767. * Clears the texture
  84768. */
  84769. clear(): void;
  84770. /**
  84771. * Updates the texture
  84772. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84773. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84774. */
  84775. update(invertY?: boolean, premulAlpha?: boolean): void;
  84776. /**
  84777. * Draws text onto the texture
  84778. * @param text defines the text to be drawn
  84779. * @param x defines the placement of the text from the left
  84780. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84781. * @param font defines the font to be used with font-style, font-size, font-name
  84782. * @param color defines the color used for the text
  84783. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84784. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84785. * @param update defines whether texture is immediately update (default is true)
  84786. */
  84787. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84788. /**
  84789. * Clones the texture
  84790. * @returns the clone of the texture.
  84791. */
  84792. clone(): DynamicTexture;
  84793. /**
  84794. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84795. * @returns a serialized dynamic texture object
  84796. */
  84797. serialize(): any;
  84798. /** @hidden */
  84799. _rebuild(): void;
  84800. }
  84801. }
  84802. declare module BABYLON {
  84803. interface AbstractScene {
  84804. /**
  84805. * The list of procedural textures added to the scene
  84806. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84807. */
  84808. proceduralTextures: Array<ProceduralTexture>;
  84809. }
  84810. /**
  84811. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84812. * in a given scene.
  84813. */
  84814. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84815. /**
  84816. * The component name helpfull to identify the component in the list of scene components.
  84817. */
  84818. readonly name: string;
  84819. /**
  84820. * The scene the component belongs to.
  84821. */
  84822. scene: Scene;
  84823. /**
  84824. * Creates a new instance of the component for the given scene
  84825. * @param scene Defines the scene to register the component in
  84826. */
  84827. constructor(scene: Scene);
  84828. /**
  84829. * Registers the component in a given scene
  84830. */
  84831. register(): void;
  84832. /**
  84833. * Rebuilds the elements related to this component in case of
  84834. * context lost for instance.
  84835. */
  84836. rebuild(): void;
  84837. /**
  84838. * Disposes the component and the associated ressources.
  84839. */
  84840. dispose(): void;
  84841. private _beforeClear;
  84842. }
  84843. }
  84844. declare module BABYLON {
  84845. interface ThinEngine {
  84846. /**
  84847. * Creates a new render target cube texture
  84848. * @param size defines the size of the texture
  84849. * @param options defines the options used to create the texture
  84850. * @returns a new render target cube texture stored in an InternalTexture
  84851. */
  84852. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84853. }
  84854. }
  84855. declare module BABYLON {
  84856. /** @hidden */
  84857. export var proceduralVertexShader: {
  84858. name: string;
  84859. shader: string;
  84860. };
  84861. }
  84862. declare module BABYLON {
  84863. /**
  84864. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  84865. * This is the base class of any Procedural texture and contains most of the shareable code.
  84866. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84867. */
  84868. export class ProceduralTexture extends Texture {
  84869. isCube: boolean;
  84870. /**
  84871. * Define if the texture is enabled or not (disabled texture will not render)
  84872. */
  84873. isEnabled: boolean;
  84874. /**
  84875. * Define if the texture must be cleared before rendering (default is true)
  84876. */
  84877. autoClear: boolean;
  84878. /**
  84879. * Callback called when the texture is generated
  84880. */
  84881. onGenerated: () => void;
  84882. /**
  84883. * Event raised when the texture is generated
  84884. */
  84885. onGeneratedObservable: Observable<ProceduralTexture>;
  84886. /** @hidden */
  84887. _generateMipMaps: boolean;
  84888. /** @hidden **/
  84889. _effect: Effect;
  84890. /** @hidden */
  84891. _textures: {
  84892. [key: string]: Texture;
  84893. };
  84894. private _size;
  84895. private _currentRefreshId;
  84896. private _refreshRate;
  84897. private _vertexBuffers;
  84898. private _indexBuffer;
  84899. private _uniforms;
  84900. private _samplers;
  84901. private _fragment;
  84902. private _floats;
  84903. private _ints;
  84904. private _floatsArrays;
  84905. private _colors3;
  84906. private _colors4;
  84907. private _vectors2;
  84908. private _vectors3;
  84909. private _matrices;
  84910. private _fallbackTexture;
  84911. private _fallbackTextureUsed;
  84912. private _engine;
  84913. private _cachedDefines;
  84914. private _contentUpdateId;
  84915. private _contentData;
  84916. /**
  84917. * Instantiates a new procedural texture.
  84918. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  84919. * This is the base class of any Procedural texture and contains most of the shareable code.
  84920. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84921. * @param name Define the name of the texture
  84922. * @param size Define the size of the texture to create
  84923. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84924. * @param scene Define the scene the texture belongs to
  84925. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84926. * @param generateMipMaps Define if the texture should creates mip maps or not
  84927. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84928. */
  84929. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84930. /**
  84931. * The effect that is created when initializing the post process.
  84932. * @returns The created effect corresponding the the postprocess.
  84933. */
  84934. getEffect(): Effect;
  84935. /**
  84936. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84937. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84938. */
  84939. getContent(): Nullable<ArrayBufferView>;
  84940. private _createIndexBuffer;
  84941. /** @hidden */
  84942. _rebuild(): void;
  84943. /**
  84944. * Resets the texture in order to recreate its associated resources.
  84945. * This can be called in case of context loss
  84946. */
  84947. reset(): void;
  84948. protected _getDefines(): string;
  84949. /**
  84950. * Is the texture ready to be used ? (rendered at least once)
  84951. * @returns true if ready, otherwise, false.
  84952. */
  84953. isReady(): boolean;
  84954. /**
  84955. * Resets the refresh counter of the texture and start bak from scratch.
  84956. * Could be useful to regenerate the texture if it is setup to render only once.
  84957. */
  84958. resetRefreshCounter(): void;
  84959. /**
  84960. * Set the fragment shader to use in order to render the texture.
  84961. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84962. */
  84963. setFragment(fragment: any): void;
  84964. /**
  84965. * Define the refresh rate of the texture or the rendering frequency.
  84966. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84967. */
  84968. refreshRate: number;
  84969. /** @hidden */
  84970. _shouldRender(): boolean;
  84971. /**
  84972. * Get the size the texture is rendering at.
  84973. * @returns the size (texture is always squared)
  84974. */
  84975. getRenderSize(): number;
  84976. /**
  84977. * Resize the texture to new value.
  84978. * @param size Define the new size the texture should have
  84979. * @param generateMipMaps Define whether the new texture should create mip maps
  84980. */
  84981. resize(size: number, generateMipMaps: boolean): void;
  84982. private _checkUniform;
  84983. /**
  84984. * Set a texture in the shader program used to render.
  84985. * @param name Define the name of the uniform samplers as defined in the shader
  84986. * @param texture Define the texture to bind to this sampler
  84987. * @return the texture itself allowing "fluent" like uniform updates
  84988. */
  84989. setTexture(name: string, texture: Texture): ProceduralTexture;
  84990. /**
  84991. * Set a float in the shader.
  84992. * @param name Define the name of the uniform as defined in the shader
  84993. * @param value Define the value to give to the uniform
  84994. * @return the texture itself allowing "fluent" like uniform updates
  84995. */
  84996. setFloat(name: string, value: number): ProceduralTexture;
  84997. /**
  84998. * Set a int in the shader.
  84999. * @param name Define the name of the uniform as defined in the shader
  85000. * @param value Define the value to give to the uniform
  85001. * @return the texture itself allowing "fluent" like uniform updates
  85002. */
  85003. setInt(name: string, value: number): ProceduralTexture;
  85004. /**
  85005. * Set an array of floats in the shader.
  85006. * @param name Define the name of the uniform as defined in the shader
  85007. * @param value Define the value to give to the uniform
  85008. * @return the texture itself allowing "fluent" like uniform updates
  85009. */
  85010. setFloats(name: string, value: number[]): ProceduralTexture;
  85011. /**
  85012. * Set a vec3 in the shader from a Color3.
  85013. * @param name Define the name of the uniform as defined in the shader
  85014. * @param value Define the value to give to the uniform
  85015. * @return the texture itself allowing "fluent" like uniform updates
  85016. */
  85017. setColor3(name: string, value: Color3): ProceduralTexture;
  85018. /**
  85019. * Set a vec4 in the shader from a Color4.
  85020. * @param name Define the name of the uniform as defined in the shader
  85021. * @param value Define the value to give to the uniform
  85022. * @return the texture itself allowing "fluent" like uniform updates
  85023. */
  85024. setColor4(name: string, value: Color4): ProceduralTexture;
  85025. /**
  85026. * Set a vec2 in the shader from a Vector2.
  85027. * @param name Define the name of the uniform as defined in the shader
  85028. * @param value Define the value to give to the uniform
  85029. * @return the texture itself allowing "fluent" like uniform updates
  85030. */
  85031. setVector2(name: string, value: Vector2): ProceduralTexture;
  85032. /**
  85033. * Set a vec3 in the shader from a Vector3.
  85034. * @param name Define the name of the uniform as defined in the shader
  85035. * @param value Define the value to give to the uniform
  85036. * @return the texture itself allowing "fluent" like uniform updates
  85037. */
  85038. setVector3(name: string, value: Vector3): ProceduralTexture;
  85039. /**
  85040. * Set a mat4 in the shader from a MAtrix.
  85041. * @param name Define the name of the uniform as defined in the shader
  85042. * @param value Define the value to give to the uniform
  85043. * @return the texture itself allowing "fluent" like uniform updates
  85044. */
  85045. setMatrix(name: string, value: Matrix): ProceduralTexture;
  85046. /**
  85047. * Render the texture to its associated render target.
  85048. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  85049. */
  85050. render(useCameraPostProcess?: boolean): void;
  85051. /**
  85052. * Clone the texture.
  85053. * @returns the cloned texture
  85054. */
  85055. clone(): ProceduralTexture;
  85056. /**
  85057. * Dispose the texture and release its asoociated resources.
  85058. */
  85059. dispose(): void;
  85060. }
  85061. }
  85062. declare module BABYLON {
  85063. /**
  85064. * This represents the base class for particle system in Babylon.
  85065. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85066. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85067. * @example https://doc.babylonjs.com/babylon101/particles
  85068. */
  85069. export class BaseParticleSystem {
  85070. /**
  85071. * Source color is added to the destination color without alpha affecting the result
  85072. */
  85073. static BLENDMODE_ONEONE: number;
  85074. /**
  85075. * Blend current color and particle color using particle’s alpha
  85076. */
  85077. static BLENDMODE_STANDARD: number;
  85078. /**
  85079. * Add current color and particle color multiplied by particle’s alpha
  85080. */
  85081. static BLENDMODE_ADD: number;
  85082. /**
  85083. * Multiply current color with particle color
  85084. */
  85085. static BLENDMODE_MULTIPLY: number;
  85086. /**
  85087. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  85088. */
  85089. static BLENDMODE_MULTIPLYADD: number;
  85090. /**
  85091. * List of animations used by the particle system.
  85092. */
  85093. animations: Animation[];
  85094. /**
  85095. * The id of the Particle system.
  85096. */
  85097. id: string;
  85098. /**
  85099. * The friendly name of the Particle system.
  85100. */
  85101. name: string;
  85102. /**
  85103. * The rendering group used by the Particle system to chose when to render.
  85104. */
  85105. renderingGroupId: number;
  85106. /**
  85107. * The emitter represents the Mesh or position we are attaching the particle system to.
  85108. */
  85109. emitter: Nullable<AbstractMesh | Vector3>;
  85110. /**
  85111. * The maximum number of particles to emit per frame
  85112. */
  85113. emitRate: number;
  85114. /**
  85115. * If you want to launch only a few particles at once, that can be done, as well.
  85116. */
  85117. manualEmitCount: number;
  85118. /**
  85119. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85120. */
  85121. updateSpeed: number;
  85122. /**
  85123. * The amount of time the particle system is running (depends of the overall update speed).
  85124. */
  85125. targetStopDuration: number;
  85126. /**
  85127. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85128. */
  85129. disposeOnStop: boolean;
  85130. /**
  85131. * Minimum power of emitting particles.
  85132. */
  85133. minEmitPower: number;
  85134. /**
  85135. * Maximum power of emitting particles.
  85136. */
  85137. maxEmitPower: number;
  85138. /**
  85139. * Minimum life time of emitting particles.
  85140. */
  85141. minLifeTime: number;
  85142. /**
  85143. * Maximum life time of emitting particles.
  85144. */
  85145. maxLifeTime: number;
  85146. /**
  85147. * Minimum Size of emitting particles.
  85148. */
  85149. minSize: number;
  85150. /**
  85151. * Maximum Size of emitting particles.
  85152. */
  85153. maxSize: number;
  85154. /**
  85155. * Minimum scale of emitting particles on X axis.
  85156. */
  85157. minScaleX: number;
  85158. /**
  85159. * Maximum scale of emitting particles on X axis.
  85160. */
  85161. maxScaleX: number;
  85162. /**
  85163. * Minimum scale of emitting particles on Y axis.
  85164. */
  85165. minScaleY: number;
  85166. /**
  85167. * Maximum scale of emitting particles on Y axis.
  85168. */
  85169. maxScaleY: number;
  85170. /**
  85171. * Gets or sets the minimal initial rotation in radians.
  85172. */
  85173. minInitialRotation: number;
  85174. /**
  85175. * Gets or sets the maximal initial rotation in radians.
  85176. */
  85177. maxInitialRotation: number;
  85178. /**
  85179. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85180. */
  85181. minAngularSpeed: number;
  85182. /**
  85183. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85184. */
  85185. maxAngularSpeed: number;
  85186. /**
  85187. * The texture used to render each particle. (this can be a spritesheet)
  85188. */
  85189. particleTexture: Nullable<Texture>;
  85190. /**
  85191. * The layer mask we are rendering the particles through.
  85192. */
  85193. layerMask: number;
  85194. /**
  85195. * This can help using your own shader to render the particle system.
  85196. * The according effect will be created
  85197. */
  85198. customShader: any;
  85199. /**
  85200. * By default particle system starts as soon as they are created. This prevents the
  85201. * automatic start to happen and let you decide when to start emitting particles.
  85202. */
  85203. preventAutoStart: boolean;
  85204. private _noiseTexture;
  85205. /**
  85206. * Gets or sets a texture used to add random noise to particle positions
  85207. */
  85208. noiseTexture: Nullable<ProceduralTexture>;
  85209. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85210. noiseStrength: Vector3;
  85211. /**
  85212. * Callback triggered when the particle animation is ending.
  85213. */
  85214. onAnimationEnd: Nullable<() => void>;
  85215. /**
  85216. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85217. */
  85218. blendMode: number;
  85219. /**
  85220. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85221. * to override the particles.
  85222. */
  85223. forceDepthWrite: boolean;
  85224. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  85225. preWarmCycles: number;
  85226. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85227. preWarmStepOffset: number;
  85228. /**
  85229. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  85230. */
  85231. spriteCellChangeSpeed: number;
  85232. /**
  85233. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85234. */
  85235. startSpriteCellID: number;
  85236. /**
  85237. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85238. */
  85239. endSpriteCellID: number;
  85240. /**
  85241. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85242. */
  85243. spriteCellWidth: number;
  85244. /**
  85245. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85246. */
  85247. spriteCellHeight: number;
  85248. /**
  85249. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85250. */
  85251. spriteRandomStartCell: boolean;
  85252. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85253. translationPivot: Vector2;
  85254. /** @hidden */
  85255. protected _isAnimationSheetEnabled: boolean;
  85256. /**
  85257. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85258. */
  85259. beginAnimationOnStart: boolean;
  85260. /**
  85261. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85262. */
  85263. beginAnimationFrom: number;
  85264. /**
  85265. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85266. */
  85267. beginAnimationTo: number;
  85268. /**
  85269. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85270. */
  85271. beginAnimationLoop: boolean;
  85272. /**
  85273. * Gets or sets a world offset applied to all particles
  85274. */
  85275. worldOffset: Vector3;
  85276. /**
  85277. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85278. */
  85279. isAnimationSheetEnabled: boolean;
  85280. /**
  85281. * Get hosting scene
  85282. * @returns the scene
  85283. */
  85284. getScene(): Scene;
  85285. /**
  85286. * You can use gravity if you want to give an orientation to your particles.
  85287. */
  85288. gravity: Vector3;
  85289. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85290. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85291. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85292. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85293. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85294. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85295. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85296. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85297. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85298. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85299. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85300. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85301. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85302. /**
  85303. * Defines the delay in milliseconds before starting the system (0 by default)
  85304. */
  85305. startDelay: number;
  85306. /**
  85307. * Gets the current list of drag gradients.
  85308. * You must use addDragGradient and removeDragGradient to udpate this list
  85309. * @returns the list of drag gradients
  85310. */
  85311. getDragGradients(): Nullable<Array<FactorGradient>>;
  85312. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85313. limitVelocityDamping: number;
  85314. /**
  85315. * Gets the current list of limit velocity gradients.
  85316. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85317. * @returns the list of limit velocity gradients
  85318. */
  85319. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85320. /**
  85321. * Gets the current list of color gradients.
  85322. * You must use addColorGradient and removeColorGradient to udpate this list
  85323. * @returns the list of color gradients
  85324. */
  85325. getColorGradients(): Nullable<Array<ColorGradient>>;
  85326. /**
  85327. * Gets the current list of size gradients.
  85328. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85329. * @returns the list of size gradients
  85330. */
  85331. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85332. /**
  85333. * Gets the current list of color remap gradients.
  85334. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85335. * @returns the list of color remap gradients
  85336. */
  85337. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85338. /**
  85339. * Gets the current list of alpha remap gradients.
  85340. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85341. * @returns the list of alpha remap gradients
  85342. */
  85343. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85344. /**
  85345. * Gets the current list of life time gradients.
  85346. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85347. * @returns the list of life time gradients
  85348. */
  85349. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85350. /**
  85351. * Gets the current list of angular speed gradients.
  85352. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85353. * @returns the list of angular speed gradients
  85354. */
  85355. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85356. /**
  85357. * Gets the current list of velocity gradients.
  85358. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85359. * @returns the list of velocity gradients
  85360. */
  85361. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85362. /**
  85363. * Gets the current list of start size gradients.
  85364. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85365. * @returns the list of start size gradients
  85366. */
  85367. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85368. /**
  85369. * Gets the current list of emit rate gradients.
  85370. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85371. * @returns the list of emit rate gradients
  85372. */
  85373. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85374. /**
  85375. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85376. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85377. */
  85378. direction1: Vector3;
  85379. /**
  85380. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85381. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85382. */
  85383. direction2: Vector3;
  85384. /**
  85385. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85386. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85387. */
  85388. minEmitBox: Vector3;
  85389. /**
  85390. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85391. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85392. */
  85393. maxEmitBox: Vector3;
  85394. /**
  85395. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85396. */
  85397. color1: Color4;
  85398. /**
  85399. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85400. */
  85401. color2: Color4;
  85402. /**
  85403. * Color the particle will have at the end of its lifetime
  85404. */
  85405. colorDead: Color4;
  85406. /**
  85407. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85408. */
  85409. textureMask: Color4;
  85410. /**
  85411. * The particle emitter type defines the emitter used by the particle system.
  85412. * It can be for example box, sphere, or cone...
  85413. */
  85414. particleEmitterType: IParticleEmitterType;
  85415. /** @hidden */
  85416. _isSubEmitter: boolean;
  85417. /**
  85418. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85419. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85420. */
  85421. billboardMode: number;
  85422. protected _isBillboardBased: boolean;
  85423. /**
  85424. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85425. */
  85426. isBillboardBased: boolean;
  85427. /**
  85428. * The scene the particle system belongs to.
  85429. */
  85430. protected _scene: Scene;
  85431. /**
  85432. * Local cache of defines for image processing.
  85433. */
  85434. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85435. /**
  85436. * Default configuration related to image processing available in the standard Material.
  85437. */
  85438. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85439. /**
  85440. * Gets the image processing configuration used either in this material.
  85441. */
  85442. /**
  85443. * Sets the Default image processing configuration used either in the this material.
  85444. *
  85445. * If sets to null, the scene one is in use.
  85446. */
  85447. imageProcessingConfiguration: ImageProcessingConfiguration;
  85448. /**
  85449. * Attaches a new image processing configuration to the Standard Material.
  85450. * @param configuration
  85451. */
  85452. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85453. /** @hidden */
  85454. protected _reset(): void;
  85455. /** @hidden */
  85456. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85457. /**
  85458. * Instantiates a particle system.
  85459. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85460. * @param name The name of the particle system
  85461. */
  85462. constructor(name: string);
  85463. /**
  85464. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85465. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85466. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85467. * @returns the emitter
  85468. */
  85469. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85470. /**
  85471. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85472. * @param radius The radius of the hemisphere to emit from
  85473. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85474. * @returns the emitter
  85475. */
  85476. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85477. /**
  85478. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85479. * @param radius The radius of the sphere to emit from
  85480. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85481. * @returns the emitter
  85482. */
  85483. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85484. /**
  85485. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85486. * @param radius The radius of the sphere to emit from
  85487. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85488. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85489. * @returns the emitter
  85490. */
  85491. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85492. /**
  85493. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85494. * @param radius The radius of the emission cylinder
  85495. * @param height The height of the emission cylinder
  85496. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85497. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85498. * @returns the emitter
  85499. */
  85500. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85501. /**
  85502. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85503. * @param radius The radius of the cylinder to emit from
  85504. * @param height The height of the emission cylinder
  85505. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85506. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85507. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85508. * @returns the emitter
  85509. */
  85510. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85511. /**
  85512. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85513. * @param radius The radius of the cone to emit from
  85514. * @param angle The base angle of the cone
  85515. * @returns the emitter
  85516. */
  85517. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85518. /**
  85519. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85520. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85521. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85522. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85523. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85524. * @returns the emitter
  85525. */
  85526. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85527. }
  85528. }
  85529. declare module BABYLON {
  85530. /**
  85531. * Type of sub emitter
  85532. */
  85533. export enum SubEmitterType {
  85534. /**
  85535. * Attached to the particle over it's lifetime
  85536. */
  85537. ATTACHED = 0,
  85538. /**
  85539. * Created when the particle dies
  85540. */
  85541. END = 1
  85542. }
  85543. /**
  85544. * Sub emitter class used to emit particles from an existing particle
  85545. */
  85546. export class SubEmitter {
  85547. /**
  85548. * the particle system to be used by the sub emitter
  85549. */
  85550. particleSystem: ParticleSystem;
  85551. /**
  85552. * Type of the submitter (Default: END)
  85553. */
  85554. type: SubEmitterType;
  85555. /**
  85556. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  85557. * Note: This only is supported when using an emitter of type Mesh
  85558. */
  85559. inheritDirection: boolean;
  85560. /**
  85561. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85562. */
  85563. inheritedVelocityAmount: number;
  85564. /**
  85565. * Creates a sub emitter
  85566. * @param particleSystem the particle system to be used by the sub emitter
  85567. */
  85568. constructor(
  85569. /**
  85570. * the particle system to be used by the sub emitter
  85571. */
  85572. particleSystem: ParticleSystem);
  85573. /**
  85574. * Clones the sub emitter
  85575. * @returns the cloned sub emitter
  85576. */
  85577. clone(): SubEmitter;
  85578. /**
  85579. * Serialize current object to a JSON object
  85580. * @returns the serialized object
  85581. */
  85582. serialize(): any;
  85583. /** @hidden */
  85584. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85585. /**
  85586. * Creates a new SubEmitter from a serialized JSON version
  85587. * @param serializationObject defines the JSON object to read from
  85588. * @param scene defines the hosting scene
  85589. * @param rootUrl defines the rootUrl for data loading
  85590. * @returns a new SubEmitter
  85591. */
  85592. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85593. /** Release associated resources */
  85594. dispose(): void;
  85595. }
  85596. }
  85597. declare module BABYLON {
  85598. /** @hidden */
  85599. export var clipPlaneFragmentDeclaration: {
  85600. name: string;
  85601. shader: string;
  85602. };
  85603. }
  85604. declare module BABYLON {
  85605. /** @hidden */
  85606. export var imageProcessingDeclaration: {
  85607. name: string;
  85608. shader: string;
  85609. };
  85610. }
  85611. declare module BABYLON {
  85612. /** @hidden */
  85613. export var imageProcessingFunctions: {
  85614. name: string;
  85615. shader: string;
  85616. };
  85617. }
  85618. declare module BABYLON {
  85619. /** @hidden */
  85620. export var clipPlaneFragment: {
  85621. name: string;
  85622. shader: string;
  85623. };
  85624. }
  85625. declare module BABYLON {
  85626. /** @hidden */
  85627. export var particlesPixelShader: {
  85628. name: string;
  85629. shader: string;
  85630. };
  85631. }
  85632. declare module BABYLON {
  85633. /** @hidden */
  85634. export var clipPlaneVertexDeclaration: {
  85635. name: string;
  85636. shader: string;
  85637. };
  85638. }
  85639. declare module BABYLON {
  85640. /** @hidden */
  85641. export var clipPlaneVertex: {
  85642. name: string;
  85643. shader: string;
  85644. };
  85645. }
  85646. declare module BABYLON {
  85647. /** @hidden */
  85648. export var particlesVertexShader: {
  85649. name: string;
  85650. shader: string;
  85651. };
  85652. }
  85653. declare module BABYLON {
  85654. /**
  85655. * This represents a particle system in Babylon.
  85656. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85657. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85658. * @example https://doc.babylonjs.com/babylon101/particles
  85659. */
  85660. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85661. /**
  85662. * Billboard mode will only apply to Y axis
  85663. */
  85664. static readonly BILLBOARDMODE_Y: number;
  85665. /**
  85666. * Billboard mode will apply to all axes
  85667. */
  85668. static readonly BILLBOARDMODE_ALL: number;
  85669. /**
  85670. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85671. */
  85672. static readonly BILLBOARDMODE_STRETCHED: number;
  85673. /**
  85674. * This function can be defined to provide custom update for active particles.
  85675. * This function will be called instead of regular update (age, position, color, etc.).
  85676. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85677. */
  85678. updateFunction: (particles: Particle[]) => void;
  85679. private _emitterWorldMatrix;
  85680. /**
  85681. * This function can be defined to specify initial direction for every new particle.
  85682. * It by default use the emitterType defined function
  85683. */
  85684. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85685. /**
  85686. * This function can be defined to specify initial position for every new particle.
  85687. * It by default use the emitterType defined function
  85688. */
  85689. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85690. /**
  85691. * @hidden
  85692. */
  85693. _inheritedVelocityOffset: Vector3;
  85694. /**
  85695. * An event triggered when the system is disposed
  85696. */
  85697. onDisposeObservable: Observable<ParticleSystem>;
  85698. private _onDisposeObserver;
  85699. /**
  85700. * Sets a callback that will be triggered when the system is disposed
  85701. */
  85702. onDispose: () => void;
  85703. private _particles;
  85704. private _epsilon;
  85705. private _capacity;
  85706. private _stockParticles;
  85707. private _newPartsExcess;
  85708. private _vertexData;
  85709. private _vertexBuffer;
  85710. private _vertexBuffers;
  85711. private _spriteBuffer;
  85712. private _indexBuffer;
  85713. private _effect;
  85714. private _customEffect;
  85715. private _cachedDefines;
  85716. private _scaledColorStep;
  85717. private _colorDiff;
  85718. private _scaledDirection;
  85719. private _scaledGravity;
  85720. private _currentRenderId;
  85721. private _alive;
  85722. private _useInstancing;
  85723. private _started;
  85724. private _stopped;
  85725. private _actualFrame;
  85726. private _scaledUpdateSpeed;
  85727. private _vertexBufferSize;
  85728. /** @hidden */
  85729. _currentEmitRateGradient: Nullable<FactorGradient>;
  85730. /** @hidden */
  85731. _currentEmitRate1: number;
  85732. /** @hidden */
  85733. _currentEmitRate2: number;
  85734. /** @hidden */
  85735. _currentStartSizeGradient: Nullable<FactorGradient>;
  85736. /** @hidden */
  85737. _currentStartSize1: number;
  85738. /** @hidden */
  85739. _currentStartSize2: number;
  85740. private readonly _rawTextureWidth;
  85741. private _rampGradientsTexture;
  85742. private _useRampGradients;
  85743. /** Gets or sets a boolean indicating that ramp gradients must be used
  85744. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85745. */
  85746. useRampGradients: boolean;
  85747. /**
  85748. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  85749. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  85750. */
  85751. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85752. private _subEmitters;
  85753. /**
  85754. * @hidden
  85755. * If the particle systems emitter should be disposed when the particle system is disposed
  85756. */
  85757. _disposeEmitterOnDispose: boolean;
  85758. /**
  85759. * The current active Sub-systems, this property is used by the root particle system only.
  85760. */
  85761. activeSubSystems: Array<ParticleSystem>;
  85762. private _rootParticleSystem;
  85763. /**
  85764. * Gets the current list of active particles
  85765. */
  85766. readonly particles: Particle[];
  85767. /**
  85768. * Returns the string "ParticleSystem"
  85769. * @returns a string containing the class name
  85770. */
  85771. getClassName(): string;
  85772. /**
  85773. * Instantiates a particle system.
  85774. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85775. * @param name The name of the particle system
  85776. * @param capacity The max number of particles alive at the same time
  85777. * @param scene The scene the particle system belongs to
  85778. * @param customEffect a custom effect used to change the way particles are rendered by default
  85779. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85780. * @param epsilon Offset used to render the particles
  85781. */
  85782. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85783. private _addFactorGradient;
  85784. private _removeFactorGradient;
  85785. /**
  85786. * Adds a new life time gradient
  85787. * @param gradient defines the gradient to use (between 0 and 1)
  85788. * @param factor defines the life time factor to affect to the specified gradient
  85789. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85790. * @returns the current particle system
  85791. */
  85792. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85793. /**
  85794. * Remove a specific life time gradient
  85795. * @param gradient defines the gradient to remove
  85796. * @returns the current particle system
  85797. */
  85798. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85799. /**
  85800. * Adds a new size gradient
  85801. * @param gradient defines the gradient to use (between 0 and 1)
  85802. * @param factor defines the size factor to affect to the specified gradient
  85803. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85804. * @returns the current particle system
  85805. */
  85806. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85807. /**
  85808. * Remove a specific size gradient
  85809. * @param gradient defines the gradient to remove
  85810. * @returns the current particle system
  85811. */
  85812. removeSizeGradient(gradient: number): IParticleSystem;
  85813. /**
  85814. * Adds a new color remap gradient
  85815. * @param gradient defines the gradient to use (between 0 and 1)
  85816. * @param min defines the color remap minimal range
  85817. * @param max defines the color remap maximal range
  85818. * @returns the current particle system
  85819. */
  85820. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85821. /**
  85822. * Remove a specific color remap gradient
  85823. * @param gradient defines the gradient to remove
  85824. * @returns the current particle system
  85825. */
  85826. removeColorRemapGradient(gradient: number): IParticleSystem;
  85827. /**
  85828. * Adds a new alpha remap gradient
  85829. * @param gradient defines the gradient to use (between 0 and 1)
  85830. * @param min defines the alpha remap minimal range
  85831. * @param max defines the alpha remap maximal range
  85832. * @returns the current particle system
  85833. */
  85834. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85835. /**
  85836. * Remove a specific alpha remap gradient
  85837. * @param gradient defines the gradient to remove
  85838. * @returns the current particle system
  85839. */
  85840. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85841. /**
  85842. * Adds a new angular speed gradient
  85843. * @param gradient defines the gradient to use (between 0 and 1)
  85844. * @param factor defines the angular speed to affect to the specified gradient
  85845. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85846. * @returns the current particle system
  85847. */
  85848. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85849. /**
  85850. * Remove a specific angular speed gradient
  85851. * @param gradient defines the gradient to remove
  85852. * @returns the current particle system
  85853. */
  85854. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85855. /**
  85856. * Adds a new velocity gradient
  85857. * @param gradient defines the gradient to use (between 0 and 1)
  85858. * @param factor defines the velocity to affect to the specified gradient
  85859. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85860. * @returns the current particle system
  85861. */
  85862. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85863. /**
  85864. * Remove a specific velocity gradient
  85865. * @param gradient defines the gradient to remove
  85866. * @returns the current particle system
  85867. */
  85868. removeVelocityGradient(gradient: number): IParticleSystem;
  85869. /**
  85870. * Adds a new limit velocity gradient
  85871. * @param gradient defines the gradient to use (between 0 and 1)
  85872. * @param factor defines the limit velocity value to affect to the specified gradient
  85873. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85874. * @returns the current particle system
  85875. */
  85876. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85877. /**
  85878. * Remove a specific limit velocity gradient
  85879. * @param gradient defines the gradient to remove
  85880. * @returns the current particle system
  85881. */
  85882. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85883. /**
  85884. * Adds a new drag gradient
  85885. * @param gradient defines the gradient to use (between 0 and 1)
  85886. * @param factor defines the drag value to affect to the specified gradient
  85887. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85888. * @returns the current particle system
  85889. */
  85890. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85891. /**
  85892. * Remove a specific drag gradient
  85893. * @param gradient defines the gradient to remove
  85894. * @returns the current particle system
  85895. */
  85896. removeDragGradient(gradient: number): IParticleSystem;
  85897. /**
  85898. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85899. * @param gradient defines the gradient to use (between 0 and 1)
  85900. * @param factor defines the emit rate value to affect to the specified gradient
  85901. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85902. * @returns the current particle system
  85903. */
  85904. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85905. /**
  85906. * Remove a specific emit rate gradient
  85907. * @param gradient defines the gradient to remove
  85908. * @returns the current particle system
  85909. */
  85910. removeEmitRateGradient(gradient: number): IParticleSystem;
  85911. /**
  85912. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85913. * @param gradient defines the gradient to use (between 0 and 1)
  85914. * @param factor defines the start size value to affect to the specified gradient
  85915. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85916. * @returns the current particle system
  85917. */
  85918. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85919. /**
  85920. * Remove a specific start size gradient
  85921. * @param gradient defines the gradient to remove
  85922. * @returns the current particle system
  85923. */
  85924. removeStartSizeGradient(gradient: number): IParticleSystem;
  85925. private _createRampGradientTexture;
  85926. /**
  85927. * Gets the current list of ramp gradients.
  85928. * You must use addRampGradient and removeRampGradient to udpate this list
  85929. * @returns the list of ramp gradients
  85930. */
  85931. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85932. /**
  85933. * Adds a new ramp gradient used to remap particle colors
  85934. * @param gradient defines the gradient to use (between 0 and 1)
  85935. * @param color defines the color to affect to the specified gradient
  85936. * @returns the current particle system
  85937. */
  85938. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85939. /**
  85940. * Remove a specific ramp gradient
  85941. * @param gradient defines the gradient to remove
  85942. * @returns the current particle system
  85943. */
  85944. removeRampGradient(gradient: number): ParticleSystem;
  85945. /**
  85946. * Adds a new color gradient
  85947. * @param gradient defines the gradient to use (between 0 and 1)
  85948. * @param color1 defines the color to affect to the specified gradient
  85949. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85950. * @returns this particle system
  85951. */
  85952. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85953. /**
  85954. * Remove a specific color gradient
  85955. * @param gradient defines the gradient to remove
  85956. * @returns this particle system
  85957. */
  85958. removeColorGradient(gradient: number): IParticleSystem;
  85959. private _fetchR;
  85960. protected _reset(): void;
  85961. private _resetEffect;
  85962. private _createVertexBuffers;
  85963. private _createIndexBuffer;
  85964. /**
  85965. * Gets the maximum number of particles active at the same time.
  85966. * @returns The max number of active particles.
  85967. */
  85968. getCapacity(): number;
  85969. /**
  85970. * Gets whether there are still active particles in the system.
  85971. * @returns True if it is alive, otherwise false.
  85972. */
  85973. isAlive(): boolean;
  85974. /**
  85975. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85976. * @returns True if it has been started, otherwise false.
  85977. */
  85978. isStarted(): boolean;
  85979. private _prepareSubEmitterInternalArray;
  85980. /**
  85981. * Starts the particle system and begins to emit
  85982. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85983. */
  85984. start(delay?: number): void;
  85985. /**
  85986. * Stops the particle system.
  85987. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  85988. */
  85989. stop(stopSubEmitters?: boolean): void;
  85990. /**
  85991. * Remove all active particles
  85992. */
  85993. reset(): void;
  85994. /**
  85995. * @hidden (for internal use only)
  85996. */
  85997. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85998. /**
  85999. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  86000. * Its lifetime will start back at 0.
  86001. */
  86002. recycleParticle: (particle: Particle) => void;
  86003. private _stopSubEmitters;
  86004. private _createParticle;
  86005. private _removeFromRoot;
  86006. private _emitFromParticle;
  86007. private _update;
  86008. /** @hidden */
  86009. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  86010. /** @hidden */
  86011. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  86012. /** @hidden */
  86013. private _getEffect;
  86014. /**
  86015. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  86016. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  86017. */
  86018. animate(preWarmOnly?: boolean): void;
  86019. private _appendParticleVertices;
  86020. /**
  86021. * Rebuilds the particle system.
  86022. */
  86023. rebuild(): void;
  86024. /**
  86025. * Is this system ready to be used/rendered
  86026. * @return true if the system is ready
  86027. */
  86028. isReady(): boolean;
  86029. private _render;
  86030. /**
  86031. * Renders the particle system in its current state.
  86032. * @returns the current number of particles
  86033. */
  86034. render(): number;
  86035. /**
  86036. * Disposes the particle system and free the associated resources
  86037. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86038. */
  86039. dispose(disposeTexture?: boolean): void;
  86040. /**
  86041. * Clones the particle system.
  86042. * @param name The name of the cloned object
  86043. * @param newEmitter The new emitter to use
  86044. * @returns the cloned particle system
  86045. */
  86046. clone(name: string, newEmitter: any): ParticleSystem;
  86047. /**
  86048. * Serializes the particle system to a JSON object.
  86049. * @returns the JSON object
  86050. */
  86051. serialize(): any;
  86052. /** @hidden */
  86053. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  86054. /** @hidden */
  86055. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  86056. /**
  86057. * Parses a JSON object to create a particle system.
  86058. * @param parsedParticleSystem The JSON object to parse
  86059. * @param scene The scene to create the particle system in
  86060. * @param rootUrl The root url to use to load external dependencies like texture
  86061. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  86062. * @returns the Parsed particle system
  86063. */
  86064. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  86065. }
  86066. }
  86067. declare module BABYLON {
  86068. /**
  86069. * A particle represents one of the element emitted by a particle system.
  86070. * This is mainly define by its coordinates, direction, velocity and age.
  86071. */
  86072. export class Particle {
  86073. /**
  86074. * The particle system the particle belongs to.
  86075. */
  86076. particleSystem: ParticleSystem;
  86077. private static _Count;
  86078. /**
  86079. * Unique ID of the particle
  86080. */
  86081. id: number;
  86082. /**
  86083. * The world position of the particle in the scene.
  86084. */
  86085. position: Vector3;
  86086. /**
  86087. * The world direction of the particle in the scene.
  86088. */
  86089. direction: Vector3;
  86090. /**
  86091. * The color of the particle.
  86092. */
  86093. color: Color4;
  86094. /**
  86095. * The color change of the particle per step.
  86096. */
  86097. colorStep: Color4;
  86098. /**
  86099. * Defines how long will the life of the particle be.
  86100. */
  86101. lifeTime: number;
  86102. /**
  86103. * The current age of the particle.
  86104. */
  86105. age: number;
  86106. /**
  86107. * The current size of the particle.
  86108. */
  86109. size: number;
  86110. /**
  86111. * The current scale of the particle.
  86112. */
  86113. scale: Vector2;
  86114. /**
  86115. * The current angle of the particle.
  86116. */
  86117. angle: number;
  86118. /**
  86119. * Defines how fast is the angle changing.
  86120. */
  86121. angularSpeed: number;
  86122. /**
  86123. * Defines the cell index used by the particle to be rendered from a sprite.
  86124. */
  86125. cellIndex: number;
  86126. /**
  86127. * The information required to support color remapping
  86128. */
  86129. remapData: Vector4;
  86130. /** @hidden */
  86131. _randomCellOffset?: number;
  86132. /** @hidden */
  86133. _initialDirection: Nullable<Vector3>;
  86134. /** @hidden */
  86135. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  86136. /** @hidden */
  86137. _initialStartSpriteCellID: number;
  86138. /** @hidden */
  86139. _initialEndSpriteCellID: number;
  86140. /** @hidden */
  86141. _currentColorGradient: Nullable<ColorGradient>;
  86142. /** @hidden */
  86143. _currentColor1: Color4;
  86144. /** @hidden */
  86145. _currentColor2: Color4;
  86146. /** @hidden */
  86147. _currentSizeGradient: Nullable<FactorGradient>;
  86148. /** @hidden */
  86149. _currentSize1: number;
  86150. /** @hidden */
  86151. _currentSize2: number;
  86152. /** @hidden */
  86153. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  86154. /** @hidden */
  86155. _currentAngularSpeed1: number;
  86156. /** @hidden */
  86157. _currentAngularSpeed2: number;
  86158. /** @hidden */
  86159. _currentVelocityGradient: Nullable<FactorGradient>;
  86160. /** @hidden */
  86161. _currentVelocity1: number;
  86162. /** @hidden */
  86163. _currentVelocity2: number;
  86164. /** @hidden */
  86165. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  86166. /** @hidden */
  86167. _currentLimitVelocity1: number;
  86168. /** @hidden */
  86169. _currentLimitVelocity2: number;
  86170. /** @hidden */
  86171. _currentDragGradient: Nullable<FactorGradient>;
  86172. /** @hidden */
  86173. _currentDrag1: number;
  86174. /** @hidden */
  86175. _currentDrag2: number;
  86176. /** @hidden */
  86177. _randomNoiseCoordinates1: Vector3;
  86178. /** @hidden */
  86179. _randomNoiseCoordinates2: Vector3;
  86180. /**
  86181. * Creates a new instance Particle
  86182. * @param particleSystem the particle system the particle belongs to
  86183. */
  86184. constructor(
  86185. /**
  86186. * The particle system the particle belongs to.
  86187. */
  86188. particleSystem: ParticleSystem);
  86189. private updateCellInfoFromSystem;
  86190. /**
  86191. * Defines how the sprite cell index is updated for the particle
  86192. */
  86193. updateCellIndex(): void;
  86194. /** @hidden */
  86195. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  86196. /** @hidden */
  86197. _inheritParticleInfoToSubEmitters(): void;
  86198. /** @hidden */
  86199. _reset(): void;
  86200. /**
  86201. * Copy the properties of particle to another one.
  86202. * @param other the particle to copy the information to.
  86203. */
  86204. copyTo(other: Particle): void;
  86205. }
  86206. }
  86207. declare module BABYLON {
  86208. /**
  86209. * Particle emitter represents a volume emitting particles.
  86210. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86211. */
  86212. export interface IParticleEmitterType {
  86213. /**
  86214. * Called by the particle System when the direction is computed for the created particle.
  86215. * @param worldMatrix is the world matrix of the particle system
  86216. * @param directionToUpdate is the direction vector to update with the result
  86217. * @param particle is the particle we are computed the direction for
  86218. */
  86219. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86220. /**
  86221. * Called by the particle System when the position is computed for the created particle.
  86222. * @param worldMatrix is the world matrix of the particle system
  86223. * @param positionToUpdate is the position vector to update with the result
  86224. * @param particle is the particle we are computed the position for
  86225. */
  86226. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86227. /**
  86228. * Clones the current emitter and returns a copy of it
  86229. * @returns the new emitter
  86230. */
  86231. clone(): IParticleEmitterType;
  86232. /**
  86233. * Called by the GPUParticleSystem to setup the update shader
  86234. * @param effect defines the update shader
  86235. */
  86236. applyToShader(effect: Effect): void;
  86237. /**
  86238. * Returns a string to use to update the GPU particles update shader
  86239. * @returns the effect defines string
  86240. */
  86241. getEffectDefines(): string;
  86242. /**
  86243. * Returns a string representing the class name
  86244. * @returns a string containing the class name
  86245. */
  86246. getClassName(): string;
  86247. /**
  86248. * Serializes the particle system to a JSON object.
  86249. * @returns the JSON object
  86250. */
  86251. serialize(): any;
  86252. /**
  86253. * Parse properties from a JSON object
  86254. * @param serializationObject defines the JSON object
  86255. */
  86256. parse(serializationObject: any): void;
  86257. }
  86258. }
  86259. declare module BABYLON {
  86260. /**
  86261. * Particle emitter emitting particles from the inside of a box.
  86262. * It emits the particles randomly between 2 given directions.
  86263. */
  86264. export class BoxParticleEmitter implements IParticleEmitterType {
  86265. /**
  86266. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86267. */
  86268. direction1: Vector3;
  86269. /**
  86270. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86271. */
  86272. direction2: Vector3;
  86273. /**
  86274. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  86275. */
  86276. minEmitBox: Vector3;
  86277. /**
  86278. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  86279. */
  86280. maxEmitBox: Vector3;
  86281. /**
  86282. * Creates a new instance BoxParticleEmitter
  86283. */
  86284. constructor();
  86285. /**
  86286. * Called by the particle System when the direction is computed for the created particle.
  86287. * @param worldMatrix is the world matrix of the particle system
  86288. * @param directionToUpdate is the direction vector to update with the result
  86289. * @param particle is the particle we are computed the direction for
  86290. */
  86291. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86292. /**
  86293. * Called by the particle System when the position is computed for the created particle.
  86294. * @param worldMatrix is the world matrix of the particle system
  86295. * @param positionToUpdate is the position vector to update with the result
  86296. * @param particle is the particle we are computed the position for
  86297. */
  86298. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86299. /**
  86300. * Clones the current emitter and returns a copy of it
  86301. * @returns the new emitter
  86302. */
  86303. clone(): BoxParticleEmitter;
  86304. /**
  86305. * Called by the GPUParticleSystem to setup the update shader
  86306. * @param effect defines the update shader
  86307. */
  86308. applyToShader(effect: Effect): void;
  86309. /**
  86310. * Returns a string to use to update the GPU particles update shader
  86311. * @returns a string containng the defines string
  86312. */
  86313. getEffectDefines(): string;
  86314. /**
  86315. * Returns the string "BoxParticleEmitter"
  86316. * @returns a string containing the class name
  86317. */
  86318. getClassName(): string;
  86319. /**
  86320. * Serializes the particle system to a JSON object.
  86321. * @returns the JSON object
  86322. */
  86323. serialize(): any;
  86324. /**
  86325. * Parse properties from a JSON object
  86326. * @param serializationObject defines the JSON object
  86327. */
  86328. parse(serializationObject: any): void;
  86329. }
  86330. }
  86331. declare module BABYLON {
  86332. /**
  86333. * Particle emitter emitting particles from the inside of a cone.
  86334. * It emits the particles alongside the cone volume from the base to the particle.
  86335. * The emission direction might be randomized.
  86336. */
  86337. export class ConeParticleEmitter implements IParticleEmitterType {
  86338. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86339. directionRandomizer: number;
  86340. private _radius;
  86341. private _angle;
  86342. private _height;
  86343. /**
  86344. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86345. */
  86346. radiusRange: number;
  86347. /**
  86348. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86349. */
  86350. heightRange: number;
  86351. /**
  86352. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86353. */
  86354. emitFromSpawnPointOnly: boolean;
  86355. /**
  86356. * Gets or sets the radius of the emission cone
  86357. */
  86358. radius: number;
  86359. /**
  86360. * Gets or sets the angle of the emission cone
  86361. */
  86362. angle: number;
  86363. private _buildHeight;
  86364. /**
  86365. * Creates a new instance ConeParticleEmitter
  86366. * @param radius the radius of the emission cone (1 by default)
  86367. * @param angle the cone base angle (PI by default)
  86368. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86369. */
  86370. constructor(radius?: number, angle?: number,
  86371. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86372. directionRandomizer?: number);
  86373. /**
  86374. * Called by the particle System when the direction is computed for the created particle.
  86375. * @param worldMatrix is the world matrix of the particle system
  86376. * @param directionToUpdate is the direction vector to update with the result
  86377. * @param particle is the particle we are computed the direction for
  86378. */
  86379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86380. /**
  86381. * Called by the particle System when the position is computed for the created particle.
  86382. * @param worldMatrix is the world matrix of the particle system
  86383. * @param positionToUpdate is the position vector to update with the result
  86384. * @param particle is the particle we are computed the position for
  86385. */
  86386. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86387. /**
  86388. * Clones the current emitter and returns a copy of it
  86389. * @returns the new emitter
  86390. */
  86391. clone(): ConeParticleEmitter;
  86392. /**
  86393. * Called by the GPUParticleSystem to setup the update shader
  86394. * @param effect defines the update shader
  86395. */
  86396. applyToShader(effect: Effect): void;
  86397. /**
  86398. * Returns a string to use to update the GPU particles update shader
  86399. * @returns a string containng the defines string
  86400. */
  86401. getEffectDefines(): string;
  86402. /**
  86403. * Returns the string "ConeParticleEmitter"
  86404. * @returns a string containing the class name
  86405. */
  86406. getClassName(): string;
  86407. /**
  86408. * Serializes the particle system to a JSON object.
  86409. * @returns the JSON object
  86410. */
  86411. serialize(): any;
  86412. /**
  86413. * Parse properties from a JSON object
  86414. * @param serializationObject defines the JSON object
  86415. */
  86416. parse(serializationObject: any): void;
  86417. }
  86418. }
  86419. declare module BABYLON {
  86420. /**
  86421. * Particle emitter emitting particles from the inside of a cylinder.
  86422. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86423. */
  86424. export class CylinderParticleEmitter implements IParticleEmitterType {
  86425. /**
  86426. * The radius of the emission cylinder.
  86427. */
  86428. radius: number;
  86429. /**
  86430. * The height of the emission cylinder.
  86431. */
  86432. height: number;
  86433. /**
  86434. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86435. */
  86436. radiusRange: number;
  86437. /**
  86438. * How much to randomize the particle direction [0-1].
  86439. */
  86440. directionRandomizer: number;
  86441. /**
  86442. * Creates a new instance CylinderParticleEmitter
  86443. * @param radius the radius of the emission cylinder (1 by default)
  86444. * @param height the height of the emission cylinder (1 by default)
  86445. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86446. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86447. */
  86448. constructor(
  86449. /**
  86450. * The radius of the emission cylinder.
  86451. */
  86452. radius?: number,
  86453. /**
  86454. * The height of the emission cylinder.
  86455. */
  86456. height?: number,
  86457. /**
  86458. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86459. */
  86460. radiusRange?: number,
  86461. /**
  86462. * How much to randomize the particle direction [0-1].
  86463. */
  86464. directionRandomizer?: number);
  86465. /**
  86466. * Called by the particle System when the direction is computed for the created particle.
  86467. * @param worldMatrix is the world matrix of the particle system
  86468. * @param directionToUpdate is the direction vector to update with the result
  86469. * @param particle is the particle we are computed the direction for
  86470. */
  86471. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86472. /**
  86473. * Called by the particle System when the position is computed for the created particle.
  86474. * @param worldMatrix is the world matrix of the particle system
  86475. * @param positionToUpdate is the position vector to update with the result
  86476. * @param particle is the particle we are computed the position for
  86477. */
  86478. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86479. /**
  86480. * Clones the current emitter and returns a copy of it
  86481. * @returns the new emitter
  86482. */
  86483. clone(): CylinderParticleEmitter;
  86484. /**
  86485. * Called by the GPUParticleSystem to setup the update shader
  86486. * @param effect defines the update shader
  86487. */
  86488. applyToShader(effect: Effect): void;
  86489. /**
  86490. * Returns a string to use to update the GPU particles update shader
  86491. * @returns a string containng the defines string
  86492. */
  86493. getEffectDefines(): string;
  86494. /**
  86495. * Returns the string "CylinderParticleEmitter"
  86496. * @returns a string containing the class name
  86497. */
  86498. getClassName(): string;
  86499. /**
  86500. * Serializes the particle system to a JSON object.
  86501. * @returns the JSON object
  86502. */
  86503. serialize(): any;
  86504. /**
  86505. * Parse properties from a JSON object
  86506. * @param serializationObject defines the JSON object
  86507. */
  86508. parse(serializationObject: any): void;
  86509. }
  86510. /**
  86511. * Particle emitter emitting particles from the inside of a cylinder.
  86512. * It emits the particles randomly between two vectors.
  86513. */
  86514. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86515. /**
  86516. * The min limit of the emission direction.
  86517. */
  86518. direction1: Vector3;
  86519. /**
  86520. * The max limit of the emission direction.
  86521. */
  86522. direction2: Vector3;
  86523. /**
  86524. * Creates a new instance CylinderDirectedParticleEmitter
  86525. * @param radius the radius of the emission cylinder (1 by default)
  86526. * @param height the height of the emission cylinder (1 by default)
  86527. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86528. * @param direction1 the min limit of the emission direction (up vector by default)
  86529. * @param direction2 the max limit of the emission direction (up vector by default)
  86530. */
  86531. constructor(radius?: number, height?: number, radiusRange?: number,
  86532. /**
  86533. * The min limit of the emission direction.
  86534. */
  86535. direction1?: Vector3,
  86536. /**
  86537. * The max limit of the emission direction.
  86538. */
  86539. direction2?: Vector3);
  86540. /**
  86541. * Called by the particle System when the direction is computed for the created particle.
  86542. * @param worldMatrix is the world matrix of the particle system
  86543. * @param directionToUpdate is the direction vector to update with the result
  86544. * @param particle is the particle we are computed the direction for
  86545. */
  86546. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86547. /**
  86548. * Clones the current emitter and returns a copy of it
  86549. * @returns the new emitter
  86550. */
  86551. clone(): CylinderDirectedParticleEmitter;
  86552. /**
  86553. * Called by the GPUParticleSystem to setup the update shader
  86554. * @param effect defines the update shader
  86555. */
  86556. applyToShader(effect: Effect): void;
  86557. /**
  86558. * Returns a string to use to update the GPU particles update shader
  86559. * @returns a string containng the defines string
  86560. */
  86561. getEffectDefines(): string;
  86562. /**
  86563. * Returns the string "CylinderDirectedParticleEmitter"
  86564. * @returns a string containing the class name
  86565. */
  86566. getClassName(): string;
  86567. /**
  86568. * Serializes the particle system to a JSON object.
  86569. * @returns the JSON object
  86570. */
  86571. serialize(): any;
  86572. /**
  86573. * Parse properties from a JSON object
  86574. * @param serializationObject defines the JSON object
  86575. */
  86576. parse(serializationObject: any): void;
  86577. }
  86578. }
  86579. declare module BABYLON {
  86580. /**
  86581. * Particle emitter emitting particles from the inside of a hemisphere.
  86582. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86583. */
  86584. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86585. /**
  86586. * The radius of the emission hemisphere.
  86587. */
  86588. radius: number;
  86589. /**
  86590. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86591. */
  86592. radiusRange: number;
  86593. /**
  86594. * How much to randomize the particle direction [0-1].
  86595. */
  86596. directionRandomizer: number;
  86597. /**
  86598. * Creates a new instance HemisphericParticleEmitter
  86599. * @param radius the radius of the emission hemisphere (1 by default)
  86600. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86601. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86602. */
  86603. constructor(
  86604. /**
  86605. * The radius of the emission hemisphere.
  86606. */
  86607. radius?: number,
  86608. /**
  86609. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86610. */
  86611. radiusRange?: number,
  86612. /**
  86613. * How much to randomize the particle direction [0-1].
  86614. */
  86615. directionRandomizer?: number);
  86616. /**
  86617. * Called by the particle System when the direction is computed for the created particle.
  86618. * @param worldMatrix is the world matrix of the particle system
  86619. * @param directionToUpdate is the direction vector to update with the result
  86620. * @param particle is the particle we are computed the direction for
  86621. */
  86622. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86623. /**
  86624. * Called by the particle System when the position is computed for the created particle.
  86625. * @param worldMatrix is the world matrix of the particle system
  86626. * @param positionToUpdate is the position vector to update with the result
  86627. * @param particle is the particle we are computed the position for
  86628. */
  86629. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86630. /**
  86631. * Clones the current emitter and returns a copy of it
  86632. * @returns the new emitter
  86633. */
  86634. clone(): HemisphericParticleEmitter;
  86635. /**
  86636. * Called by the GPUParticleSystem to setup the update shader
  86637. * @param effect defines the update shader
  86638. */
  86639. applyToShader(effect: Effect): void;
  86640. /**
  86641. * Returns a string to use to update the GPU particles update shader
  86642. * @returns a string containng the defines string
  86643. */
  86644. getEffectDefines(): string;
  86645. /**
  86646. * Returns the string "HemisphericParticleEmitter"
  86647. * @returns a string containing the class name
  86648. */
  86649. getClassName(): string;
  86650. /**
  86651. * Serializes the particle system to a JSON object.
  86652. * @returns the JSON object
  86653. */
  86654. serialize(): any;
  86655. /**
  86656. * Parse properties from a JSON object
  86657. * @param serializationObject defines the JSON object
  86658. */
  86659. parse(serializationObject: any): void;
  86660. }
  86661. }
  86662. declare module BABYLON {
  86663. /**
  86664. * Particle emitter emitting particles from a point.
  86665. * It emits the particles randomly between 2 given directions.
  86666. */
  86667. export class PointParticleEmitter implements IParticleEmitterType {
  86668. /**
  86669. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86670. */
  86671. direction1: Vector3;
  86672. /**
  86673. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86674. */
  86675. direction2: Vector3;
  86676. /**
  86677. * Creates a new instance PointParticleEmitter
  86678. */
  86679. constructor();
  86680. /**
  86681. * Called by the particle System when the direction is computed for the created particle.
  86682. * @param worldMatrix is the world matrix of the particle system
  86683. * @param directionToUpdate is the direction vector to update with the result
  86684. * @param particle is the particle we are computed the direction for
  86685. */
  86686. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86687. /**
  86688. * Called by the particle System when the position is computed for the created particle.
  86689. * @param worldMatrix is the world matrix of the particle system
  86690. * @param positionToUpdate is the position vector to update with the result
  86691. * @param particle is the particle we are computed the position for
  86692. */
  86693. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86694. /**
  86695. * Clones the current emitter and returns a copy of it
  86696. * @returns the new emitter
  86697. */
  86698. clone(): PointParticleEmitter;
  86699. /**
  86700. * Called by the GPUParticleSystem to setup the update shader
  86701. * @param effect defines the update shader
  86702. */
  86703. applyToShader(effect: Effect): void;
  86704. /**
  86705. * Returns a string to use to update the GPU particles update shader
  86706. * @returns a string containng the defines string
  86707. */
  86708. getEffectDefines(): string;
  86709. /**
  86710. * Returns the string "PointParticleEmitter"
  86711. * @returns a string containing the class name
  86712. */
  86713. getClassName(): string;
  86714. /**
  86715. * Serializes the particle system to a JSON object.
  86716. * @returns the JSON object
  86717. */
  86718. serialize(): any;
  86719. /**
  86720. * Parse properties from a JSON object
  86721. * @param serializationObject defines the JSON object
  86722. */
  86723. parse(serializationObject: any): void;
  86724. }
  86725. }
  86726. declare module BABYLON {
  86727. /**
  86728. * Particle emitter emitting particles from the inside of a sphere.
  86729. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86730. */
  86731. export class SphereParticleEmitter implements IParticleEmitterType {
  86732. /**
  86733. * The radius of the emission sphere.
  86734. */
  86735. radius: number;
  86736. /**
  86737. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86738. */
  86739. radiusRange: number;
  86740. /**
  86741. * How much to randomize the particle direction [0-1].
  86742. */
  86743. directionRandomizer: number;
  86744. /**
  86745. * Creates a new instance SphereParticleEmitter
  86746. * @param radius the radius of the emission sphere (1 by default)
  86747. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86748. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86749. */
  86750. constructor(
  86751. /**
  86752. * The radius of the emission sphere.
  86753. */
  86754. radius?: number,
  86755. /**
  86756. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86757. */
  86758. radiusRange?: number,
  86759. /**
  86760. * How much to randomize the particle direction [0-1].
  86761. */
  86762. directionRandomizer?: number);
  86763. /**
  86764. * Called by the particle System when the direction is computed for the created particle.
  86765. * @param worldMatrix is the world matrix of the particle system
  86766. * @param directionToUpdate is the direction vector to update with the result
  86767. * @param particle is the particle we are computed the direction for
  86768. */
  86769. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86770. /**
  86771. * Called by the particle System when the position is computed for the created particle.
  86772. * @param worldMatrix is the world matrix of the particle system
  86773. * @param positionToUpdate is the position vector to update with the result
  86774. * @param particle is the particle we are computed the position for
  86775. */
  86776. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86777. /**
  86778. * Clones the current emitter and returns a copy of it
  86779. * @returns the new emitter
  86780. */
  86781. clone(): SphereParticleEmitter;
  86782. /**
  86783. * Called by the GPUParticleSystem to setup the update shader
  86784. * @param effect defines the update shader
  86785. */
  86786. applyToShader(effect: Effect): void;
  86787. /**
  86788. * Returns a string to use to update the GPU particles update shader
  86789. * @returns a string containng the defines string
  86790. */
  86791. getEffectDefines(): string;
  86792. /**
  86793. * Returns the string "SphereParticleEmitter"
  86794. * @returns a string containing the class name
  86795. */
  86796. getClassName(): string;
  86797. /**
  86798. * Serializes the particle system to a JSON object.
  86799. * @returns the JSON object
  86800. */
  86801. serialize(): any;
  86802. /**
  86803. * Parse properties from a JSON object
  86804. * @param serializationObject defines the JSON object
  86805. */
  86806. parse(serializationObject: any): void;
  86807. }
  86808. /**
  86809. * Particle emitter emitting particles from the inside of a sphere.
  86810. * It emits the particles randomly between two vectors.
  86811. */
  86812. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86813. /**
  86814. * The min limit of the emission direction.
  86815. */
  86816. direction1: Vector3;
  86817. /**
  86818. * The max limit of the emission direction.
  86819. */
  86820. direction2: Vector3;
  86821. /**
  86822. * Creates a new instance SphereDirectedParticleEmitter
  86823. * @param radius the radius of the emission sphere (1 by default)
  86824. * @param direction1 the min limit of the emission direction (up vector by default)
  86825. * @param direction2 the max limit of the emission direction (up vector by default)
  86826. */
  86827. constructor(radius?: number,
  86828. /**
  86829. * The min limit of the emission direction.
  86830. */
  86831. direction1?: Vector3,
  86832. /**
  86833. * The max limit of the emission direction.
  86834. */
  86835. direction2?: Vector3);
  86836. /**
  86837. * Called by the particle System when the direction is computed for the created particle.
  86838. * @param worldMatrix is the world matrix of the particle system
  86839. * @param directionToUpdate is the direction vector to update with the result
  86840. * @param particle is the particle we are computed the direction for
  86841. */
  86842. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86843. /**
  86844. * Clones the current emitter and returns a copy of it
  86845. * @returns the new emitter
  86846. */
  86847. clone(): SphereDirectedParticleEmitter;
  86848. /**
  86849. * Called by the GPUParticleSystem to setup the update shader
  86850. * @param effect defines the update shader
  86851. */
  86852. applyToShader(effect: Effect): void;
  86853. /**
  86854. * Returns a string to use to update the GPU particles update shader
  86855. * @returns a string containng the defines string
  86856. */
  86857. getEffectDefines(): string;
  86858. /**
  86859. * Returns the string "SphereDirectedParticleEmitter"
  86860. * @returns a string containing the class name
  86861. */
  86862. getClassName(): string;
  86863. /**
  86864. * Serializes the particle system to a JSON object.
  86865. * @returns the JSON object
  86866. */
  86867. serialize(): any;
  86868. /**
  86869. * Parse properties from a JSON object
  86870. * @param serializationObject defines the JSON object
  86871. */
  86872. parse(serializationObject: any): void;
  86873. }
  86874. }
  86875. declare module BABYLON {
  86876. /**
  86877. * Interface representing a particle system in Babylon.js.
  86878. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86879. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86880. */
  86881. export interface IParticleSystem {
  86882. /**
  86883. * List of animations used by the particle system.
  86884. */
  86885. animations: Animation[];
  86886. /**
  86887. * The id of the Particle system.
  86888. */
  86889. id: string;
  86890. /**
  86891. * The name of the Particle system.
  86892. */
  86893. name: string;
  86894. /**
  86895. * The emitter represents the Mesh or position we are attaching the particle system to.
  86896. */
  86897. emitter: Nullable<AbstractMesh | Vector3>;
  86898. /**
  86899. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86900. */
  86901. isBillboardBased: boolean;
  86902. /**
  86903. * The rendering group used by the Particle system to chose when to render.
  86904. */
  86905. renderingGroupId: number;
  86906. /**
  86907. * The layer mask we are rendering the particles through.
  86908. */
  86909. layerMask: number;
  86910. /**
  86911. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86912. */
  86913. updateSpeed: number;
  86914. /**
  86915. * The amount of time the particle system is running (depends of the overall update speed).
  86916. */
  86917. targetStopDuration: number;
  86918. /**
  86919. * The texture used to render each particle. (this can be a spritesheet)
  86920. */
  86921. particleTexture: Nullable<Texture>;
  86922. /**
  86923. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86924. */
  86925. blendMode: number;
  86926. /**
  86927. * Minimum life time of emitting particles.
  86928. */
  86929. minLifeTime: number;
  86930. /**
  86931. * Maximum life time of emitting particles.
  86932. */
  86933. maxLifeTime: number;
  86934. /**
  86935. * Minimum Size of emitting particles.
  86936. */
  86937. minSize: number;
  86938. /**
  86939. * Maximum Size of emitting particles.
  86940. */
  86941. maxSize: number;
  86942. /**
  86943. * Minimum scale of emitting particles on X axis.
  86944. */
  86945. minScaleX: number;
  86946. /**
  86947. * Maximum scale of emitting particles on X axis.
  86948. */
  86949. maxScaleX: number;
  86950. /**
  86951. * Minimum scale of emitting particles on Y axis.
  86952. */
  86953. minScaleY: number;
  86954. /**
  86955. * Maximum scale of emitting particles on Y axis.
  86956. */
  86957. maxScaleY: number;
  86958. /**
  86959. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86960. */
  86961. color1: Color4;
  86962. /**
  86963. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86964. */
  86965. color2: Color4;
  86966. /**
  86967. * Color the particle will have at the end of its lifetime.
  86968. */
  86969. colorDead: Color4;
  86970. /**
  86971. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86972. */
  86973. emitRate: number;
  86974. /**
  86975. * You can use gravity if you want to give an orientation to your particles.
  86976. */
  86977. gravity: Vector3;
  86978. /**
  86979. * Minimum power of emitting particles.
  86980. */
  86981. minEmitPower: number;
  86982. /**
  86983. * Maximum power of emitting particles.
  86984. */
  86985. maxEmitPower: number;
  86986. /**
  86987. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86988. */
  86989. minAngularSpeed: number;
  86990. /**
  86991. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86992. */
  86993. maxAngularSpeed: number;
  86994. /**
  86995. * Gets or sets the minimal initial rotation in radians.
  86996. */
  86997. minInitialRotation: number;
  86998. /**
  86999. * Gets or sets the maximal initial rotation in radians.
  87000. */
  87001. maxInitialRotation: number;
  87002. /**
  87003. * The particle emitter type defines the emitter used by the particle system.
  87004. * It can be for example box, sphere, or cone...
  87005. */
  87006. particleEmitterType: Nullable<IParticleEmitterType>;
  87007. /**
  87008. * Defines the delay in milliseconds before starting the system (0 by default)
  87009. */
  87010. startDelay: number;
  87011. /**
  87012. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  87013. */
  87014. preWarmCycles: number;
  87015. /**
  87016. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  87017. */
  87018. preWarmStepOffset: number;
  87019. /**
  87020. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  87021. */
  87022. spriteCellChangeSpeed: number;
  87023. /**
  87024. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  87025. */
  87026. startSpriteCellID: number;
  87027. /**
  87028. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  87029. */
  87030. endSpriteCellID: number;
  87031. /**
  87032. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  87033. */
  87034. spriteCellWidth: number;
  87035. /**
  87036. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  87037. */
  87038. spriteCellHeight: number;
  87039. /**
  87040. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  87041. */
  87042. spriteRandomStartCell: boolean;
  87043. /**
  87044. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  87045. */
  87046. isAnimationSheetEnabled: boolean;
  87047. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  87048. translationPivot: Vector2;
  87049. /**
  87050. * Gets or sets a texture used to add random noise to particle positions
  87051. */
  87052. noiseTexture: Nullable<BaseTexture>;
  87053. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  87054. noiseStrength: Vector3;
  87055. /**
  87056. * Gets or sets the billboard mode to use when isBillboardBased = true.
  87057. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  87058. */
  87059. billboardMode: number;
  87060. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  87061. limitVelocityDamping: number;
  87062. /**
  87063. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  87064. */
  87065. beginAnimationOnStart: boolean;
  87066. /**
  87067. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  87068. */
  87069. beginAnimationFrom: number;
  87070. /**
  87071. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  87072. */
  87073. beginAnimationTo: number;
  87074. /**
  87075. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  87076. */
  87077. beginAnimationLoop: boolean;
  87078. /**
  87079. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  87080. */
  87081. disposeOnStop: boolean;
  87082. /**
  87083. * Gets the maximum number of particles active at the same time.
  87084. * @returns The max number of active particles.
  87085. */
  87086. getCapacity(): number;
  87087. /**
  87088. * Gets if the system has been started. (Note: this will still be true after stop is called)
  87089. * @returns True if it has been started, otherwise false.
  87090. */
  87091. isStarted(): boolean;
  87092. /**
  87093. * Animates the particle system for this frame.
  87094. */
  87095. animate(): void;
  87096. /**
  87097. * Renders the particle system in its current state.
  87098. * @returns the current number of particles
  87099. */
  87100. render(): number;
  87101. /**
  87102. * Dispose the particle system and frees its associated resources.
  87103. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  87104. */
  87105. dispose(disposeTexture?: boolean): void;
  87106. /**
  87107. * Clones the particle system.
  87108. * @param name The name of the cloned object
  87109. * @param newEmitter The new emitter to use
  87110. * @returns the cloned particle system
  87111. */
  87112. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  87113. /**
  87114. * Serializes the particle system to a JSON object.
  87115. * @returns the JSON object
  87116. */
  87117. serialize(): any;
  87118. /**
  87119. * Rebuild the particle system
  87120. */
  87121. rebuild(): void;
  87122. /**
  87123. * Starts the particle system and begins to emit
  87124. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  87125. */
  87126. start(delay?: number): void;
  87127. /**
  87128. * Stops the particle system.
  87129. */
  87130. stop(): void;
  87131. /**
  87132. * Remove all active particles
  87133. */
  87134. reset(): void;
  87135. /**
  87136. * Is this system ready to be used/rendered
  87137. * @return true if the system is ready
  87138. */
  87139. isReady(): boolean;
  87140. /**
  87141. * Adds a new color gradient
  87142. * @param gradient defines the gradient to use (between 0 and 1)
  87143. * @param color1 defines the color to affect to the specified gradient
  87144. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  87145. * @returns the current particle system
  87146. */
  87147. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  87148. /**
  87149. * Remove a specific color gradient
  87150. * @param gradient defines the gradient to remove
  87151. * @returns the current particle system
  87152. */
  87153. removeColorGradient(gradient: number): IParticleSystem;
  87154. /**
  87155. * Adds a new size gradient
  87156. * @param gradient defines the gradient to use (between 0 and 1)
  87157. * @param factor defines the size factor to affect to the specified gradient
  87158. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87159. * @returns the current particle system
  87160. */
  87161. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87162. /**
  87163. * Remove a specific size gradient
  87164. * @param gradient defines the gradient to remove
  87165. * @returns the current particle system
  87166. */
  87167. removeSizeGradient(gradient: number): IParticleSystem;
  87168. /**
  87169. * Gets the current list of color gradients.
  87170. * You must use addColorGradient and removeColorGradient to udpate this list
  87171. * @returns the list of color gradients
  87172. */
  87173. getColorGradients(): Nullable<Array<ColorGradient>>;
  87174. /**
  87175. * Gets the current list of size gradients.
  87176. * You must use addSizeGradient and removeSizeGradient to udpate this list
  87177. * @returns the list of size gradients
  87178. */
  87179. getSizeGradients(): Nullable<Array<FactorGradient>>;
  87180. /**
  87181. * Gets the current list of angular speed gradients.
  87182. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  87183. * @returns the list of angular speed gradients
  87184. */
  87185. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  87186. /**
  87187. * Adds a new angular speed gradient
  87188. * @param gradient defines the gradient to use (between 0 and 1)
  87189. * @param factor defines the angular speed to affect to the specified gradient
  87190. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87191. * @returns the current particle system
  87192. */
  87193. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87194. /**
  87195. * Remove a specific angular speed gradient
  87196. * @param gradient defines the gradient to remove
  87197. * @returns the current particle system
  87198. */
  87199. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  87200. /**
  87201. * Gets the current list of velocity gradients.
  87202. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  87203. * @returns the list of velocity gradients
  87204. */
  87205. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  87206. /**
  87207. * Adds a new velocity gradient
  87208. * @param gradient defines the gradient to use (between 0 and 1)
  87209. * @param factor defines the velocity to affect to the specified gradient
  87210. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87211. * @returns the current particle system
  87212. */
  87213. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87214. /**
  87215. * Remove a specific velocity gradient
  87216. * @param gradient defines the gradient to remove
  87217. * @returns the current particle system
  87218. */
  87219. removeVelocityGradient(gradient: number): IParticleSystem;
  87220. /**
  87221. * Gets the current list of limit velocity gradients.
  87222. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87223. * @returns the list of limit velocity gradients
  87224. */
  87225. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87226. /**
  87227. * Adds a new limit velocity gradient
  87228. * @param gradient defines the gradient to use (between 0 and 1)
  87229. * @param factor defines the limit velocity to affect to the specified gradient
  87230. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87231. * @returns the current particle system
  87232. */
  87233. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87234. /**
  87235. * Remove a specific limit velocity gradient
  87236. * @param gradient defines the gradient to remove
  87237. * @returns the current particle system
  87238. */
  87239. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87240. /**
  87241. * Adds a new drag gradient
  87242. * @param gradient defines the gradient to use (between 0 and 1)
  87243. * @param factor defines the drag to affect to the specified gradient
  87244. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87245. * @returns the current particle system
  87246. */
  87247. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87248. /**
  87249. * Remove a specific drag gradient
  87250. * @param gradient defines the gradient to remove
  87251. * @returns the current particle system
  87252. */
  87253. removeDragGradient(gradient: number): IParticleSystem;
  87254. /**
  87255. * Gets the current list of drag gradients.
  87256. * You must use addDragGradient and removeDragGradient to udpate this list
  87257. * @returns the list of drag gradients
  87258. */
  87259. getDragGradients(): Nullable<Array<FactorGradient>>;
  87260. /**
  87261. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87262. * @param gradient defines the gradient to use (between 0 and 1)
  87263. * @param factor defines the emit rate to affect to the specified gradient
  87264. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87265. * @returns the current particle system
  87266. */
  87267. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87268. /**
  87269. * Remove a specific emit rate gradient
  87270. * @param gradient defines the gradient to remove
  87271. * @returns the current particle system
  87272. */
  87273. removeEmitRateGradient(gradient: number): IParticleSystem;
  87274. /**
  87275. * Gets the current list of emit rate gradients.
  87276. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87277. * @returns the list of emit rate gradients
  87278. */
  87279. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87280. /**
  87281. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87282. * @param gradient defines the gradient to use (between 0 and 1)
  87283. * @param factor defines the start size to affect to the specified gradient
  87284. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87285. * @returns the current particle system
  87286. */
  87287. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87288. /**
  87289. * Remove a specific start size gradient
  87290. * @param gradient defines the gradient to remove
  87291. * @returns the current particle system
  87292. */
  87293. removeStartSizeGradient(gradient: number): IParticleSystem;
  87294. /**
  87295. * Gets the current list of start size gradients.
  87296. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87297. * @returns the list of start size gradients
  87298. */
  87299. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87300. /**
  87301. * Adds a new life time gradient
  87302. * @param gradient defines the gradient to use (between 0 and 1)
  87303. * @param factor defines the life time factor to affect to the specified gradient
  87304. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87305. * @returns the current particle system
  87306. */
  87307. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87308. /**
  87309. * Remove a specific life time gradient
  87310. * @param gradient defines the gradient to remove
  87311. * @returns the current particle system
  87312. */
  87313. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87314. /**
  87315. * Gets the current list of life time gradients.
  87316. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87317. * @returns the list of life time gradients
  87318. */
  87319. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87320. /**
  87321. * Gets the current list of color gradients.
  87322. * You must use addColorGradient and removeColorGradient to udpate this list
  87323. * @returns the list of color gradients
  87324. */
  87325. getColorGradients(): Nullable<Array<ColorGradient>>;
  87326. /**
  87327. * Adds a new ramp gradient used to remap particle colors
  87328. * @param gradient defines the gradient to use (between 0 and 1)
  87329. * @param color defines the color to affect to the specified gradient
  87330. * @returns the current particle system
  87331. */
  87332. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87333. /**
  87334. * Gets the current list of ramp gradients.
  87335. * You must use addRampGradient and removeRampGradient to udpate this list
  87336. * @returns the list of ramp gradients
  87337. */
  87338. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87339. /** Gets or sets a boolean indicating that ramp gradients must be used
  87340. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87341. */
  87342. useRampGradients: boolean;
  87343. /**
  87344. * Adds a new color remap gradient
  87345. * @param gradient defines the gradient to use (between 0 and 1)
  87346. * @param min defines the color remap minimal range
  87347. * @param max defines the color remap maximal range
  87348. * @returns the current particle system
  87349. */
  87350. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87351. /**
  87352. * Gets the current list of color remap gradients.
  87353. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87354. * @returns the list of color remap gradients
  87355. */
  87356. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87357. /**
  87358. * Adds a new alpha remap gradient
  87359. * @param gradient defines the gradient to use (between 0 and 1)
  87360. * @param min defines the alpha remap minimal range
  87361. * @param max defines the alpha remap maximal range
  87362. * @returns the current particle system
  87363. */
  87364. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87365. /**
  87366. * Gets the current list of alpha remap gradients.
  87367. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87368. * @returns the list of alpha remap gradients
  87369. */
  87370. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87371. /**
  87372. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87373. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87374. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87375. * @returns the emitter
  87376. */
  87377. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87378. /**
  87379. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87380. * @param radius The radius of the hemisphere to emit from
  87381. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87382. * @returns the emitter
  87383. */
  87384. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87385. /**
  87386. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87387. * @param radius The radius of the sphere to emit from
  87388. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87389. * @returns the emitter
  87390. */
  87391. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87392. /**
  87393. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87394. * @param radius The radius of the sphere to emit from
  87395. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87396. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87397. * @returns the emitter
  87398. */
  87399. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87400. /**
  87401. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87402. * @param radius The radius of the emission cylinder
  87403. * @param height The height of the emission cylinder
  87404. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87405. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87406. * @returns the emitter
  87407. */
  87408. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87409. /**
  87410. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87411. * @param radius The radius of the cylinder to emit from
  87412. * @param height The height of the emission cylinder
  87413. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87414. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87415. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87416. * @returns the emitter
  87417. */
  87418. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87419. /**
  87420. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87421. * @param radius The radius of the cone to emit from
  87422. * @param angle The base angle of the cone
  87423. * @returns the emitter
  87424. */
  87425. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87426. /**
  87427. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87428. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87429. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87430. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87431. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87432. * @returns the emitter
  87433. */
  87434. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87435. /**
  87436. * Get hosting scene
  87437. * @returns the scene
  87438. */
  87439. getScene(): Scene;
  87440. }
  87441. }
  87442. declare module BABYLON {
  87443. /**
  87444. * Creates an instance based on a source mesh.
  87445. */
  87446. export class InstancedMesh extends AbstractMesh {
  87447. private _sourceMesh;
  87448. private _currentLOD;
  87449. /** @hidden */
  87450. _indexInSourceMeshInstanceArray: number;
  87451. constructor(name: string, source: Mesh);
  87452. /**
  87453. * Returns the string "InstancedMesh".
  87454. */
  87455. getClassName(): string;
  87456. /** Gets the list of lights affecting that mesh */
  87457. readonly lightSources: Light[];
  87458. _resyncLightSources(): void;
  87459. _resyncLighSource(light: Light): void;
  87460. _removeLightSource(light: Light, dispose: boolean): void;
  87461. /**
  87462. * If the source mesh receives shadows
  87463. */
  87464. readonly receiveShadows: boolean;
  87465. /**
  87466. * The material of the source mesh
  87467. */
  87468. readonly material: Nullable<Material>;
  87469. /**
  87470. * Visibility of the source mesh
  87471. */
  87472. readonly visibility: number;
  87473. /**
  87474. * Skeleton of the source mesh
  87475. */
  87476. readonly skeleton: Nullable<Skeleton>;
  87477. /**
  87478. * Rendering ground id of the source mesh
  87479. */
  87480. renderingGroupId: number;
  87481. /**
  87482. * Returns the total number of vertices (integer).
  87483. */
  87484. getTotalVertices(): number;
  87485. /**
  87486. * Returns a positive integer : the total number of indices in this mesh geometry.
  87487. * @returns the numner of indices or zero if the mesh has no geometry.
  87488. */
  87489. getTotalIndices(): number;
  87490. /**
  87491. * The source mesh of the instance
  87492. */
  87493. readonly sourceMesh: Mesh;
  87494. /**
  87495. * Is this node ready to be used/rendered
  87496. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87497. * @return {boolean} is it ready
  87498. */
  87499. isReady(completeCheck?: boolean): boolean;
  87500. /**
  87501. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87502. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87503. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  87504. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87505. */
  87506. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87507. /**
  87508. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87509. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87510. * The `data` are either a numeric array either a Float32Array.
  87511. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87512. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  87513. * Note that a new underlying VertexBuffer object is created each call.
  87514. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87515. *
  87516. * Possible `kind` values :
  87517. * - VertexBuffer.PositionKind
  87518. * - VertexBuffer.UVKind
  87519. * - VertexBuffer.UV2Kind
  87520. * - VertexBuffer.UV3Kind
  87521. * - VertexBuffer.UV4Kind
  87522. * - VertexBuffer.UV5Kind
  87523. * - VertexBuffer.UV6Kind
  87524. * - VertexBuffer.ColorKind
  87525. * - VertexBuffer.MatricesIndicesKind
  87526. * - VertexBuffer.MatricesIndicesExtraKind
  87527. * - VertexBuffer.MatricesWeightsKind
  87528. * - VertexBuffer.MatricesWeightsExtraKind
  87529. *
  87530. * Returns the Mesh.
  87531. */
  87532. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87533. /**
  87534. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87535. * If the mesh has no geometry, it is simply returned as it is.
  87536. * The `data` are either a numeric array either a Float32Array.
  87537. * No new underlying VertexBuffer object is created.
  87538. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87539. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87540. *
  87541. * Possible `kind` values :
  87542. * - VertexBuffer.PositionKind
  87543. * - VertexBuffer.UVKind
  87544. * - VertexBuffer.UV2Kind
  87545. * - VertexBuffer.UV3Kind
  87546. * - VertexBuffer.UV4Kind
  87547. * - VertexBuffer.UV5Kind
  87548. * - VertexBuffer.UV6Kind
  87549. * - VertexBuffer.ColorKind
  87550. * - VertexBuffer.MatricesIndicesKind
  87551. * - VertexBuffer.MatricesIndicesExtraKind
  87552. * - VertexBuffer.MatricesWeightsKind
  87553. * - VertexBuffer.MatricesWeightsExtraKind
  87554. *
  87555. * Returns the Mesh.
  87556. */
  87557. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87558. /**
  87559. * Sets the mesh indices.
  87560. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87561. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87562. * This method creates a new index buffer each call.
  87563. * Returns the Mesh.
  87564. */
  87565. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87566. /**
  87567. * Boolean : True if the mesh owns the requested kind of data.
  87568. */
  87569. isVerticesDataPresent(kind: string): boolean;
  87570. /**
  87571. * Returns an array of indices (IndicesArray).
  87572. */
  87573. getIndices(): Nullable<IndicesArray>;
  87574. readonly _positions: Nullable<Vector3[]>;
  87575. /**
  87576. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87577. * This means the mesh underlying bounding box and sphere are recomputed.
  87578. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87579. * @returns the current mesh
  87580. */
  87581. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87582. /** @hidden */
  87583. _preActivate(): InstancedMesh;
  87584. /** @hidden */
  87585. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87586. /** @hidden */
  87587. _postActivate(): void;
  87588. getWorldMatrix(): Matrix;
  87589. readonly isAnInstance: boolean;
  87590. /**
  87591. * Returns the current associated LOD AbstractMesh.
  87592. */
  87593. getLOD(camera: Camera): AbstractMesh;
  87594. /** @hidden */
  87595. _syncSubMeshes(): InstancedMesh;
  87596. /** @hidden */
  87597. _generatePointsArray(): boolean;
  87598. /**
  87599. * Creates a new InstancedMesh from the current mesh.
  87600. * - name (string) : the cloned mesh name
  87601. * - newParent (optional Node) : the optional Node to parent the clone to.
  87602. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87603. *
  87604. * Returns the clone.
  87605. */
  87606. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87607. /**
  87608. * Disposes the InstancedMesh.
  87609. * Returns nothing.
  87610. */
  87611. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87612. }
  87613. interface Mesh {
  87614. /**
  87615. * Register a custom buffer that will be instanced
  87616. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87617. * @param kind defines the buffer kind
  87618. * @param stride defines the stride in floats
  87619. */
  87620. registerInstancedBuffer(kind: string, stride: number): void;
  87621. /** @hidden */
  87622. _userInstancedBuffersStorage: {
  87623. data: {
  87624. [key: string]: Float32Array;
  87625. };
  87626. sizes: {
  87627. [key: string]: number;
  87628. };
  87629. vertexBuffers: {
  87630. [key: string]: Nullable<VertexBuffer>;
  87631. };
  87632. strides: {
  87633. [key: string]: number;
  87634. };
  87635. };
  87636. }
  87637. interface AbstractMesh {
  87638. /**
  87639. * Object used to store instanced buffers defined by user
  87640. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87641. */
  87642. instancedBuffers: {
  87643. [key: string]: any;
  87644. };
  87645. }
  87646. }
  87647. declare module BABYLON {
  87648. /**
  87649. * Defines the options associated with the creation of a shader material.
  87650. */
  87651. export interface IShaderMaterialOptions {
  87652. /**
  87653. * Does the material work in alpha blend mode
  87654. */
  87655. needAlphaBlending: boolean;
  87656. /**
  87657. * Does the material work in alpha test mode
  87658. */
  87659. needAlphaTesting: boolean;
  87660. /**
  87661. * The list of attribute names used in the shader
  87662. */
  87663. attributes: string[];
  87664. /**
  87665. * The list of unifrom names used in the shader
  87666. */
  87667. uniforms: string[];
  87668. /**
  87669. * The list of UBO names used in the shader
  87670. */
  87671. uniformBuffers: string[];
  87672. /**
  87673. * The list of sampler names used in the shader
  87674. */
  87675. samplers: string[];
  87676. /**
  87677. * The list of defines used in the shader
  87678. */
  87679. defines: string[];
  87680. }
  87681. /**
  87682. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  87683. *
  87684. * This returned material effects how the mesh will look based on the code in the shaders.
  87685. *
  87686. * @see http://doc.babylonjs.com/how_to/shader_material
  87687. */
  87688. export class ShaderMaterial extends Material {
  87689. private _shaderPath;
  87690. private _options;
  87691. private _textures;
  87692. private _textureArrays;
  87693. private _floats;
  87694. private _ints;
  87695. private _floatsArrays;
  87696. private _colors3;
  87697. private _colors3Arrays;
  87698. private _colors4;
  87699. private _colors4Arrays;
  87700. private _vectors2;
  87701. private _vectors3;
  87702. private _vectors4;
  87703. private _matrices;
  87704. private _matrixArrays;
  87705. private _matrices3x3;
  87706. private _matrices2x2;
  87707. private _vectors2Arrays;
  87708. private _vectors3Arrays;
  87709. private _vectors4Arrays;
  87710. private _cachedWorldViewMatrix;
  87711. private _cachedWorldViewProjectionMatrix;
  87712. private _renderId;
  87713. private _multiview;
  87714. /**
  87715. * Instantiate a new shader material.
  87716. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  87717. * This returned material effects how the mesh will look based on the code in the shaders.
  87718. * @see http://doc.babylonjs.com/how_to/shader_material
  87719. * @param name Define the name of the material in the scene
  87720. * @param scene Define the scene the material belongs to
  87721. * @param shaderPath Defines the route to the shader code in one of three ways:
  87722. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87723. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87724. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87725. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87726. * @param options Define the options used to create the shader
  87727. */
  87728. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87729. /**
  87730. * Gets the shader path used to define the shader code
  87731. * It can be modified to trigger a new compilation
  87732. */
  87733. /**
  87734. * Sets the shader path used to define the shader code
  87735. * It can be modified to trigger a new compilation
  87736. */
  87737. shaderPath: any;
  87738. /**
  87739. * Gets the options used to compile the shader.
  87740. * They can be modified to trigger a new compilation
  87741. */
  87742. readonly options: IShaderMaterialOptions;
  87743. /**
  87744. * Gets the current class name of the material e.g. "ShaderMaterial"
  87745. * Mainly use in serialization.
  87746. * @returns the class name
  87747. */
  87748. getClassName(): string;
  87749. /**
  87750. * Specifies if the material will require alpha blending
  87751. * @returns a boolean specifying if alpha blending is needed
  87752. */
  87753. needAlphaBlending(): boolean;
  87754. /**
  87755. * Specifies if this material should be rendered in alpha test mode
  87756. * @returns a boolean specifying if an alpha test is needed.
  87757. */
  87758. needAlphaTesting(): boolean;
  87759. private _checkUniform;
  87760. /**
  87761. * Set a texture in the shader.
  87762. * @param name Define the name of the uniform samplers as defined in the shader
  87763. * @param texture Define the texture to bind to this sampler
  87764. * @return the material itself allowing "fluent" like uniform updates
  87765. */
  87766. setTexture(name: string, texture: Texture): ShaderMaterial;
  87767. /**
  87768. * Set a texture array in the shader.
  87769. * @param name Define the name of the uniform sampler array as defined in the shader
  87770. * @param textures Define the list of textures to bind to this sampler
  87771. * @return the material itself allowing "fluent" like uniform updates
  87772. */
  87773. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87774. /**
  87775. * Set a float in the shader.
  87776. * @param name Define the name of the uniform as defined in the shader
  87777. * @param value Define the value to give to the uniform
  87778. * @return the material itself allowing "fluent" like uniform updates
  87779. */
  87780. setFloat(name: string, value: number): ShaderMaterial;
  87781. /**
  87782. * Set a int in the shader.
  87783. * @param name Define the name of the uniform as defined in the shader
  87784. * @param value Define the value to give to the uniform
  87785. * @return the material itself allowing "fluent" like uniform updates
  87786. */
  87787. setInt(name: string, value: number): ShaderMaterial;
  87788. /**
  87789. * Set an array of floats in the shader.
  87790. * @param name Define the name of the uniform as defined in the shader
  87791. * @param value Define the value to give to the uniform
  87792. * @return the material itself allowing "fluent" like uniform updates
  87793. */
  87794. setFloats(name: string, value: number[]): ShaderMaterial;
  87795. /**
  87796. * Set a vec3 in the shader from a Color3.
  87797. * @param name Define the name of the uniform as defined in the shader
  87798. * @param value Define the value to give to the uniform
  87799. * @return the material itself allowing "fluent" like uniform updates
  87800. */
  87801. setColor3(name: string, value: Color3): ShaderMaterial;
  87802. /**
  87803. * Set a vec3 array in the shader from a Color3 array.
  87804. * @param name Define the name of the uniform as defined in the shader
  87805. * @param value Define the value to give to the uniform
  87806. * @return the material itself allowing "fluent" like uniform updates
  87807. */
  87808. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87809. /**
  87810. * Set a vec4 in the shader from a Color4.
  87811. * @param name Define the name of the uniform as defined in the shader
  87812. * @param value Define the value to give to the uniform
  87813. * @return the material itself allowing "fluent" like uniform updates
  87814. */
  87815. setColor4(name: string, value: Color4): ShaderMaterial;
  87816. /**
  87817. * Set a vec4 array in the shader from a Color4 array.
  87818. * @param name Define the name of the uniform as defined in the shader
  87819. * @param value Define the value to give to the uniform
  87820. * @return the material itself allowing "fluent" like uniform updates
  87821. */
  87822. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87823. /**
  87824. * Set a vec2 in the shader from a Vector2.
  87825. * @param name Define the name of the uniform as defined in the shader
  87826. * @param value Define the value to give to the uniform
  87827. * @return the material itself allowing "fluent" like uniform updates
  87828. */
  87829. setVector2(name: string, value: Vector2): ShaderMaterial;
  87830. /**
  87831. * Set a vec3 in the shader from a Vector3.
  87832. * @param name Define the name of the uniform as defined in the shader
  87833. * @param value Define the value to give to the uniform
  87834. * @return the material itself allowing "fluent" like uniform updates
  87835. */
  87836. setVector3(name: string, value: Vector3): ShaderMaterial;
  87837. /**
  87838. * Set a vec4 in the shader from a Vector4.
  87839. * @param name Define the name of the uniform as defined in the shader
  87840. * @param value Define the value to give to the uniform
  87841. * @return the material itself allowing "fluent" like uniform updates
  87842. */
  87843. setVector4(name: string, value: Vector4): ShaderMaterial;
  87844. /**
  87845. * Set a mat4 in the shader from a Matrix.
  87846. * @param name Define the name of the uniform as defined in the shader
  87847. * @param value Define the value to give to the uniform
  87848. * @return the material itself allowing "fluent" like uniform updates
  87849. */
  87850. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87851. /**
  87852. * Set a float32Array in the shader from a matrix array.
  87853. * @param name Define the name of the uniform as defined in the shader
  87854. * @param value Define the value to give to the uniform
  87855. * @return the material itself allowing "fluent" like uniform updates
  87856. */
  87857. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87858. /**
  87859. * Set a mat3 in the shader from a Float32Array.
  87860. * @param name Define the name of the uniform as defined in the shader
  87861. * @param value Define the value to give to the uniform
  87862. * @return the material itself allowing "fluent" like uniform updates
  87863. */
  87864. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87865. /**
  87866. * Set a mat2 in the shader from a Float32Array.
  87867. * @param name Define the name of the uniform as defined in the shader
  87868. * @param value Define the value to give to the uniform
  87869. * @return the material itself allowing "fluent" like uniform updates
  87870. */
  87871. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87872. /**
  87873. * Set a vec2 array in the shader from a number array.
  87874. * @param name Define the name of the uniform as defined in the shader
  87875. * @param value Define the value to give to the uniform
  87876. * @return the material itself allowing "fluent" like uniform updates
  87877. */
  87878. setArray2(name: string, value: number[]): ShaderMaterial;
  87879. /**
  87880. * Set a vec3 array in the shader from a number array.
  87881. * @param name Define the name of the uniform as defined in the shader
  87882. * @param value Define the value to give to the uniform
  87883. * @return the material itself allowing "fluent" like uniform updates
  87884. */
  87885. setArray3(name: string, value: number[]): ShaderMaterial;
  87886. /**
  87887. * Set a vec4 array in the shader from a number array.
  87888. * @param name Define the name of the uniform as defined in the shader
  87889. * @param value Define the value to give to the uniform
  87890. * @return the material itself allowing "fluent" like uniform updates
  87891. */
  87892. setArray4(name: string, value: number[]): ShaderMaterial;
  87893. private _checkCache;
  87894. /**
  87895. * Specifies that the submesh is ready to be used
  87896. * @param mesh defines the mesh to check
  87897. * @param subMesh defines which submesh to check
  87898. * @param useInstances specifies that instances should be used
  87899. * @returns a boolean indicating that the submesh is ready or not
  87900. */
  87901. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87902. /**
  87903. * Checks if the material is ready to render the requested mesh
  87904. * @param mesh Define the mesh to render
  87905. * @param useInstances Define whether or not the material is used with instances
  87906. * @returns true if ready, otherwise false
  87907. */
  87908. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87909. /**
  87910. * Binds the world matrix to the material
  87911. * @param world defines the world transformation matrix
  87912. */
  87913. bindOnlyWorldMatrix(world: Matrix): void;
  87914. /**
  87915. * Binds the material to the mesh
  87916. * @param world defines the world transformation matrix
  87917. * @param mesh defines the mesh to bind the material to
  87918. */
  87919. bind(world: Matrix, mesh?: Mesh): void;
  87920. /**
  87921. * Gets the active textures from the material
  87922. * @returns an array of textures
  87923. */
  87924. getActiveTextures(): BaseTexture[];
  87925. /**
  87926. * Specifies if the material uses a texture
  87927. * @param texture defines the texture to check against the material
  87928. * @returns a boolean specifying if the material uses the texture
  87929. */
  87930. hasTexture(texture: BaseTexture): boolean;
  87931. /**
  87932. * Makes a duplicate of the material, and gives it a new name
  87933. * @param name defines the new name for the duplicated material
  87934. * @returns the cloned material
  87935. */
  87936. clone(name: string): ShaderMaterial;
  87937. /**
  87938. * Disposes the material
  87939. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87940. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87941. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87942. */
  87943. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87944. /**
  87945. * Serializes this material in a JSON representation
  87946. * @returns the serialized material object
  87947. */
  87948. serialize(): any;
  87949. /**
  87950. * Creates a shader material from parsed shader material data
  87951. * @param source defines the JSON represnetation of the material
  87952. * @param scene defines the hosting scene
  87953. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87954. * @returns a new material
  87955. */
  87956. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87957. }
  87958. }
  87959. declare module BABYLON {
  87960. /** @hidden */
  87961. export var colorPixelShader: {
  87962. name: string;
  87963. shader: string;
  87964. };
  87965. }
  87966. declare module BABYLON {
  87967. /** @hidden */
  87968. export var colorVertexShader: {
  87969. name: string;
  87970. shader: string;
  87971. };
  87972. }
  87973. declare module BABYLON {
  87974. /**
  87975. * Line mesh
  87976. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87977. */
  87978. export class LinesMesh extends Mesh {
  87979. /**
  87980. * If vertex color should be applied to the mesh
  87981. */
  87982. readonly useVertexColor?: boolean | undefined;
  87983. /**
  87984. * If vertex alpha should be applied to the mesh
  87985. */
  87986. readonly useVertexAlpha?: boolean | undefined;
  87987. /**
  87988. * Color of the line (Default: White)
  87989. */
  87990. color: Color3;
  87991. /**
  87992. * Alpha of the line (Default: 1)
  87993. */
  87994. alpha: number;
  87995. /**
  87996. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87997. * This margin is expressed in world space coordinates, so its value may vary.
  87998. * Default value is 0.1
  87999. */
  88000. intersectionThreshold: number;
  88001. private _colorShader;
  88002. private color4;
  88003. /**
  88004. * Creates a new LinesMesh
  88005. * @param name defines the name
  88006. * @param scene defines the hosting scene
  88007. * @param parent defines the parent mesh if any
  88008. * @param source defines the optional source LinesMesh used to clone data from
  88009. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88010. * When false, achieved by calling a clone(), also passing False.
  88011. * This will make creation of children, recursive.
  88012. * @param useVertexColor defines if this LinesMesh supports vertex color
  88013. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  88014. */
  88015. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  88016. /**
  88017. * If vertex color should be applied to the mesh
  88018. */
  88019. useVertexColor?: boolean | undefined,
  88020. /**
  88021. * If vertex alpha should be applied to the mesh
  88022. */
  88023. useVertexAlpha?: boolean | undefined);
  88024. private _addClipPlaneDefine;
  88025. private _removeClipPlaneDefine;
  88026. isReady(): boolean;
  88027. /**
  88028. * Returns the string "LineMesh"
  88029. */
  88030. getClassName(): string;
  88031. /**
  88032. * @hidden
  88033. */
  88034. /**
  88035. * @hidden
  88036. */
  88037. material: Material;
  88038. /**
  88039. * @hidden
  88040. */
  88041. readonly checkCollisions: boolean;
  88042. /** @hidden */
  88043. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88044. /** @hidden */
  88045. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88046. /**
  88047. * Disposes of the line mesh
  88048. * @param doNotRecurse If children should be disposed
  88049. */
  88050. dispose(doNotRecurse?: boolean): void;
  88051. /**
  88052. * Returns a new LineMesh object cloned from the current one.
  88053. */
  88054. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  88055. /**
  88056. * Creates a new InstancedLinesMesh object from the mesh model.
  88057. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88058. * @param name defines the name of the new instance
  88059. * @returns a new InstancedLinesMesh
  88060. */
  88061. createInstance(name: string): InstancedLinesMesh;
  88062. }
  88063. /**
  88064. * Creates an instance based on a source LinesMesh
  88065. */
  88066. export class InstancedLinesMesh extends InstancedMesh {
  88067. /**
  88068. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88069. * This margin is expressed in world space coordinates, so its value may vary.
  88070. * Initilized with the intersectionThreshold value of the source LinesMesh
  88071. */
  88072. intersectionThreshold: number;
  88073. constructor(name: string, source: LinesMesh);
  88074. /**
  88075. * Returns the string "InstancedLinesMesh".
  88076. */
  88077. getClassName(): string;
  88078. }
  88079. }
  88080. declare module BABYLON {
  88081. /** @hidden */
  88082. export var linePixelShader: {
  88083. name: string;
  88084. shader: string;
  88085. };
  88086. }
  88087. declare module BABYLON {
  88088. /** @hidden */
  88089. export var lineVertexShader: {
  88090. name: string;
  88091. shader: string;
  88092. };
  88093. }
  88094. declare module BABYLON {
  88095. interface AbstractMesh {
  88096. /**
  88097. * Gets the edgesRenderer associated with the mesh
  88098. */
  88099. edgesRenderer: Nullable<EdgesRenderer>;
  88100. }
  88101. interface LinesMesh {
  88102. /**
  88103. * Enables the edge rendering mode on the mesh.
  88104. * This mode makes the mesh edges visible
  88105. * @param epsilon defines the maximal distance between two angles to detect a face
  88106. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88107. * @returns the currentAbstractMesh
  88108. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88109. */
  88110. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  88111. }
  88112. interface InstancedLinesMesh {
  88113. /**
  88114. * Enables the edge rendering mode on the mesh.
  88115. * This mode makes the mesh edges visible
  88116. * @param epsilon defines the maximal distance between two angles to detect a face
  88117. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88118. * @returns the current InstancedLinesMesh
  88119. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88120. */
  88121. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  88122. }
  88123. /**
  88124. * Defines the minimum contract an Edges renderer should follow.
  88125. */
  88126. export interface IEdgesRenderer extends IDisposable {
  88127. /**
  88128. * Gets or sets a boolean indicating if the edgesRenderer is active
  88129. */
  88130. isEnabled: boolean;
  88131. /**
  88132. * Renders the edges of the attached mesh,
  88133. */
  88134. render(): void;
  88135. /**
  88136. * Checks wether or not the edges renderer is ready to render.
  88137. * @return true if ready, otherwise false.
  88138. */
  88139. isReady(): boolean;
  88140. }
  88141. /**
  88142. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  88143. */
  88144. export class EdgesRenderer implements IEdgesRenderer {
  88145. /**
  88146. * Define the size of the edges with an orthographic camera
  88147. */
  88148. edgesWidthScalerForOrthographic: number;
  88149. /**
  88150. * Define the size of the edges with a perspective camera
  88151. */
  88152. edgesWidthScalerForPerspective: number;
  88153. protected _source: AbstractMesh;
  88154. protected _linesPositions: number[];
  88155. protected _linesNormals: number[];
  88156. protected _linesIndices: number[];
  88157. protected _epsilon: number;
  88158. protected _indicesCount: number;
  88159. protected _lineShader: ShaderMaterial;
  88160. protected _ib: DataBuffer;
  88161. protected _buffers: {
  88162. [key: string]: Nullable<VertexBuffer>;
  88163. };
  88164. protected _checkVerticesInsteadOfIndices: boolean;
  88165. private _meshRebuildObserver;
  88166. private _meshDisposeObserver;
  88167. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  88168. isEnabled: boolean;
  88169. /**
  88170. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  88171. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  88172. * @param source Mesh used to create edges
  88173. * @param epsilon sum of angles in adjacency to check for edge
  88174. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  88175. * @param generateEdgesLines - should generate Lines or only prepare resources.
  88176. */
  88177. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  88178. protected _prepareRessources(): void;
  88179. /** @hidden */
  88180. _rebuild(): void;
  88181. /**
  88182. * Releases the required resources for the edges renderer
  88183. */
  88184. dispose(): void;
  88185. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  88186. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  88187. /**
  88188. * Checks if the pair of p0 and p1 is en edge
  88189. * @param faceIndex
  88190. * @param edge
  88191. * @param faceNormals
  88192. * @param p0
  88193. * @param p1
  88194. * @private
  88195. */
  88196. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  88197. /**
  88198. * push line into the position, normal and index buffer
  88199. * @protected
  88200. */
  88201. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  88202. /**
  88203. * Generates lines edges from adjacencjes
  88204. * @private
  88205. */
  88206. _generateEdgesLines(): void;
  88207. /**
  88208. * Checks wether or not the edges renderer is ready to render.
  88209. * @return true if ready, otherwise false.
  88210. */
  88211. isReady(): boolean;
  88212. /**
  88213. * Renders the edges of the attached mesh,
  88214. */
  88215. render(): void;
  88216. }
  88217. /**
  88218. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88219. */
  88220. export class LineEdgesRenderer extends EdgesRenderer {
  88221. /**
  88222. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88223. * @param source LineMesh used to generate edges
  88224. * @param epsilon not important (specified angle for edge detection)
  88225. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88226. */
  88227. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88228. /**
  88229. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88230. */
  88231. _generateEdgesLines(): void;
  88232. }
  88233. }
  88234. declare module BABYLON {
  88235. /**
  88236. * This represents the object necessary to create a rendering group.
  88237. * This is exclusively used and created by the rendering manager.
  88238. * To modify the behavior, you use the available helpers in your scene or meshes.
  88239. * @hidden
  88240. */
  88241. export class RenderingGroup {
  88242. index: number;
  88243. private static _zeroVector;
  88244. private _scene;
  88245. private _opaqueSubMeshes;
  88246. private _transparentSubMeshes;
  88247. private _alphaTestSubMeshes;
  88248. private _depthOnlySubMeshes;
  88249. private _particleSystems;
  88250. private _spriteManagers;
  88251. private _opaqueSortCompareFn;
  88252. private _alphaTestSortCompareFn;
  88253. private _transparentSortCompareFn;
  88254. private _renderOpaque;
  88255. private _renderAlphaTest;
  88256. private _renderTransparent;
  88257. /** @hidden */
  88258. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88259. onBeforeTransparentRendering: () => void;
  88260. /**
  88261. * Set the opaque sort comparison function.
  88262. * If null the sub meshes will be render in the order they were created
  88263. */
  88264. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88265. /**
  88266. * Set the alpha test sort comparison function.
  88267. * If null the sub meshes will be render in the order they were created
  88268. */
  88269. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88270. /**
  88271. * Set the transparent sort comparison function.
  88272. * If null the sub meshes will be render in the order they were created
  88273. */
  88274. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88275. /**
  88276. * Creates a new rendering group.
  88277. * @param index The rendering group index
  88278. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88279. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88280. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88281. */
  88282. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  88283. /**
  88284. * Render all the sub meshes contained in the group.
  88285. * @param customRenderFunction Used to override the default render behaviour of the group.
  88286. * @returns true if rendered some submeshes.
  88287. */
  88288. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88289. /**
  88290. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88291. * @param subMeshes The submeshes to render
  88292. */
  88293. private renderOpaqueSorted;
  88294. /**
  88295. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88296. * @param subMeshes The submeshes to render
  88297. */
  88298. private renderAlphaTestSorted;
  88299. /**
  88300. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88301. * @param subMeshes The submeshes to render
  88302. */
  88303. private renderTransparentSorted;
  88304. /**
  88305. * Renders the submeshes in a specified order.
  88306. * @param subMeshes The submeshes to sort before render
  88307. * @param sortCompareFn The comparison function use to sort
  88308. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88309. * @param transparent Specifies to activate blending if true
  88310. */
  88311. private static renderSorted;
  88312. /**
  88313. * Renders the submeshes in the order they were dispatched (no sort applied).
  88314. * @param subMeshes The submeshes to render
  88315. */
  88316. private static renderUnsorted;
  88317. /**
  88318. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88319. * are rendered back to front if in the same alpha index.
  88320. *
  88321. * @param a The first submesh
  88322. * @param b The second submesh
  88323. * @returns The result of the comparison
  88324. */
  88325. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88326. /**
  88327. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88328. * are rendered back to front.
  88329. *
  88330. * @param a The first submesh
  88331. * @param b The second submesh
  88332. * @returns The result of the comparison
  88333. */
  88334. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88335. /**
  88336. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88337. * are rendered front to back (prevent overdraw).
  88338. *
  88339. * @param a The first submesh
  88340. * @param b The second submesh
  88341. * @returns The result of the comparison
  88342. */
  88343. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88344. /**
  88345. * Resets the different lists of submeshes to prepare a new frame.
  88346. */
  88347. prepare(): void;
  88348. dispose(): void;
  88349. /**
  88350. * Inserts the submesh in its correct queue depending on its material.
  88351. * @param subMesh The submesh to dispatch
  88352. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88353. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88354. */
  88355. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88356. dispatchSprites(spriteManager: ISpriteManager): void;
  88357. dispatchParticles(particleSystem: IParticleSystem): void;
  88358. private _renderParticles;
  88359. private _renderSprites;
  88360. }
  88361. }
  88362. declare module BABYLON {
  88363. /**
  88364. * Interface describing the different options available in the rendering manager
  88365. * regarding Auto Clear between groups.
  88366. */
  88367. export interface IRenderingManagerAutoClearSetup {
  88368. /**
  88369. * Defines whether or not autoclear is enable.
  88370. */
  88371. autoClear: boolean;
  88372. /**
  88373. * Defines whether or not to autoclear the depth buffer.
  88374. */
  88375. depth: boolean;
  88376. /**
  88377. * Defines whether or not to autoclear the stencil buffer.
  88378. */
  88379. stencil: boolean;
  88380. }
  88381. /**
  88382. * This class is used by the onRenderingGroupObservable
  88383. */
  88384. export class RenderingGroupInfo {
  88385. /**
  88386. * The Scene that being rendered
  88387. */
  88388. scene: Scene;
  88389. /**
  88390. * The camera currently used for the rendering pass
  88391. */
  88392. camera: Nullable<Camera>;
  88393. /**
  88394. * The ID of the renderingGroup being processed
  88395. */
  88396. renderingGroupId: number;
  88397. }
  88398. /**
  88399. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88400. * It is enable to manage the different groups as well as the different necessary sort functions.
  88401. * This should not be used directly aside of the few static configurations
  88402. */
  88403. export class RenderingManager {
  88404. /**
  88405. * The max id used for rendering groups (not included)
  88406. */
  88407. static MAX_RENDERINGGROUPS: number;
  88408. /**
  88409. * The min id used for rendering groups (included)
  88410. */
  88411. static MIN_RENDERINGGROUPS: number;
  88412. /**
  88413. * Used to globally prevent autoclearing scenes.
  88414. */
  88415. static AUTOCLEAR: boolean;
  88416. /**
  88417. * @hidden
  88418. */
  88419. _useSceneAutoClearSetup: boolean;
  88420. private _scene;
  88421. private _renderingGroups;
  88422. private _depthStencilBufferAlreadyCleaned;
  88423. private _autoClearDepthStencil;
  88424. private _customOpaqueSortCompareFn;
  88425. private _customAlphaTestSortCompareFn;
  88426. private _customTransparentSortCompareFn;
  88427. private _renderingGroupInfo;
  88428. /**
  88429. * Instantiates a new rendering group for a particular scene
  88430. * @param scene Defines the scene the groups belongs to
  88431. */
  88432. constructor(scene: Scene);
  88433. private _clearDepthStencilBuffer;
  88434. /**
  88435. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88436. * @hidden
  88437. */
  88438. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88439. /**
  88440. * Resets the different information of the group to prepare a new frame
  88441. * @hidden
  88442. */
  88443. reset(): void;
  88444. /**
  88445. * Dispose and release the group and its associated resources.
  88446. * @hidden
  88447. */
  88448. dispose(): void;
  88449. /**
  88450. * Clear the info related to rendering groups preventing retention points during dispose.
  88451. */
  88452. freeRenderingGroups(): void;
  88453. private _prepareRenderingGroup;
  88454. /**
  88455. * Add a sprite manager to the rendering manager in order to render it this frame.
  88456. * @param spriteManager Define the sprite manager to render
  88457. */
  88458. dispatchSprites(spriteManager: ISpriteManager): void;
  88459. /**
  88460. * Add a particle system to the rendering manager in order to render it this frame.
  88461. * @param particleSystem Define the particle system to render
  88462. */
  88463. dispatchParticles(particleSystem: IParticleSystem): void;
  88464. /**
  88465. * Add a submesh to the manager in order to render it this frame
  88466. * @param subMesh The submesh to dispatch
  88467. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88468. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88469. */
  88470. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88471. /**
  88472. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88473. * This allowed control for front to back rendering or reversly depending of the special needs.
  88474. *
  88475. * @param renderingGroupId The rendering group id corresponding to its index
  88476. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88477. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88478. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88479. */
  88480. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  88481. /**
  88482. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88483. *
  88484. * @param renderingGroupId The rendering group id corresponding to its index
  88485. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88486. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88487. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88488. */
  88489. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88490. /**
  88491. * Gets the current auto clear configuration for one rendering group of the rendering
  88492. * manager.
  88493. * @param index the rendering group index to get the information for
  88494. * @returns The auto clear setup for the requested rendering group
  88495. */
  88496. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88497. }
  88498. }
  88499. declare module BABYLON {
  88500. /**
  88501. * This Helps creating a texture that will be created from a camera in your scene.
  88502. * It is basically a dynamic texture that could be used to create special effects for instance.
  88503. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88504. */
  88505. export class RenderTargetTexture extends Texture {
  88506. isCube: boolean;
  88507. /**
  88508. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88509. */
  88510. static readonly REFRESHRATE_RENDER_ONCE: number;
  88511. /**
  88512. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88513. */
  88514. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88515. /**
  88516. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88517. * the central point of your effect and can save a lot of performances.
  88518. */
  88519. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88520. /**
  88521. * Use this predicate to dynamically define the list of mesh you want to render.
  88522. * If set, the renderList property will be overwritten.
  88523. */
  88524. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88525. private _renderList;
  88526. /**
  88527. * Use this list to define the list of mesh you want to render.
  88528. */
  88529. renderList: Nullable<Array<AbstractMesh>>;
  88530. private _hookArray;
  88531. /**
  88532. * Define if particles should be rendered in your texture.
  88533. */
  88534. renderParticles: boolean;
  88535. /**
  88536. * Define if sprites should be rendered in your texture.
  88537. */
  88538. renderSprites: boolean;
  88539. /**
  88540. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88541. */
  88542. coordinatesMode: number;
  88543. /**
  88544. * Define the camera used to render the texture.
  88545. */
  88546. activeCamera: Nullable<Camera>;
  88547. /**
  88548. * Override the render function of the texture with your own one.
  88549. */
  88550. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88551. /**
  88552. * Define if camera post processes should be use while rendering the texture.
  88553. */
  88554. useCameraPostProcesses: boolean;
  88555. /**
  88556. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88557. */
  88558. ignoreCameraViewport: boolean;
  88559. private _postProcessManager;
  88560. private _postProcesses;
  88561. private _resizeObserver;
  88562. /**
  88563. * An event triggered when the texture is unbind.
  88564. */
  88565. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88566. /**
  88567. * An event triggered when the texture is unbind.
  88568. */
  88569. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88570. private _onAfterUnbindObserver;
  88571. /**
  88572. * Set a after unbind callback in the texture.
  88573. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88574. */
  88575. onAfterUnbind: () => void;
  88576. /**
  88577. * An event triggered before rendering the texture
  88578. */
  88579. onBeforeRenderObservable: Observable<number>;
  88580. private _onBeforeRenderObserver;
  88581. /**
  88582. * Set a before render callback in the texture.
  88583. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88584. */
  88585. onBeforeRender: (faceIndex: number) => void;
  88586. /**
  88587. * An event triggered after rendering the texture
  88588. */
  88589. onAfterRenderObservable: Observable<number>;
  88590. private _onAfterRenderObserver;
  88591. /**
  88592. * Set a after render callback in the texture.
  88593. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88594. */
  88595. onAfterRender: (faceIndex: number) => void;
  88596. /**
  88597. * An event triggered after the texture clear
  88598. */
  88599. onClearObservable: Observable<Engine>;
  88600. private _onClearObserver;
  88601. /**
  88602. * Set a clear callback in the texture.
  88603. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88604. */
  88605. onClear: (Engine: Engine) => void;
  88606. /**
  88607. * An event triggered when the texture is resized.
  88608. */
  88609. onResizeObservable: Observable<RenderTargetTexture>;
  88610. /**
  88611. * Define the clear color of the Render Target if it should be different from the scene.
  88612. */
  88613. clearColor: Color4;
  88614. protected _size: number | {
  88615. width: number;
  88616. height: number;
  88617. };
  88618. protected _initialSizeParameter: number | {
  88619. width: number;
  88620. height: number;
  88621. } | {
  88622. ratio: number;
  88623. };
  88624. protected _sizeRatio: Nullable<number>;
  88625. /** @hidden */
  88626. _generateMipMaps: boolean;
  88627. protected _renderingManager: RenderingManager;
  88628. /** @hidden */
  88629. _waitingRenderList: string[];
  88630. protected _doNotChangeAspectRatio: boolean;
  88631. protected _currentRefreshId: number;
  88632. protected _refreshRate: number;
  88633. protected _textureMatrix: Matrix;
  88634. protected _samples: number;
  88635. protected _renderTargetOptions: RenderTargetCreationOptions;
  88636. /**
  88637. * Gets render target creation options that were used.
  88638. */
  88639. readonly renderTargetOptions: RenderTargetCreationOptions;
  88640. protected _engine: Engine;
  88641. protected _onRatioRescale(): void;
  88642. /**
  88643. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88644. * It must define where the camera used to render the texture is set
  88645. */
  88646. boundingBoxPosition: Vector3;
  88647. private _boundingBoxSize;
  88648. /**
  88649. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88650. * When defined, the cubemap will switch to local mode
  88651. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88652. * @example https://www.babylonjs-playground.com/#RNASML
  88653. */
  88654. boundingBoxSize: Vector3;
  88655. /**
  88656. * In case the RTT has been created with a depth texture, get the associated
  88657. * depth texture.
  88658. * Otherwise, return null.
  88659. */
  88660. depthStencilTexture: Nullable<InternalTexture>;
  88661. /**
  88662. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88663. * or used a shadow, depth texture...
  88664. * @param name The friendly name of the texture
  88665. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  88666. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88667. * @param generateMipMaps True if mip maps need to be generated after render.
  88668. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88669. * @param type The type of the buffer in the RTT (int, half float, float...)
  88670. * @param isCube True if a cube texture needs to be created
  88671. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88672. * @param generateDepthBuffer True to generate a depth buffer
  88673. * @param generateStencilBuffer True to generate a stencil buffer
  88674. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88675. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88676. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88677. */
  88678. constructor(name: string, size: number | {
  88679. width: number;
  88680. height: number;
  88681. } | {
  88682. ratio: number;
  88683. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88684. /**
  88685. * Creates a depth stencil texture.
  88686. * This is only available in WebGL 2 or with the depth texture extension available.
  88687. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88688. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88689. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88690. */
  88691. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88692. private _processSizeParameter;
  88693. /**
  88694. * Define the number of samples to use in case of MSAA.
  88695. * It defaults to one meaning no MSAA has been enabled.
  88696. */
  88697. samples: number;
  88698. /**
  88699. * Resets the refresh counter of the texture and start bak from scratch.
  88700. * Could be useful to regenerate the texture if it is setup to render only once.
  88701. */
  88702. resetRefreshCounter(): void;
  88703. /**
  88704. * Define the refresh rate of the texture or the rendering frequency.
  88705. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88706. */
  88707. refreshRate: number;
  88708. /**
  88709. * Adds a post process to the render target rendering passes.
  88710. * @param postProcess define the post process to add
  88711. */
  88712. addPostProcess(postProcess: PostProcess): void;
  88713. /**
  88714. * Clear all the post processes attached to the render target
  88715. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88716. */
  88717. clearPostProcesses(dispose?: boolean): void;
  88718. /**
  88719. * Remove one of the post process from the list of attached post processes to the texture
  88720. * @param postProcess define the post process to remove from the list
  88721. */
  88722. removePostProcess(postProcess: PostProcess): void;
  88723. /** @hidden */
  88724. _shouldRender(): boolean;
  88725. /**
  88726. * Gets the actual render size of the texture.
  88727. * @returns the width of the render size
  88728. */
  88729. getRenderSize(): number;
  88730. /**
  88731. * Gets the actual render width of the texture.
  88732. * @returns the width of the render size
  88733. */
  88734. getRenderWidth(): number;
  88735. /**
  88736. * Gets the actual render height of the texture.
  88737. * @returns the height of the render size
  88738. */
  88739. getRenderHeight(): number;
  88740. /**
  88741. * Get if the texture can be rescaled or not.
  88742. */
  88743. readonly canRescale: boolean;
  88744. /**
  88745. * Resize the texture using a ratio.
  88746. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88747. */
  88748. scale(ratio: number): void;
  88749. /**
  88750. * Get the texture reflection matrix used to rotate/transform the reflection.
  88751. * @returns the reflection matrix
  88752. */
  88753. getReflectionTextureMatrix(): Matrix;
  88754. /**
  88755. * Resize the texture to a new desired size.
  88756. * Be carrefull as it will recreate all the data in the new texture.
  88757. * @param size Define the new size. It can be:
  88758. * - a number for squared texture,
  88759. * - an object containing { width: number, height: number }
  88760. * - or an object containing a ratio { ratio: number }
  88761. */
  88762. resize(size: number | {
  88763. width: number;
  88764. height: number;
  88765. } | {
  88766. ratio: number;
  88767. }): void;
  88768. /**
  88769. * Renders all the objects from the render list into the texture.
  88770. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88771. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88772. */
  88773. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88774. private _bestReflectionRenderTargetDimension;
  88775. /**
  88776. * @hidden
  88777. * @param faceIndex face index to bind to if this is a cubetexture
  88778. */
  88779. _bindFrameBuffer(faceIndex?: number): void;
  88780. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88781. private renderToTarget;
  88782. /**
  88783. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88784. * This allowed control for front to back rendering or reversly depending of the special needs.
  88785. *
  88786. * @param renderingGroupId The rendering group id corresponding to its index
  88787. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88788. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88789. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88790. */
  88791. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  88792. /**
  88793. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88794. *
  88795. * @param renderingGroupId The rendering group id corresponding to its index
  88796. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88797. */
  88798. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88799. /**
  88800. * Clones the texture.
  88801. * @returns the cloned texture
  88802. */
  88803. clone(): RenderTargetTexture;
  88804. /**
  88805. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88806. * @returns The JSON representation of the texture
  88807. */
  88808. serialize(): any;
  88809. /**
  88810. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88811. */
  88812. disposeFramebufferObjects(): void;
  88813. /**
  88814. * Dispose the texture and release its associated resources.
  88815. */
  88816. dispose(): void;
  88817. /** @hidden */
  88818. _rebuild(): void;
  88819. /**
  88820. * Clear the info related to rendering groups preventing retention point in material dispose.
  88821. */
  88822. freeRenderingGroups(): void;
  88823. /**
  88824. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88825. * @returns the view count
  88826. */
  88827. getViewCount(): number;
  88828. }
  88829. }
  88830. declare module BABYLON {
  88831. /**
  88832. * Options for compiling materials.
  88833. */
  88834. export interface IMaterialCompilationOptions {
  88835. /**
  88836. * Defines whether clip planes are enabled.
  88837. */
  88838. clipPlane: boolean;
  88839. /**
  88840. * Defines whether instances are enabled.
  88841. */
  88842. useInstances: boolean;
  88843. }
  88844. /**
  88845. * Base class for the main features of a material in Babylon.js
  88846. */
  88847. export class Material implements IAnimatable {
  88848. /**
  88849. * Returns the triangle fill mode
  88850. */
  88851. static readonly TriangleFillMode: number;
  88852. /**
  88853. * Returns the wireframe mode
  88854. */
  88855. static readonly WireFrameFillMode: number;
  88856. /**
  88857. * Returns the point fill mode
  88858. */
  88859. static readonly PointFillMode: number;
  88860. /**
  88861. * Returns the point list draw mode
  88862. */
  88863. static readonly PointListDrawMode: number;
  88864. /**
  88865. * Returns the line list draw mode
  88866. */
  88867. static readonly LineListDrawMode: number;
  88868. /**
  88869. * Returns the line loop draw mode
  88870. */
  88871. static readonly LineLoopDrawMode: number;
  88872. /**
  88873. * Returns the line strip draw mode
  88874. */
  88875. static readonly LineStripDrawMode: number;
  88876. /**
  88877. * Returns the triangle strip draw mode
  88878. */
  88879. static readonly TriangleStripDrawMode: number;
  88880. /**
  88881. * Returns the triangle fan draw mode
  88882. */
  88883. static readonly TriangleFanDrawMode: number;
  88884. /**
  88885. * Stores the clock-wise side orientation
  88886. */
  88887. static readonly ClockWiseSideOrientation: number;
  88888. /**
  88889. * Stores the counter clock-wise side orientation
  88890. */
  88891. static readonly CounterClockWiseSideOrientation: number;
  88892. /**
  88893. * The dirty texture flag value
  88894. */
  88895. static readonly TextureDirtyFlag: number;
  88896. /**
  88897. * The dirty light flag value
  88898. */
  88899. static readonly LightDirtyFlag: number;
  88900. /**
  88901. * The dirty fresnel flag value
  88902. */
  88903. static readonly FresnelDirtyFlag: number;
  88904. /**
  88905. * The dirty attribute flag value
  88906. */
  88907. static readonly AttributesDirtyFlag: number;
  88908. /**
  88909. * The dirty misc flag value
  88910. */
  88911. static readonly MiscDirtyFlag: number;
  88912. /**
  88913. * The all dirty flag value
  88914. */
  88915. static readonly AllDirtyFlag: number;
  88916. /**
  88917. * The ID of the material
  88918. */
  88919. id: string;
  88920. /**
  88921. * Gets or sets the unique id of the material
  88922. */
  88923. uniqueId: number;
  88924. /**
  88925. * The name of the material
  88926. */
  88927. name: string;
  88928. /**
  88929. * Gets or sets user defined metadata
  88930. */
  88931. metadata: any;
  88932. /**
  88933. * For internal use only. Please do not use.
  88934. */
  88935. reservedDataStore: any;
  88936. /**
  88937. * Specifies if the ready state should be checked on each call
  88938. */
  88939. checkReadyOnEveryCall: boolean;
  88940. /**
  88941. * Specifies if the ready state should be checked once
  88942. */
  88943. checkReadyOnlyOnce: boolean;
  88944. /**
  88945. * The state of the material
  88946. */
  88947. state: string;
  88948. /**
  88949. * The alpha value of the material
  88950. */
  88951. protected _alpha: number;
  88952. /**
  88953. * List of inspectable custom properties (used by the Inspector)
  88954. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88955. */
  88956. inspectableCustomProperties: IInspectable[];
  88957. /**
  88958. * Sets the alpha value of the material
  88959. */
  88960. /**
  88961. * Gets the alpha value of the material
  88962. */
  88963. alpha: number;
  88964. /**
  88965. * Specifies if back face culling is enabled
  88966. */
  88967. protected _backFaceCulling: boolean;
  88968. /**
  88969. * Sets the back-face culling state
  88970. */
  88971. /**
  88972. * Gets the back-face culling state
  88973. */
  88974. backFaceCulling: boolean;
  88975. /**
  88976. * Stores the value for side orientation
  88977. */
  88978. sideOrientation: number;
  88979. /**
  88980. * Callback triggered when the material is compiled
  88981. */
  88982. onCompiled: Nullable<(effect: Effect) => void>;
  88983. /**
  88984. * Callback triggered when an error occurs
  88985. */
  88986. onError: Nullable<(effect: Effect, errors: string) => void>;
  88987. /**
  88988. * Callback triggered to get the render target textures
  88989. */
  88990. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88991. /**
  88992. * Gets a boolean indicating that current material needs to register RTT
  88993. */
  88994. readonly hasRenderTargetTextures: boolean;
  88995. /**
  88996. * Specifies if the material should be serialized
  88997. */
  88998. doNotSerialize: boolean;
  88999. /**
  89000. * @hidden
  89001. */
  89002. _storeEffectOnSubMeshes: boolean;
  89003. /**
  89004. * Stores the animations for the material
  89005. */
  89006. animations: Nullable<Array<Animation>>;
  89007. /**
  89008. * An event triggered when the material is disposed
  89009. */
  89010. onDisposeObservable: Observable<Material>;
  89011. /**
  89012. * An observer which watches for dispose events
  89013. */
  89014. private _onDisposeObserver;
  89015. private _onUnBindObservable;
  89016. /**
  89017. * Called during a dispose event
  89018. */
  89019. onDispose: () => void;
  89020. private _onBindObservable;
  89021. /**
  89022. * An event triggered when the material is bound
  89023. */
  89024. readonly onBindObservable: Observable<AbstractMesh>;
  89025. /**
  89026. * An observer which watches for bind events
  89027. */
  89028. private _onBindObserver;
  89029. /**
  89030. * Called during a bind event
  89031. */
  89032. onBind: (Mesh: AbstractMesh) => void;
  89033. /**
  89034. * An event triggered when the material is unbound
  89035. */
  89036. readonly onUnBindObservable: Observable<Material>;
  89037. /**
  89038. * Stores the value of the alpha mode
  89039. */
  89040. private _alphaMode;
  89041. /**
  89042. * Sets the value of the alpha mode.
  89043. *
  89044. * | Value | Type | Description |
  89045. * | --- | --- | --- |
  89046. * | 0 | ALPHA_DISABLE | |
  89047. * | 1 | ALPHA_ADD | |
  89048. * | 2 | ALPHA_COMBINE | |
  89049. * | 3 | ALPHA_SUBTRACT | |
  89050. * | 4 | ALPHA_MULTIPLY | |
  89051. * | 5 | ALPHA_MAXIMIZED | |
  89052. * | 6 | ALPHA_ONEONE | |
  89053. * | 7 | ALPHA_PREMULTIPLIED | |
  89054. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  89055. * | 9 | ALPHA_INTERPOLATE | |
  89056. * | 10 | ALPHA_SCREENMODE | |
  89057. *
  89058. */
  89059. /**
  89060. * Gets the value of the alpha mode
  89061. */
  89062. alphaMode: number;
  89063. /**
  89064. * Stores the state of the need depth pre-pass value
  89065. */
  89066. private _needDepthPrePass;
  89067. /**
  89068. * Sets the need depth pre-pass value
  89069. */
  89070. /**
  89071. * Gets the depth pre-pass value
  89072. */
  89073. needDepthPrePass: boolean;
  89074. /**
  89075. * Specifies if depth writing should be disabled
  89076. */
  89077. disableDepthWrite: boolean;
  89078. /**
  89079. * Specifies if depth writing should be forced
  89080. */
  89081. forceDepthWrite: boolean;
  89082. /**
  89083. * Specifies the depth function that should be used. 0 means the default engine function
  89084. */
  89085. depthFunction: number;
  89086. /**
  89087. * Specifies if there should be a separate pass for culling
  89088. */
  89089. separateCullingPass: boolean;
  89090. /**
  89091. * Stores the state specifing if fog should be enabled
  89092. */
  89093. private _fogEnabled;
  89094. /**
  89095. * Sets the state for enabling fog
  89096. */
  89097. /**
  89098. * Gets the value of the fog enabled state
  89099. */
  89100. fogEnabled: boolean;
  89101. /**
  89102. * Stores the size of points
  89103. */
  89104. pointSize: number;
  89105. /**
  89106. * Stores the z offset value
  89107. */
  89108. zOffset: number;
  89109. /**
  89110. * Gets a value specifying if wireframe mode is enabled
  89111. */
  89112. /**
  89113. * Sets the state of wireframe mode
  89114. */
  89115. wireframe: boolean;
  89116. /**
  89117. * Gets the value specifying if point clouds are enabled
  89118. */
  89119. /**
  89120. * Sets the state of point cloud mode
  89121. */
  89122. pointsCloud: boolean;
  89123. /**
  89124. * Gets the material fill mode
  89125. */
  89126. /**
  89127. * Sets the material fill mode
  89128. */
  89129. fillMode: number;
  89130. /**
  89131. * @hidden
  89132. * Stores the effects for the material
  89133. */
  89134. _effect: Nullable<Effect>;
  89135. /**
  89136. * @hidden
  89137. * Specifies if the material was previously ready
  89138. */
  89139. _wasPreviouslyReady: boolean;
  89140. /**
  89141. * Specifies if uniform buffers should be used
  89142. */
  89143. private _useUBO;
  89144. /**
  89145. * Stores a reference to the scene
  89146. */
  89147. private _scene;
  89148. /**
  89149. * Stores the fill mode state
  89150. */
  89151. private _fillMode;
  89152. /**
  89153. * Specifies if the depth write state should be cached
  89154. */
  89155. private _cachedDepthWriteState;
  89156. /**
  89157. * Specifies if the depth function state should be cached
  89158. */
  89159. private _cachedDepthFunctionState;
  89160. /**
  89161. * Stores the uniform buffer
  89162. */
  89163. protected _uniformBuffer: UniformBuffer;
  89164. /** @hidden */
  89165. _indexInSceneMaterialArray: number;
  89166. /** @hidden */
  89167. meshMap: Nullable<{
  89168. [id: string]: AbstractMesh | undefined;
  89169. }>;
  89170. /**
  89171. * Creates a material instance
  89172. * @param name defines the name of the material
  89173. * @param scene defines the scene to reference
  89174. * @param doNotAdd specifies if the material should be added to the scene
  89175. */
  89176. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  89177. /**
  89178. * Returns a string representation of the current material
  89179. * @param fullDetails defines a boolean indicating which levels of logging is desired
  89180. * @returns a string with material information
  89181. */
  89182. toString(fullDetails?: boolean): string;
  89183. /**
  89184. * Gets the class name of the material
  89185. * @returns a string with the class name of the material
  89186. */
  89187. getClassName(): string;
  89188. /**
  89189. * Specifies if updates for the material been locked
  89190. */
  89191. readonly isFrozen: boolean;
  89192. /**
  89193. * Locks updates for the material
  89194. */
  89195. freeze(): void;
  89196. /**
  89197. * Unlocks updates for the material
  89198. */
  89199. unfreeze(): void;
  89200. /**
  89201. * Specifies if the material is ready to be used
  89202. * @param mesh defines the mesh to check
  89203. * @param useInstances specifies if instances should be used
  89204. * @returns a boolean indicating if the material is ready to be used
  89205. */
  89206. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  89207. /**
  89208. * Specifies that the submesh is ready to be used
  89209. * @param mesh defines the mesh to check
  89210. * @param subMesh defines which submesh to check
  89211. * @param useInstances specifies that instances should be used
  89212. * @returns a boolean indicating that the submesh is ready or not
  89213. */
  89214. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89215. /**
  89216. * Returns the material effect
  89217. * @returns the effect associated with the material
  89218. */
  89219. getEffect(): Nullable<Effect>;
  89220. /**
  89221. * Returns the current scene
  89222. * @returns a Scene
  89223. */
  89224. getScene(): Scene;
  89225. /**
  89226. * Specifies if the material will require alpha blending
  89227. * @returns a boolean specifying if alpha blending is needed
  89228. */
  89229. needAlphaBlending(): boolean;
  89230. /**
  89231. * Specifies if the mesh will require alpha blending
  89232. * @param mesh defines the mesh to check
  89233. * @returns a boolean specifying if alpha blending is needed for the mesh
  89234. */
  89235. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89236. /**
  89237. * Specifies if this material should be rendered in alpha test mode
  89238. * @returns a boolean specifying if an alpha test is needed.
  89239. */
  89240. needAlphaTesting(): boolean;
  89241. /**
  89242. * Gets the texture used for the alpha test
  89243. * @returns the texture to use for alpha testing
  89244. */
  89245. getAlphaTestTexture(): Nullable<BaseTexture>;
  89246. /**
  89247. * Marks the material to indicate that it needs to be re-calculated
  89248. */
  89249. markDirty(): void;
  89250. /** @hidden */
  89251. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89252. /**
  89253. * Binds the material to the mesh
  89254. * @param world defines the world transformation matrix
  89255. * @param mesh defines the mesh to bind the material to
  89256. */
  89257. bind(world: Matrix, mesh?: Mesh): void;
  89258. /**
  89259. * Binds the submesh to the material
  89260. * @param world defines the world transformation matrix
  89261. * @param mesh defines the mesh containing the submesh
  89262. * @param subMesh defines the submesh to bind the material to
  89263. */
  89264. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89265. /**
  89266. * Binds the world matrix to the material
  89267. * @param world defines the world transformation matrix
  89268. */
  89269. bindOnlyWorldMatrix(world: Matrix): void;
  89270. /**
  89271. * Binds the scene's uniform buffer to the effect.
  89272. * @param effect defines the effect to bind to the scene uniform buffer
  89273. * @param sceneUbo defines the uniform buffer storing scene data
  89274. */
  89275. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89276. /**
  89277. * Binds the view matrix to the effect
  89278. * @param effect defines the effect to bind the view matrix to
  89279. */
  89280. bindView(effect: Effect): void;
  89281. /**
  89282. * Binds the view projection matrix to the effect
  89283. * @param effect defines the effect to bind the view projection matrix to
  89284. */
  89285. bindViewProjection(effect: Effect): void;
  89286. /**
  89287. * Specifies if material alpha testing should be turned on for the mesh
  89288. * @param mesh defines the mesh to check
  89289. */
  89290. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89291. /**
  89292. * Processes to execute after binding the material to a mesh
  89293. * @param mesh defines the rendered mesh
  89294. */
  89295. protected _afterBind(mesh?: Mesh): void;
  89296. /**
  89297. * Unbinds the material from the mesh
  89298. */
  89299. unbind(): void;
  89300. /**
  89301. * Gets the active textures from the material
  89302. * @returns an array of textures
  89303. */
  89304. getActiveTextures(): BaseTexture[];
  89305. /**
  89306. * Specifies if the material uses a texture
  89307. * @param texture defines the texture to check against the material
  89308. * @returns a boolean specifying if the material uses the texture
  89309. */
  89310. hasTexture(texture: BaseTexture): boolean;
  89311. /**
  89312. * Makes a duplicate of the material, and gives it a new name
  89313. * @param name defines the new name for the duplicated material
  89314. * @returns the cloned material
  89315. */
  89316. clone(name: string): Nullable<Material>;
  89317. /**
  89318. * Gets the meshes bound to the material
  89319. * @returns an array of meshes bound to the material
  89320. */
  89321. getBindedMeshes(): AbstractMesh[];
  89322. /**
  89323. * Force shader compilation
  89324. * @param mesh defines the mesh associated with this material
  89325. * @param onCompiled defines a function to execute once the material is compiled
  89326. * @param options defines the options to configure the compilation
  89327. * @param onError defines a function to execute if the material fails compiling
  89328. */
  89329. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89330. /**
  89331. * Force shader compilation
  89332. * @param mesh defines the mesh that will use this material
  89333. * @param options defines additional options for compiling the shaders
  89334. * @returns a promise that resolves when the compilation completes
  89335. */
  89336. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89337. private static readonly _AllDirtyCallBack;
  89338. private static readonly _ImageProcessingDirtyCallBack;
  89339. private static readonly _TextureDirtyCallBack;
  89340. private static readonly _FresnelDirtyCallBack;
  89341. private static readonly _MiscDirtyCallBack;
  89342. private static readonly _LightsDirtyCallBack;
  89343. private static readonly _AttributeDirtyCallBack;
  89344. private static _FresnelAndMiscDirtyCallBack;
  89345. private static _TextureAndMiscDirtyCallBack;
  89346. private static readonly _DirtyCallbackArray;
  89347. private static readonly _RunDirtyCallBacks;
  89348. /**
  89349. * Marks a define in the material to indicate that it needs to be re-computed
  89350. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89351. */
  89352. markAsDirty(flag: number): void;
  89353. /**
  89354. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89355. * @param func defines a function which checks material defines against the submeshes
  89356. */
  89357. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89358. /**
  89359. * Indicates that we need to re-calculated for all submeshes
  89360. */
  89361. protected _markAllSubMeshesAsAllDirty(): void;
  89362. /**
  89363. * Indicates that image processing needs to be re-calculated for all submeshes
  89364. */
  89365. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89366. /**
  89367. * Indicates that textures need to be re-calculated for all submeshes
  89368. */
  89369. protected _markAllSubMeshesAsTexturesDirty(): void;
  89370. /**
  89371. * Indicates that fresnel needs to be re-calculated for all submeshes
  89372. */
  89373. protected _markAllSubMeshesAsFresnelDirty(): void;
  89374. /**
  89375. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89376. */
  89377. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89378. /**
  89379. * Indicates that lights need to be re-calculated for all submeshes
  89380. */
  89381. protected _markAllSubMeshesAsLightsDirty(): void;
  89382. /**
  89383. * Indicates that attributes need to be re-calculated for all submeshes
  89384. */
  89385. protected _markAllSubMeshesAsAttributesDirty(): void;
  89386. /**
  89387. * Indicates that misc needs to be re-calculated for all submeshes
  89388. */
  89389. protected _markAllSubMeshesAsMiscDirty(): void;
  89390. /**
  89391. * Indicates that textures and misc need to be re-calculated for all submeshes
  89392. */
  89393. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89394. /**
  89395. * Disposes the material
  89396. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89397. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89398. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89399. */
  89400. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89401. /** @hidden */
  89402. private releaseVertexArrayObject;
  89403. /**
  89404. * Serializes this material
  89405. * @returns the serialized material object
  89406. */
  89407. serialize(): any;
  89408. /**
  89409. * Creates a material from parsed material data
  89410. * @param parsedMaterial defines parsed material data
  89411. * @param scene defines the hosting scene
  89412. * @param rootUrl defines the root URL to use to load textures
  89413. * @returns a new material
  89414. */
  89415. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89416. }
  89417. }
  89418. declare module BABYLON {
  89419. /**
  89420. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89421. * separate meshes. This can be use to improve performances.
  89422. * @see http://doc.babylonjs.com/how_to/multi_materials
  89423. */
  89424. export class MultiMaterial extends Material {
  89425. private _subMaterials;
  89426. /**
  89427. * Gets or Sets the list of Materials used within the multi material.
  89428. * They need to be ordered according to the submeshes order in the associated mesh
  89429. */
  89430. subMaterials: Nullable<Material>[];
  89431. /**
  89432. * Function used to align with Node.getChildren()
  89433. * @returns the list of Materials used within the multi material
  89434. */
  89435. getChildren(): Nullable<Material>[];
  89436. /**
  89437. * Instantiates a new Multi Material
  89438. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89439. * separate meshes. This can be use to improve performances.
  89440. * @see http://doc.babylonjs.com/how_to/multi_materials
  89441. * @param name Define the name in the scene
  89442. * @param scene Define the scene the material belongs to
  89443. */
  89444. constructor(name: string, scene: Scene);
  89445. private _hookArray;
  89446. /**
  89447. * Get one of the submaterial by its index in the submaterials array
  89448. * @param index The index to look the sub material at
  89449. * @returns The Material if the index has been defined
  89450. */
  89451. getSubMaterial(index: number): Nullable<Material>;
  89452. /**
  89453. * Get the list of active textures for the whole sub materials list.
  89454. * @returns All the textures that will be used during the rendering
  89455. */
  89456. getActiveTextures(): BaseTexture[];
  89457. /**
  89458. * Gets the current class name of the material e.g. "MultiMaterial"
  89459. * Mainly use in serialization.
  89460. * @returns the class name
  89461. */
  89462. getClassName(): string;
  89463. /**
  89464. * Checks if the material is ready to render the requested sub mesh
  89465. * @param mesh Define the mesh the submesh belongs to
  89466. * @param subMesh Define the sub mesh to look readyness for
  89467. * @param useInstances Define whether or not the material is used with instances
  89468. * @returns true if ready, otherwise false
  89469. */
  89470. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89471. /**
  89472. * Clones the current material and its related sub materials
  89473. * @param name Define the name of the newly cloned material
  89474. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89475. * @returns the cloned material
  89476. */
  89477. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89478. /**
  89479. * Serializes the materials into a JSON representation.
  89480. * @returns the JSON representation
  89481. */
  89482. serialize(): any;
  89483. /**
  89484. * Dispose the material and release its associated resources
  89485. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  89486. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  89487. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  89488. */
  89489. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89490. /**
  89491. * Creates a MultiMaterial from parsed MultiMaterial data.
  89492. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89493. * @param scene defines the hosting scene
  89494. * @returns a new MultiMaterial
  89495. */
  89496. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89497. }
  89498. }
  89499. declare module BABYLON {
  89500. /**
  89501. * Base class for submeshes
  89502. */
  89503. export class BaseSubMesh {
  89504. /** @hidden */
  89505. _materialDefines: Nullable<MaterialDefines>;
  89506. /** @hidden */
  89507. _materialEffect: Nullable<Effect>;
  89508. /**
  89509. * Gets associated effect
  89510. */
  89511. readonly effect: Nullable<Effect>;
  89512. /**
  89513. * Sets associated effect (effect used to render this submesh)
  89514. * @param effect defines the effect to associate with
  89515. * @param defines defines the set of defines used to compile this effect
  89516. */
  89517. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89518. }
  89519. /**
  89520. * Defines a subdivision inside a mesh
  89521. */
  89522. export class SubMesh extends BaseSubMesh implements ICullable {
  89523. /** the material index to use */
  89524. materialIndex: number;
  89525. /** vertex index start */
  89526. verticesStart: number;
  89527. /** vertices count */
  89528. verticesCount: number;
  89529. /** index start */
  89530. indexStart: number;
  89531. /** indices count */
  89532. indexCount: number;
  89533. /** @hidden */
  89534. _linesIndexCount: number;
  89535. private _mesh;
  89536. private _renderingMesh;
  89537. private _boundingInfo;
  89538. private _linesIndexBuffer;
  89539. /** @hidden */
  89540. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89541. /** @hidden */
  89542. _trianglePlanes: Plane[];
  89543. /** @hidden */
  89544. _lastColliderTransformMatrix: Nullable<Matrix>;
  89545. /** @hidden */
  89546. _renderId: number;
  89547. /** @hidden */
  89548. _alphaIndex: number;
  89549. /** @hidden */
  89550. _distanceToCamera: number;
  89551. /** @hidden */
  89552. _id: number;
  89553. private _currentMaterial;
  89554. /**
  89555. * Add a new submesh to a mesh
  89556. * @param materialIndex defines the material index to use
  89557. * @param verticesStart defines vertex index start
  89558. * @param verticesCount defines vertices count
  89559. * @param indexStart defines index start
  89560. * @param indexCount defines indices count
  89561. * @param mesh defines the parent mesh
  89562. * @param renderingMesh defines an optional rendering mesh
  89563. * @param createBoundingBox defines if bounding box should be created for this submesh
  89564. * @returns the new submesh
  89565. */
  89566. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89567. /**
  89568. * Creates a new submesh
  89569. * @param materialIndex defines the material index to use
  89570. * @param verticesStart defines vertex index start
  89571. * @param verticesCount defines vertices count
  89572. * @param indexStart defines index start
  89573. * @param indexCount defines indices count
  89574. * @param mesh defines the parent mesh
  89575. * @param renderingMesh defines an optional rendering mesh
  89576. * @param createBoundingBox defines if bounding box should be created for this submesh
  89577. */
  89578. constructor(
  89579. /** the material index to use */
  89580. materialIndex: number,
  89581. /** vertex index start */
  89582. verticesStart: number,
  89583. /** vertices count */
  89584. verticesCount: number,
  89585. /** index start */
  89586. indexStart: number,
  89587. /** indices count */
  89588. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89589. /**
  89590. * Returns true if this submesh covers the entire parent mesh
  89591. * @ignorenaming
  89592. */
  89593. readonly IsGlobal: boolean;
  89594. /**
  89595. * Returns the submesh BoudingInfo object
  89596. * @returns current bounding info (or mesh's one if the submesh is global)
  89597. */
  89598. getBoundingInfo(): BoundingInfo;
  89599. /**
  89600. * Sets the submesh BoundingInfo
  89601. * @param boundingInfo defines the new bounding info to use
  89602. * @returns the SubMesh
  89603. */
  89604. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89605. /**
  89606. * Returns the mesh of the current submesh
  89607. * @return the parent mesh
  89608. */
  89609. getMesh(): AbstractMesh;
  89610. /**
  89611. * Returns the rendering mesh of the submesh
  89612. * @returns the rendering mesh (could be different from parent mesh)
  89613. */
  89614. getRenderingMesh(): Mesh;
  89615. /**
  89616. * Returns the submesh material
  89617. * @returns null or the current material
  89618. */
  89619. getMaterial(): Nullable<Material>;
  89620. /**
  89621. * Sets a new updated BoundingInfo object to the submesh
  89622. * @param data defines an optional position array to use to determine the bounding info
  89623. * @returns the SubMesh
  89624. */
  89625. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89626. /** @hidden */
  89627. _checkCollision(collider: Collider): boolean;
  89628. /**
  89629. * Updates the submesh BoundingInfo
  89630. * @param world defines the world matrix to use to update the bounding info
  89631. * @returns the submesh
  89632. */
  89633. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89634. /**
  89635. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89636. * @param frustumPlanes defines the frustum planes
  89637. * @returns true if the submesh is intersecting with the frustum
  89638. */
  89639. isInFrustum(frustumPlanes: Plane[]): boolean;
  89640. /**
  89641. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89642. * @param frustumPlanes defines the frustum planes
  89643. * @returns true if the submesh is inside the frustum
  89644. */
  89645. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89646. /**
  89647. * Renders the submesh
  89648. * @param enableAlphaMode defines if alpha needs to be used
  89649. * @returns the submesh
  89650. */
  89651. render(enableAlphaMode: boolean): SubMesh;
  89652. /**
  89653. * @hidden
  89654. */
  89655. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89656. /**
  89657. * Checks if the submesh intersects with a ray
  89658. * @param ray defines the ray to test
  89659. * @returns true is the passed ray intersects the submesh bounding box
  89660. */
  89661. canIntersects(ray: Ray): boolean;
  89662. /**
  89663. * Intersects current submesh with a ray
  89664. * @param ray defines the ray to test
  89665. * @param positions defines mesh's positions array
  89666. * @param indices defines mesh's indices array
  89667. * @param fastCheck defines if only bounding info should be used
  89668. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89669. * @returns intersection info or null if no intersection
  89670. */
  89671. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89672. /** @hidden */
  89673. private _intersectLines;
  89674. /** @hidden */
  89675. private _intersectUnIndexedLines;
  89676. /** @hidden */
  89677. private _intersectTriangles;
  89678. /** @hidden */
  89679. private _intersectUnIndexedTriangles;
  89680. /** @hidden */
  89681. _rebuild(): void;
  89682. /**
  89683. * Creates a new submesh from the passed mesh
  89684. * @param newMesh defines the new hosting mesh
  89685. * @param newRenderingMesh defines an optional rendering mesh
  89686. * @returns the new submesh
  89687. */
  89688. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89689. /**
  89690. * Release associated resources
  89691. */
  89692. dispose(): void;
  89693. /**
  89694. * Gets the class name
  89695. * @returns the string "SubMesh".
  89696. */
  89697. getClassName(): string;
  89698. /**
  89699. * Creates a new submesh from indices data
  89700. * @param materialIndex the index of the main mesh material
  89701. * @param startIndex the index where to start the copy in the mesh indices array
  89702. * @param indexCount the number of indices to copy then from the startIndex
  89703. * @param mesh the main mesh to create the submesh from
  89704. * @param renderingMesh the optional rendering mesh
  89705. * @returns a new submesh
  89706. */
  89707. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89708. }
  89709. }
  89710. declare module BABYLON {
  89711. /**
  89712. * Class used to represent data loading progression
  89713. */
  89714. export class SceneLoaderFlags {
  89715. private static _ForceFullSceneLoadingForIncremental;
  89716. private static _ShowLoadingScreen;
  89717. private static _CleanBoneMatrixWeights;
  89718. private static _loggingLevel;
  89719. /**
  89720. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89721. */
  89722. static ForceFullSceneLoadingForIncremental: boolean;
  89723. /**
  89724. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89725. */
  89726. static ShowLoadingScreen: boolean;
  89727. /**
  89728. * Defines the current logging level (while loading the scene)
  89729. * @ignorenaming
  89730. */
  89731. static loggingLevel: number;
  89732. /**
  89733. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89734. */
  89735. static CleanBoneMatrixWeights: boolean;
  89736. }
  89737. }
  89738. declare module BABYLON {
  89739. /**
  89740. * Class used to store geometry data (vertex buffers + index buffer)
  89741. */
  89742. export class Geometry implements IGetSetVerticesData {
  89743. /**
  89744. * Gets or sets the ID of the geometry
  89745. */
  89746. id: string;
  89747. /**
  89748. * Gets or sets the unique ID of the geometry
  89749. */
  89750. uniqueId: number;
  89751. /**
  89752. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89753. */
  89754. delayLoadState: number;
  89755. /**
  89756. * Gets the file containing the data to load when running in delay load state
  89757. */
  89758. delayLoadingFile: Nullable<string>;
  89759. /**
  89760. * Callback called when the geometry is updated
  89761. */
  89762. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89763. private _scene;
  89764. private _engine;
  89765. private _meshes;
  89766. private _totalVertices;
  89767. /** @hidden */
  89768. _indices: IndicesArray;
  89769. /** @hidden */
  89770. _vertexBuffers: {
  89771. [key: string]: VertexBuffer;
  89772. };
  89773. private _isDisposed;
  89774. private _extend;
  89775. private _boundingBias;
  89776. /** @hidden */
  89777. _delayInfo: Array<string>;
  89778. private _indexBuffer;
  89779. private _indexBufferIsUpdatable;
  89780. /** @hidden */
  89781. _boundingInfo: Nullable<BoundingInfo>;
  89782. /** @hidden */
  89783. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89784. /** @hidden */
  89785. _softwareSkinningFrameId: number;
  89786. private _vertexArrayObjects;
  89787. private _updatable;
  89788. /** @hidden */
  89789. _positions: Nullable<Vector3[]>;
  89790. /**
  89791. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  89792. */
  89793. /**
  89794. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  89795. */
  89796. boundingBias: Vector2;
  89797. /**
  89798. * Static function used to attach a new empty geometry to a mesh
  89799. * @param mesh defines the mesh to attach the geometry to
  89800. * @returns the new Geometry
  89801. */
  89802. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89803. /**
  89804. * Creates a new geometry
  89805. * @param id defines the unique ID
  89806. * @param scene defines the hosting scene
  89807. * @param vertexData defines the VertexData used to get geometry data
  89808. * @param updatable defines if geometry must be updatable (false by default)
  89809. * @param mesh defines the mesh that will be associated with the geometry
  89810. */
  89811. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89812. /**
  89813. * Gets the current extend of the geometry
  89814. */
  89815. readonly extend: {
  89816. minimum: Vector3;
  89817. maximum: Vector3;
  89818. };
  89819. /**
  89820. * Gets the hosting scene
  89821. * @returns the hosting Scene
  89822. */
  89823. getScene(): Scene;
  89824. /**
  89825. * Gets the hosting engine
  89826. * @returns the hosting Engine
  89827. */
  89828. getEngine(): Engine;
  89829. /**
  89830. * Defines if the geometry is ready to use
  89831. * @returns true if the geometry is ready to be used
  89832. */
  89833. isReady(): boolean;
  89834. /**
  89835. * Gets a value indicating that the geometry should not be serialized
  89836. */
  89837. readonly doNotSerialize: boolean;
  89838. /** @hidden */
  89839. _rebuild(): void;
  89840. /**
  89841. * Affects all geometry data in one call
  89842. * @param vertexData defines the geometry data
  89843. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89844. */
  89845. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89846. /**
  89847. * Set specific vertex data
  89848. * @param kind defines the data kind (Position, normal, etc...)
  89849. * @param data defines the vertex data to use
  89850. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89851. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89852. */
  89853. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89854. /**
  89855. * Removes a specific vertex data
  89856. * @param kind defines the data kind (Position, normal, etc...)
  89857. */
  89858. removeVerticesData(kind: string): void;
  89859. /**
  89860. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89861. * @param buffer defines the vertex buffer to use
  89862. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89863. */
  89864. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89865. /**
  89866. * Update a specific vertex buffer
  89867. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89868. * It will do nothing if the buffer is not updatable
  89869. * @param kind defines the data kind (Position, normal, etc...)
  89870. * @param data defines the data to use
  89871. * @param offset defines the offset in the target buffer where to store the data
  89872. * @param useBytes set to true if the offset is in bytes
  89873. */
  89874. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89875. /**
  89876. * Update a specific vertex buffer
  89877. * This function will create a new buffer if the current one is not updatable
  89878. * @param kind defines the data kind (Position, normal, etc...)
  89879. * @param data defines the data to use
  89880. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89881. */
  89882. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89883. private _updateBoundingInfo;
  89884. /** @hidden */
  89885. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89886. /**
  89887. * Gets total number of vertices
  89888. * @returns the total number of vertices
  89889. */
  89890. getTotalVertices(): number;
  89891. /**
  89892. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89893. * @param kind defines the data kind (Position, normal, etc...)
  89894. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89895. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89896. * @returns a float array containing vertex data
  89897. */
  89898. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89899. /**
  89900. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89901. * @param kind defines the data kind (Position, normal, etc...)
  89902. * @returns true if the vertex buffer with the specified kind is updatable
  89903. */
  89904. isVertexBufferUpdatable(kind: string): boolean;
  89905. /**
  89906. * Gets a specific vertex buffer
  89907. * @param kind defines the data kind (Position, normal, etc...)
  89908. * @returns a VertexBuffer
  89909. */
  89910. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89911. /**
  89912. * Returns all vertex buffers
  89913. * @return an object holding all vertex buffers indexed by kind
  89914. */
  89915. getVertexBuffers(): Nullable<{
  89916. [key: string]: VertexBuffer;
  89917. }>;
  89918. /**
  89919. * Gets a boolean indicating if specific vertex buffer is present
  89920. * @param kind defines the data kind (Position, normal, etc...)
  89921. * @returns true if data is present
  89922. */
  89923. isVerticesDataPresent(kind: string): boolean;
  89924. /**
  89925. * Gets a list of all attached data kinds (Position, normal, etc...)
  89926. * @returns a list of string containing all kinds
  89927. */
  89928. getVerticesDataKinds(): string[];
  89929. /**
  89930. * Update index buffer
  89931. * @param indices defines the indices to store in the index buffer
  89932. * @param offset defines the offset in the target buffer where to store the data
  89933. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  89934. */
  89935. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89936. /**
  89937. * Creates a new index buffer
  89938. * @param indices defines the indices to store in the index buffer
  89939. * @param totalVertices defines the total number of vertices (could be null)
  89940. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89941. */
  89942. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89943. /**
  89944. * Return the total number of indices
  89945. * @returns the total number of indices
  89946. */
  89947. getTotalIndices(): number;
  89948. /**
  89949. * Gets the index buffer array
  89950. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89951. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89952. * @returns the index buffer array
  89953. */
  89954. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89955. /**
  89956. * Gets the index buffer
  89957. * @return the index buffer
  89958. */
  89959. getIndexBuffer(): Nullable<DataBuffer>;
  89960. /** @hidden */
  89961. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89962. /**
  89963. * Release the associated resources for a specific mesh
  89964. * @param mesh defines the source mesh
  89965. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89966. */
  89967. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89968. /**
  89969. * Apply current geometry to a given mesh
  89970. * @param mesh defines the mesh to apply geometry to
  89971. */
  89972. applyToMesh(mesh: Mesh): void;
  89973. private _updateExtend;
  89974. private _applyToMesh;
  89975. private notifyUpdate;
  89976. /**
  89977. * Load the geometry if it was flagged as delay loaded
  89978. * @param scene defines the hosting scene
  89979. * @param onLoaded defines a callback called when the geometry is loaded
  89980. */
  89981. load(scene: Scene, onLoaded?: () => void): void;
  89982. private _queueLoad;
  89983. /**
  89984. * Invert the geometry to move from a right handed system to a left handed one.
  89985. */
  89986. toLeftHanded(): void;
  89987. /** @hidden */
  89988. _resetPointsArrayCache(): void;
  89989. /** @hidden */
  89990. _generatePointsArray(): boolean;
  89991. /**
  89992. * Gets a value indicating if the geometry is disposed
  89993. * @returns true if the geometry was disposed
  89994. */
  89995. isDisposed(): boolean;
  89996. private _disposeVertexArrayObjects;
  89997. /**
  89998. * Free all associated resources
  89999. */
  90000. dispose(): void;
  90001. /**
  90002. * Clone the current geometry into a new geometry
  90003. * @param id defines the unique ID of the new geometry
  90004. * @returns a new geometry object
  90005. */
  90006. copy(id: string): Geometry;
  90007. /**
  90008. * Serialize the current geometry info (and not the vertices data) into a JSON object
  90009. * @return a JSON representation of the current geometry data (without the vertices data)
  90010. */
  90011. serialize(): any;
  90012. private toNumberArray;
  90013. /**
  90014. * Serialize all vertices data into a JSON oject
  90015. * @returns a JSON representation of the current geometry data
  90016. */
  90017. serializeVerticeData(): any;
  90018. /**
  90019. * Extracts a clone of a mesh geometry
  90020. * @param mesh defines the source mesh
  90021. * @param id defines the unique ID of the new geometry object
  90022. * @returns the new geometry object
  90023. */
  90024. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  90025. /**
  90026. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  90027. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  90028. * Be aware Math.random() could cause collisions, but:
  90029. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  90030. * @returns a string containing a new GUID
  90031. */
  90032. static RandomId(): string;
  90033. /** @hidden */
  90034. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  90035. private static _CleanMatricesWeights;
  90036. /**
  90037. * Create a new geometry from persisted data (Using .babylon file format)
  90038. * @param parsedVertexData defines the persisted data
  90039. * @param scene defines the hosting scene
  90040. * @param rootUrl defines the root url to use to load assets (like delayed data)
  90041. * @returns the new geometry object
  90042. */
  90043. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  90044. }
  90045. }
  90046. declare module BABYLON {
  90047. /**
  90048. * Define an interface for all classes that will get and set the data on vertices
  90049. */
  90050. export interface IGetSetVerticesData {
  90051. /**
  90052. * Gets a boolean indicating if specific vertex data is present
  90053. * @param kind defines the vertex data kind to use
  90054. * @returns true is data kind is present
  90055. */
  90056. isVerticesDataPresent(kind: string): boolean;
  90057. /**
  90058. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90059. * @param kind defines the data kind (Position, normal, etc...)
  90060. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90061. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90062. * @returns a float array containing vertex data
  90063. */
  90064. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90065. /**
  90066. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  90067. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  90068. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90069. * @returns the indices array or an empty array if the mesh has no geometry
  90070. */
  90071. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90072. /**
  90073. * Set specific vertex data
  90074. * @param kind defines the data kind (Position, normal, etc...)
  90075. * @param data defines the vertex data to use
  90076. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  90077. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  90078. */
  90079. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  90080. /**
  90081. * Update a specific associated vertex buffer
  90082. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  90083. * - VertexBuffer.PositionKind
  90084. * - VertexBuffer.UVKind
  90085. * - VertexBuffer.UV2Kind
  90086. * - VertexBuffer.UV3Kind
  90087. * - VertexBuffer.UV4Kind
  90088. * - VertexBuffer.UV5Kind
  90089. * - VertexBuffer.UV6Kind
  90090. * - VertexBuffer.ColorKind
  90091. * - VertexBuffer.MatricesIndicesKind
  90092. * - VertexBuffer.MatricesIndicesExtraKind
  90093. * - VertexBuffer.MatricesWeightsKind
  90094. * - VertexBuffer.MatricesWeightsExtraKind
  90095. * @param data defines the data source
  90096. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  90097. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  90098. */
  90099. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  90100. /**
  90101. * Creates a new index buffer
  90102. * @param indices defines the indices to store in the index buffer
  90103. * @param totalVertices defines the total number of vertices (could be null)
  90104. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90105. */
  90106. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  90107. }
  90108. /**
  90109. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  90110. */
  90111. export class VertexData {
  90112. /**
  90113. * Mesh side orientation : usually the external or front surface
  90114. */
  90115. static readonly FRONTSIDE: number;
  90116. /**
  90117. * Mesh side orientation : usually the internal or back surface
  90118. */
  90119. static readonly BACKSIDE: number;
  90120. /**
  90121. * Mesh side orientation : both internal and external or front and back surfaces
  90122. */
  90123. static readonly DOUBLESIDE: number;
  90124. /**
  90125. * Mesh side orientation : by default, `FRONTSIDE`
  90126. */
  90127. static readonly DEFAULTSIDE: number;
  90128. /**
  90129. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  90130. */
  90131. positions: Nullable<FloatArray>;
  90132. /**
  90133. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  90134. */
  90135. normals: Nullable<FloatArray>;
  90136. /**
  90137. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  90138. */
  90139. tangents: Nullable<FloatArray>;
  90140. /**
  90141. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90142. */
  90143. uvs: Nullable<FloatArray>;
  90144. /**
  90145. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90146. */
  90147. uvs2: Nullable<FloatArray>;
  90148. /**
  90149. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90150. */
  90151. uvs3: Nullable<FloatArray>;
  90152. /**
  90153. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90154. */
  90155. uvs4: Nullable<FloatArray>;
  90156. /**
  90157. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90158. */
  90159. uvs5: Nullable<FloatArray>;
  90160. /**
  90161. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90162. */
  90163. uvs6: Nullable<FloatArray>;
  90164. /**
  90165. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  90166. */
  90167. colors: Nullable<FloatArray>;
  90168. /**
  90169. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  90170. */
  90171. matricesIndices: Nullable<FloatArray>;
  90172. /**
  90173. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  90174. */
  90175. matricesWeights: Nullable<FloatArray>;
  90176. /**
  90177. * An array extending the number of possible indices
  90178. */
  90179. matricesIndicesExtra: Nullable<FloatArray>;
  90180. /**
  90181. * An array extending the number of possible weights when the number of indices is extended
  90182. */
  90183. matricesWeightsExtra: Nullable<FloatArray>;
  90184. /**
  90185. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  90186. */
  90187. indices: Nullable<IndicesArray>;
  90188. /**
  90189. * Uses the passed data array to set the set the values for the specified kind of data
  90190. * @param data a linear array of floating numbers
  90191. * @param kind the type of data that is being set, eg positions, colors etc
  90192. */
  90193. set(data: FloatArray, kind: string): void;
  90194. /**
  90195. * Associates the vertexData to the passed Mesh.
  90196. * Sets it as updatable or not (default `false`)
  90197. * @param mesh the mesh the vertexData is applied to
  90198. * @param updatable when used and having the value true allows new data to update the vertexData
  90199. * @returns the VertexData
  90200. */
  90201. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  90202. /**
  90203. * Associates the vertexData to the passed Geometry.
  90204. * Sets it as updatable or not (default `false`)
  90205. * @param geometry the geometry the vertexData is applied to
  90206. * @param updatable when used and having the value true allows new data to update the vertexData
  90207. * @returns VertexData
  90208. */
  90209. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90210. /**
  90211. * Updates the associated mesh
  90212. * @param mesh the mesh to be updated
  90213. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90214. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  90215. * @returns VertexData
  90216. */
  90217. updateMesh(mesh: Mesh): VertexData;
  90218. /**
  90219. * Updates the associated geometry
  90220. * @param geometry the geometry to be updated
  90221. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90222. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  90223. * @returns VertexData.
  90224. */
  90225. updateGeometry(geometry: Geometry): VertexData;
  90226. private _applyTo;
  90227. private _update;
  90228. /**
  90229. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90230. * @param matrix the transforming matrix
  90231. * @returns the VertexData
  90232. */
  90233. transform(matrix: Matrix): VertexData;
  90234. /**
  90235. * Merges the passed VertexData into the current one
  90236. * @param other the VertexData to be merged into the current one
  90237. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90238. * @returns the modified VertexData
  90239. */
  90240. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90241. private _mergeElement;
  90242. private _validate;
  90243. /**
  90244. * Serializes the VertexData
  90245. * @returns a serialized object
  90246. */
  90247. serialize(): any;
  90248. /**
  90249. * Extracts the vertexData from a mesh
  90250. * @param mesh the mesh from which to extract the VertexData
  90251. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90252. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90253. * @returns the object VertexData associated to the passed mesh
  90254. */
  90255. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90256. /**
  90257. * Extracts the vertexData from the geometry
  90258. * @param geometry the geometry from which to extract the VertexData
  90259. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90260. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90261. * @returns the object VertexData associated to the passed mesh
  90262. */
  90263. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90264. private static _ExtractFrom;
  90265. /**
  90266. * Creates the VertexData for a Ribbon
  90267. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90268. * * pathArray array of paths, each of which an array of successive Vector3
  90269. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90270. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90271. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  90272. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90273. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90274. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90275. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90276. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90277. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90278. * @returns the VertexData of the ribbon
  90279. */
  90280. static CreateRibbon(options: {
  90281. pathArray: Vector3[][];
  90282. closeArray?: boolean;
  90283. closePath?: boolean;
  90284. offset?: number;
  90285. sideOrientation?: number;
  90286. frontUVs?: Vector4;
  90287. backUVs?: Vector4;
  90288. invertUV?: boolean;
  90289. uvs?: Vector2[];
  90290. colors?: Color4[];
  90291. }): VertexData;
  90292. /**
  90293. * Creates the VertexData for a box
  90294. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90295. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90296. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90297. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90298. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90299. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90300. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90301. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90302. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90303. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90304. * @returns the VertexData of the box
  90305. */
  90306. static CreateBox(options: {
  90307. size?: number;
  90308. width?: number;
  90309. height?: number;
  90310. depth?: number;
  90311. faceUV?: Vector4[];
  90312. faceColors?: Color4[];
  90313. sideOrientation?: number;
  90314. frontUVs?: Vector4;
  90315. backUVs?: Vector4;
  90316. }): VertexData;
  90317. /**
  90318. * Creates the VertexData for a tiled box
  90319. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90320. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90321. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90322. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90323. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90324. * @returns the VertexData of the box
  90325. */
  90326. static CreateTiledBox(options: {
  90327. pattern?: number;
  90328. width?: number;
  90329. height?: number;
  90330. depth?: number;
  90331. tileSize?: number;
  90332. tileWidth?: number;
  90333. tileHeight?: number;
  90334. alignHorizontal?: number;
  90335. alignVertical?: number;
  90336. faceUV?: Vector4[];
  90337. faceColors?: Color4[];
  90338. sideOrientation?: number;
  90339. }): VertexData;
  90340. /**
  90341. * Creates the VertexData for a tiled plane
  90342. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90343. * * pattern a limited pattern arrangement depending on the number
  90344. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90345. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90346. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90347. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90348. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90349. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90350. * @returns the VertexData of the tiled plane
  90351. */
  90352. static CreateTiledPlane(options: {
  90353. pattern?: number;
  90354. tileSize?: number;
  90355. tileWidth?: number;
  90356. tileHeight?: number;
  90357. size?: number;
  90358. width?: number;
  90359. height?: number;
  90360. alignHorizontal?: number;
  90361. alignVertical?: number;
  90362. sideOrientation?: number;
  90363. frontUVs?: Vector4;
  90364. backUVs?: Vector4;
  90365. }): VertexData;
  90366. /**
  90367. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90368. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90369. * * segments sets the number of horizontal strips optional, default 32
  90370. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90371. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90372. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90373. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90374. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  90375. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  90376. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90377. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90378. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90379. * @returns the VertexData of the ellipsoid
  90380. */
  90381. static CreateSphere(options: {
  90382. segments?: number;
  90383. diameter?: number;
  90384. diameterX?: number;
  90385. diameterY?: number;
  90386. diameterZ?: number;
  90387. arc?: number;
  90388. slice?: number;
  90389. sideOrientation?: number;
  90390. frontUVs?: Vector4;
  90391. backUVs?: Vector4;
  90392. }): VertexData;
  90393. /**
  90394. * Creates the VertexData for a cylinder, cone or prism
  90395. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90396. * * height sets the height (y direction) of the cylinder, optional, default 2
  90397. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90398. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90399. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90400. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90401. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90402. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  90403. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90404. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90405. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90406. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90407. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90408. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90409. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90410. * @returns the VertexData of the cylinder, cone or prism
  90411. */
  90412. static CreateCylinder(options: {
  90413. height?: number;
  90414. diameterTop?: number;
  90415. diameterBottom?: number;
  90416. diameter?: number;
  90417. tessellation?: number;
  90418. subdivisions?: number;
  90419. arc?: number;
  90420. faceColors?: Color4[];
  90421. faceUV?: Vector4[];
  90422. hasRings?: boolean;
  90423. enclose?: boolean;
  90424. sideOrientation?: number;
  90425. frontUVs?: Vector4;
  90426. backUVs?: Vector4;
  90427. }): VertexData;
  90428. /**
  90429. * Creates the VertexData for a torus
  90430. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90431. * * diameter the diameter of the torus, optional default 1
  90432. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90433. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90434. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90435. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90436. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90437. * @returns the VertexData of the torus
  90438. */
  90439. static CreateTorus(options: {
  90440. diameter?: number;
  90441. thickness?: number;
  90442. tessellation?: number;
  90443. sideOrientation?: number;
  90444. frontUVs?: Vector4;
  90445. backUVs?: Vector4;
  90446. }): VertexData;
  90447. /**
  90448. * Creates the VertexData of the LineSystem
  90449. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90450. * - lines an array of lines, each line being an array of successive Vector3
  90451. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90452. * @returns the VertexData of the LineSystem
  90453. */
  90454. static CreateLineSystem(options: {
  90455. lines: Vector3[][];
  90456. colors?: Nullable<Color4[][]>;
  90457. }): VertexData;
  90458. /**
  90459. * Create the VertexData for a DashedLines
  90460. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90461. * - points an array successive Vector3
  90462. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90463. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90464. * - dashNb the intended total number of dashes, optional, default 200
  90465. * @returns the VertexData for the DashedLines
  90466. */
  90467. static CreateDashedLines(options: {
  90468. points: Vector3[];
  90469. dashSize?: number;
  90470. gapSize?: number;
  90471. dashNb?: number;
  90472. }): VertexData;
  90473. /**
  90474. * Creates the VertexData for a Ground
  90475. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90476. * - width the width (x direction) of the ground, optional, default 1
  90477. * - height the height (z direction) of the ground, optional, default 1
  90478. * - subdivisions the number of subdivisions per side, optional, default 1
  90479. * @returns the VertexData of the Ground
  90480. */
  90481. static CreateGround(options: {
  90482. width?: number;
  90483. height?: number;
  90484. subdivisions?: number;
  90485. subdivisionsX?: number;
  90486. subdivisionsY?: number;
  90487. }): VertexData;
  90488. /**
  90489. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90490. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90491. * * xmin the ground minimum X coordinate, optional, default -1
  90492. * * zmin the ground minimum Z coordinate, optional, default -1
  90493. * * xmax the ground maximum X coordinate, optional, default 1
  90494. * * zmax the ground maximum Z coordinate, optional, default 1
  90495. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  90496. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  90497. * @returns the VertexData of the TiledGround
  90498. */
  90499. static CreateTiledGround(options: {
  90500. xmin: number;
  90501. zmin: number;
  90502. xmax: number;
  90503. zmax: number;
  90504. subdivisions?: {
  90505. w: number;
  90506. h: number;
  90507. };
  90508. precision?: {
  90509. w: number;
  90510. h: number;
  90511. };
  90512. }): VertexData;
  90513. /**
  90514. * Creates the VertexData of the Ground designed from a heightmap
  90515. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90516. * * width the width (x direction) of the ground
  90517. * * height the height (z direction) of the ground
  90518. * * subdivisions the number of subdivisions per side
  90519. * * minHeight the minimum altitude on the ground, optional, default 0
  90520. * * maxHeight the maximum altitude on the ground, optional default 1
  90521. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90522. * * buffer the array holding the image color data
  90523. * * bufferWidth the width of image
  90524. * * bufferHeight the height of image
  90525. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90526. * @returns the VertexData of the Ground designed from a heightmap
  90527. */
  90528. static CreateGroundFromHeightMap(options: {
  90529. width: number;
  90530. height: number;
  90531. subdivisions: number;
  90532. minHeight: number;
  90533. maxHeight: number;
  90534. colorFilter: Color3;
  90535. buffer: Uint8Array;
  90536. bufferWidth: number;
  90537. bufferHeight: number;
  90538. alphaFilter: number;
  90539. }): VertexData;
  90540. /**
  90541. * Creates the VertexData for a Plane
  90542. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90543. * * size sets the width and height of the plane to the value of size, optional default 1
  90544. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90545. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90546. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90547. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90548. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90549. * @returns the VertexData of the box
  90550. */
  90551. static CreatePlane(options: {
  90552. size?: number;
  90553. width?: number;
  90554. height?: number;
  90555. sideOrientation?: number;
  90556. frontUVs?: Vector4;
  90557. backUVs?: Vector4;
  90558. }): VertexData;
  90559. /**
  90560. * Creates the VertexData of the Disc or regular Polygon
  90561. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90562. * * radius the radius of the disc, optional default 0.5
  90563. * * tessellation the number of polygon sides, optional, default 64
  90564. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  90565. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90566. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90567. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90568. * @returns the VertexData of the box
  90569. */
  90570. static CreateDisc(options: {
  90571. radius?: number;
  90572. tessellation?: number;
  90573. arc?: number;
  90574. sideOrientation?: number;
  90575. frontUVs?: Vector4;
  90576. backUVs?: Vector4;
  90577. }): VertexData;
  90578. /**
  90579. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90580. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90581. * @param polygon a mesh built from polygonTriangulation.build()
  90582. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90583. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90584. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90585. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90586. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90587. * @returns the VertexData of the Polygon
  90588. */
  90589. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90590. /**
  90591. * Creates the VertexData of the IcoSphere
  90592. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90593. * * radius the radius of the IcoSphere, optional default 1
  90594. * * radiusX allows stretching in the x direction, optional, default radius
  90595. * * radiusY allows stretching in the y direction, optional, default radius
  90596. * * radiusZ allows stretching in the z direction, optional, default radius
  90597. * * flat when true creates a flat shaded mesh, optional, default true
  90598. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90599. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90600. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90601. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90602. * @returns the VertexData of the IcoSphere
  90603. */
  90604. static CreateIcoSphere(options: {
  90605. radius?: number;
  90606. radiusX?: number;
  90607. radiusY?: number;
  90608. radiusZ?: number;
  90609. flat?: boolean;
  90610. subdivisions?: number;
  90611. sideOrientation?: number;
  90612. frontUVs?: Vector4;
  90613. backUVs?: Vector4;
  90614. }): VertexData;
  90615. /**
  90616. * Creates the VertexData for a Polyhedron
  90617. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90618. * * type provided types are:
  90619. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90620. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  90621. * * size the size of the IcoSphere, optional default 1
  90622. * * sizeX allows stretching in the x direction, optional, default size
  90623. * * sizeY allows stretching in the y direction, optional, default size
  90624. * * sizeZ allows stretching in the z direction, optional, default size
  90625. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  90626. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90627. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90628. * * flat when true creates a flat shaded mesh, optional, default true
  90629. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90630. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90631. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90632. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90633. * @returns the VertexData of the Polyhedron
  90634. */
  90635. static CreatePolyhedron(options: {
  90636. type?: number;
  90637. size?: number;
  90638. sizeX?: number;
  90639. sizeY?: number;
  90640. sizeZ?: number;
  90641. custom?: any;
  90642. faceUV?: Vector4[];
  90643. faceColors?: Color4[];
  90644. flat?: boolean;
  90645. sideOrientation?: number;
  90646. frontUVs?: Vector4;
  90647. backUVs?: Vector4;
  90648. }): VertexData;
  90649. /**
  90650. * Creates the VertexData for a TorusKnot
  90651. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90652. * * radius the radius of the torus knot, optional, default 2
  90653. * * tube the thickness of the tube, optional, default 0.5
  90654. * * radialSegments the number of sides on each tube segments, optional, default 32
  90655. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90656. * * p the number of windings around the z axis, optional, default 2
  90657. * * q the number of windings around the x axis, optional, default 3
  90658. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90659. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90660. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90661. * @returns the VertexData of the Torus Knot
  90662. */
  90663. static CreateTorusKnot(options: {
  90664. radius?: number;
  90665. tube?: number;
  90666. radialSegments?: number;
  90667. tubularSegments?: number;
  90668. p?: number;
  90669. q?: number;
  90670. sideOrientation?: number;
  90671. frontUVs?: Vector4;
  90672. backUVs?: Vector4;
  90673. }): VertexData;
  90674. /**
  90675. * Compute normals for given positions and indices
  90676. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90677. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90678. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90679. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90680. * * facetNormals : optional array of facet normals (vector3)
  90681. * * facetPositions : optional array of facet positions (vector3)
  90682. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90683. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90684. * * bInfo : optional bounding info, required for facetPartitioning computation
  90685. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90686. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90687. * * useRightHandedSystem: optional boolean to for right handed system computation
  90688. * * depthSort : optional boolean to enable the facet depth sort computation
  90689. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90690. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90691. */
  90692. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90693. facetNormals?: any;
  90694. facetPositions?: any;
  90695. facetPartitioning?: any;
  90696. ratio?: number;
  90697. bInfo?: any;
  90698. bbSize?: Vector3;
  90699. subDiv?: any;
  90700. useRightHandedSystem?: boolean;
  90701. depthSort?: boolean;
  90702. distanceTo?: Vector3;
  90703. depthSortedFacets?: any;
  90704. }): void;
  90705. /** @hidden */
  90706. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90707. /**
  90708. * Applies VertexData created from the imported parameters to the geometry
  90709. * @param parsedVertexData the parsed data from an imported file
  90710. * @param geometry the geometry to apply the VertexData to
  90711. */
  90712. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90713. }
  90714. }
  90715. declare module BABYLON {
  90716. /**
  90717. * Defines a target to use with MorphTargetManager
  90718. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90719. */
  90720. export class MorphTarget implements IAnimatable {
  90721. /** defines the name of the target */
  90722. name: string;
  90723. /**
  90724. * Gets or sets the list of animations
  90725. */
  90726. animations: Animation[];
  90727. private _scene;
  90728. private _positions;
  90729. private _normals;
  90730. private _tangents;
  90731. private _uvs;
  90732. private _influence;
  90733. private _uniqueId;
  90734. /**
  90735. * Observable raised when the influence changes
  90736. */
  90737. onInfluenceChanged: Observable<boolean>;
  90738. /** @hidden */
  90739. _onDataLayoutChanged: Observable<void>;
  90740. /**
  90741. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90742. */
  90743. influence: number;
  90744. /**
  90745. * Gets or sets the id of the morph Target
  90746. */
  90747. id: string;
  90748. private _animationPropertiesOverride;
  90749. /**
  90750. * Gets or sets the animation properties override
  90751. */
  90752. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90753. /**
  90754. * Creates a new MorphTarget
  90755. * @param name defines the name of the target
  90756. * @param influence defines the influence to use
  90757. * @param scene defines the scene the morphtarget belongs to
  90758. */
  90759. constructor(
  90760. /** defines the name of the target */
  90761. name: string, influence?: number, scene?: Nullable<Scene>);
  90762. /**
  90763. * Gets the unique ID of this manager
  90764. */
  90765. readonly uniqueId: number;
  90766. /**
  90767. * Gets a boolean defining if the target contains position data
  90768. */
  90769. readonly hasPositions: boolean;
  90770. /**
  90771. * Gets a boolean defining if the target contains normal data
  90772. */
  90773. readonly hasNormals: boolean;
  90774. /**
  90775. * Gets a boolean defining if the target contains tangent data
  90776. */
  90777. readonly hasTangents: boolean;
  90778. /**
  90779. * Gets a boolean defining if the target contains texture coordinates data
  90780. */
  90781. readonly hasUVs: boolean;
  90782. /**
  90783. * Affects position data to this target
  90784. * @param data defines the position data to use
  90785. */
  90786. setPositions(data: Nullable<FloatArray>): void;
  90787. /**
  90788. * Gets the position data stored in this target
  90789. * @returns a FloatArray containing the position data (or null if not present)
  90790. */
  90791. getPositions(): Nullable<FloatArray>;
  90792. /**
  90793. * Affects normal data to this target
  90794. * @param data defines the normal data to use
  90795. */
  90796. setNormals(data: Nullable<FloatArray>): void;
  90797. /**
  90798. * Gets the normal data stored in this target
  90799. * @returns a FloatArray containing the normal data (or null if not present)
  90800. */
  90801. getNormals(): Nullable<FloatArray>;
  90802. /**
  90803. * Affects tangent data to this target
  90804. * @param data defines the tangent data to use
  90805. */
  90806. setTangents(data: Nullable<FloatArray>): void;
  90807. /**
  90808. * Gets the tangent data stored in this target
  90809. * @returns a FloatArray containing the tangent data (or null if not present)
  90810. */
  90811. getTangents(): Nullable<FloatArray>;
  90812. /**
  90813. * Affects texture coordinates data to this target
  90814. * @param data defines the texture coordinates data to use
  90815. */
  90816. setUVs(data: Nullable<FloatArray>): void;
  90817. /**
  90818. * Gets the texture coordinates data stored in this target
  90819. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90820. */
  90821. getUVs(): Nullable<FloatArray>;
  90822. /**
  90823. * Clone the current target
  90824. * @returns a new MorphTarget
  90825. */
  90826. clone(): MorphTarget;
  90827. /**
  90828. * Serializes the current target into a Serialization object
  90829. * @returns the serialized object
  90830. */
  90831. serialize(): any;
  90832. /**
  90833. * Returns the string "MorphTarget"
  90834. * @returns "MorphTarget"
  90835. */
  90836. getClassName(): string;
  90837. /**
  90838. * Creates a new target from serialized data
  90839. * @param serializationObject defines the serialized data to use
  90840. * @returns a new MorphTarget
  90841. */
  90842. static Parse(serializationObject: any): MorphTarget;
  90843. /**
  90844. * Creates a MorphTarget from mesh data
  90845. * @param mesh defines the source mesh
  90846. * @param name defines the name to use for the new target
  90847. * @param influence defines the influence to attach to the target
  90848. * @returns a new MorphTarget
  90849. */
  90850. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90851. }
  90852. }
  90853. declare module BABYLON {
  90854. /**
  90855. * This class is used to deform meshes using morphing between different targets
  90856. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90857. */
  90858. export class MorphTargetManager {
  90859. private _targets;
  90860. private _targetInfluenceChangedObservers;
  90861. private _targetDataLayoutChangedObservers;
  90862. private _activeTargets;
  90863. private _scene;
  90864. private _influences;
  90865. private _supportsNormals;
  90866. private _supportsTangents;
  90867. private _supportsUVs;
  90868. private _vertexCount;
  90869. private _uniqueId;
  90870. private _tempInfluences;
  90871. /**
  90872. * Gets or sets a boolean indicating if normals must be morphed
  90873. */
  90874. enableNormalMorphing: boolean;
  90875. /**
  90876. * Gets or sets a boolean indicating if tangents must be morphed
  90877. */
  90878. enableTangentMorphing: boolean;
  90879. /**
  90880. * Gets or sets a boolean indicating if UV must be morphed
  90881. */
  90882. enableUVMorphing: boolean;
  90883. /**
  90884. * Creates a new MorphTargetManager
  90885. * @param scene defines the current scene
  90886. */
  90887. constructor(scene?: Nullable<Scene>);
  90888. /**
  90889. * Gets the unique ID of this manager
  90890. */
  90891. readonly uniqueId: number;
  90892. /**
  90893. * Gets the number of vertices handled by this manager
  90894. */
  90895. readonly vertexCount: number;
  90896. /**
  90897. * Gets a boolean indicating if this manager supports morphing of normals
  90898. */
  90899. readonly supportsNormals: boolean;
  90900. /**
  90901. * Gets a boolean indicating if this manager supports morphing of tangents
  90902. */
  90903. readonly supportsTangents: boolean;
  90904. /**
  90905. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90906. */
  90907. readonly supportsUVs: boolean;
  90908. /**
  90909. * Gets the number of targets stored in this manager
  90910. */
  90911. readonly numTargets: number;
  90912. /**
  90913. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90914. */
  90915. readonly numInfluencers: number;
  90916. /**
  90917. * Gets the list of influences (one per target)
  90918. */
  90919. readonly influences: Float32Array;
  90920. /**
  90921. * Gets the active target at specified index. An active target is a target with an influence > 0
  90922. * @param index defines the index to check
  90923. * @returns the requested target
  90924. */
  90925. getActiveTarget(index: number): MorphTarget;
  90926. /**
  90927. * Gets the target at specified index
  90928. * @param index defines the index to check
  90929. * @returns the requested target
  90930. */
  90931. getTarget(index: number): MorphTarget;
  90932. /**
  90933. * Add a new target to this manager
  90934. * @param target defines the target to add
  90935. */
  90936. addTarget(target: MorphTarget): void;
  90937. /**
  90938. * Removes a target from the manager
  90939. * @param target defines the target to remove
  90940. */
  90941. removeTarget(target: MorphTarget): void;
  90942. /**
  90943. * Clone the current manager
  90944. * @returns a new MorphTargetManager
  90945. */
  90946. clone(): MorphTargetManager;
  90947. /**
  90948. * Serializes the current manager into a Serialization object
  90949. * @returns the serialized object
  90950. */
  90951. serialize(): any;
  90952. private _syncActiveTargets;
  90953. /**
  90954. * Syncrhonize the targets with all the meshes using this morph target manager
  90955. */
  90956. synchronize(): void;
  90957. /**
  90958. * Creates a new MorphTargetManager from serialized data
  90959. * @param serializationObject defines the serialized data
  90960. * @param scene defines the hosting scene
  90961. * @returns the new MorphTargetManager
  90962. */
  90963. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90964. }
  90965. }
  90966. declare module BABYLON {
  90967. /**
  90968. * Class used to represent a specific level of detail of a mesh
  90969. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90970. */
  90971. export class MeshLODLevel {
  90972. /** Defines the distance where this level should start being displayed */
  90973. distance: number;
  90974. /** Defines the mesh to use to render this level */
  90975. mesh: Nullable<Mesh>;
  90976. /**
  90977. * Creates a new LOD level
  90978. * @param distance defines the distance where this level should star being displayed
  90979. * @param mesh defines the mesh to use to render this level
  90980. */
  90981. constructor(
  90982. /** Defines the distance where this level should start being displayed */
  90983. distance: number,
  90984. /** Defines the mesh to use to render this level */
  90985. mesh: Nullable<Mesh>);
  90986. }
  90987. }
  90988. declare module BABYLON {
  90989. /**
  90990. * Mesh representing the gorund
  90991. */
  90992. export class GroundMesh extends Mesh {
  90993. /** If octree should be generated */
  90994. generateOctree: boolean;
  90995. private _heightQuads;
  90996. /** @hidden */
  90997. _subdivisionsX: number;
  90998. /** @hidden */
  90999. _subdivisionsY: number;
  91000. /** @hidden */
  91001. _width: number;
  91002. /** @hidden */
  91003. _height: number;
  91004. /** @hidden */
  91005. _minX: number;
  91006. /** @hidden */
  91007. _maxX: number;
  91008. /** @hidden */
  91009. _minZ: number;
  91010. /** @hidden */
  91011. _maxZ: number;
  91012. constructor(name: string, scene: Scene);
  91013. /**
  91014. * "GroundMesh"
  91015. * @returns "GroundMesh"
  91016. */
  91017. getClassName(): string;
  91018. /**
  91019. * The minimum of x and y subdivisions
  91020. */
  91021. readonly subdivisions: number;
  91022. /**
  91023. * X subdivisions
  91024. */
  91025. readonly subdivisionsX: number;
  91026. /**
  91027. * Y subdivisions
  91028. */
  91029. readonly subdivisionsY: number;
  91030. /**
  91031. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  91032. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  91033. * @param chunksCount the number of subdivisions for x and y
  91034. * @param octreeBlocksSize (Default: 32)
  91035. */
  91036. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  91037. /**
  91038. * Returns a height (y) value in the Worl system :
  91039. * the ground altitude at the coordinates (x, z) expressed in the World system.
  91040. * @param x x coordinate
  91041. * @param z z coordinate
  91042. * @returns the ground y position if (x, z) are outside the ground surface.
  91043. */
  91044. getHeightAtCoordinates(x: number, z: number): number;
  91045. /**
  91046. * Returns a normalized vector (Vector3) orthogonal to the ground
  91047. * at the ground coordinates (x, z) expressed in the World system.
  91048. * @param x x coordinate
  91049. * @param z z coordinate
  91050. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  91051. */
  91052. getNormalAtCoordinates(x: number, z: number): Vector3;
  91053. /**
  91054. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  91055. * at the ground coordinates (x, z) expressed in the World system.
  91056. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  91057. * @param x x coordinate
  91058. * @param z z coordinate
  91059. * @param ref vector to store the result
  91060. * @returns the GroundMesh.
  91061. */
  91062. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  91063. /**
  91064. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  91065. * if the ground has been updated.
  91066. * This can be used in the render loop.
  91067. * @returns the GroundMesh.
  91068. */
  91069. updateCoordinateHeights(): GroundMesh;
  91070. private _getFacetAt;
  91071. private _initHeightQuads;
  91072. private _computeHeightQuads;
  91073. /**
  91074. * Serializes this ground mesh
  91075. * @param serializationObject object to write serialization to
  91076. */
  91077. serialize(serializationObject: any): void;
  91078. /**
  91079. * Parses a serialized ground mesh
  91080. * @param parsedMesh the serialized mesh
  91081. * @param scene the scene to create the ground mesh in
  91082. * @returns the created ground mesh
  91083. */
  91084. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  91085. }
  91086. }
  91087. declare module BABYLON {
  91088. /**
  91089. * Interface for Physics-Joint data
  91090. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91091. */
  91092. export interface PhysicsJointData {
  91093. /**
  91094. * The main pivot of the joint
  91095. */
  91096. mainPivot?: Vector3;
  91097. /**
  91098. * The connected pivot of the joint
  91099. */
  91100. connectedPivot?: Vector3;
  91101. /**
  91102. * The main axis of the joint
  91103. */
  91104. mainAxis?: Vector3;
  91105. /**
  91106. * The connected axis of the joint
  91107. */
  91108. connectedAxis?: Vector3;
  91109. /**
  91110. * The collision of the joint
  91111. */
  91112. collision?: boolean;
  91113. /**
  91114. * Native Oimo/Cannon/Energy data
  91115. */
  91116. nativeParams?: any;
  91117. }
  91118. /**
  91119. * This is a holder class for the physics joint created by the physics plugin
  91120. * It holds a set of functions to control the underlying joint
  91121. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91122. */
  91123. export class PhysicsJoint {
  91124. /**
  91125. * The type of the physics joint
  91126. */
  91127. type: number;
  91128. /**
  91129. * The data for the physics joint
  91130. */
  91131. jointData: PhysicsJointData;
  91132. private _physicsJoint;
  91133. protected _physicsPlugin: IPhysicsEnginePlugin;
  91134. /**
  91135. * Initializes the physics joint
  91136. * @param type The type of the physics joint
  91137. * @param jointData The data for the physics joint
  91138. */
  91139. constructor(
  91140. /**
  91141. * The type of the physics joint
  91142. */
  91143. type: number,
  91144. /**
  91145. * The data for the physics joint
  91146. */
  91147. jointData: PhysicsJointData);
  91148. /**
  91149. * Gets the physics joint
  91150. */
  91151. /**
  91152. * Sets the physics joint
  91153. */
  91154. physicsJoint: any;
  91155. /**
  91156. * Sets the physics plugin
  91157. */
  91158. physicsPlugin: IPhysicsEnginePlugin;
  91159. /**
  91160. * Execute a function that is physics-plugin specific.
  91161. * @param {Function} func the function that will be executed.
  91162. * It accepts two parameters: the physics world and the physics joint
  91163. */
  91164. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  91165. /**
  91166. * Distance-Joint type
  91167. */
  91168. static DistanceJoint: number;
  91169. /**
  91170. * Hinge-Joint type
  91171. */
  91172. static HingeJoint: number;
  91173. /**
  91174. * Ball-and-Socket joint type
  91175. */
  91176. static BallAndSocketJoint: number;
  91177. /**
  91178. * Wheel-Joint type
  91179. */
  91180. static WheelJoint: number;
  91181. /**
  91182. * Slider-Joint type
  91183. */
  91184. static SliderJoint: number;
  91185. /**
  91186. * Prismatic-Joint type
  91187. */
  91188. static PrismaticJoint: number;
  91189. /**
  91190. * Universal-Joint type
  91191. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91192. */
  91193. static UniversalJoint: number;
  91194. /**
  91195. * Hinge-Joint 2 type
  91196. */
  91197. static Hinge2Joint: number;
  91198. /**
  91199. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  91200. */
  91201. static PointToPointJoint: number;
  91202. /**
  91203. * Spring-Joint type
  91204. */
  91205. static SpringJoint: number;
  91206. /**
  91207. * Lock-Joint type
  91208. */
  91209. static LockJoint: number;
  91210. }
  91211. /**
  91212. * A class representing a physics distance joint
  91213. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91214. */
  91215. export class DistanceJoint extends PhysicsJoint {
  91216. /**
  91217. *
  91218. * @param jointData The data for the Distance-Joint
  91219. */
  91220. constructor(jointData: DistanceJointData);
  91221. /**
  91222. * Update the predefined distance.
  91223. * @param maxDistance The maximum preferred distance
  91224. * @param minDistance The minimum preferred distance
  91225. */
  91226. updateDistance(maxDistance: number, minDistance?: number): void;
  91227. }
  91228. /**
  91229. * Represents a Motor-Enabled Joint
  91230. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91231. */
  91232. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91233. /**
  91234. * Initializes the Motor-Enabled Joint
  91235. * @param type The type of the joint
  91236. * @param jointData The physica joint data for the joint
  91237. */
  91238. constructor(type: number, jointData: PhysicsJointData);
  91239. /**
  91240. * Set the motor values.
  91241. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91242. * @param force the force to apply
  91243. * @param maxForce max force for this motor.
  91244. */
  91245. setMotor(force?: number, maxForce?: number): void;
  91246. /**
  91247. * Set the motor's limits.
  91248. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91249. * @param upperLimit The upper limit of the motor
  91250. * @param lowerLimit The lower limit of the motor
  91251. */
  91252. setLimit(upperLimit: number, lowerLimit?: number): void;
  91253. }
  91254. /**
  91255. * This class represents a single physics Hinge-Joint
  91256. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91257. */
  91258. export class HingeJoint extends MotorEnabledJoint {
  91259. /**
  91260. * Initializes the Hinge-Joint
  91261. * @param jointData The joint data for the Hinge-Joint
  91262. */
  91263. constructor(jointData: PhysicsJointData);
  91264. /**
  91265. * Set the motor values.
  91266. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91267. * @param {number} force the force to apply
  91268. * @param {number} maxForce max force for this motor.
  91269. */
  91270. setMotor(force?: number, maxForce?: number): void;
  91271. /**
  91272. * Set the motor's limits.
  91273. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91274. * @param upperLimit The upper limit of the motor
  91275. * @param lowerLimit The lower limit of the motor
  91276. */
  91277. setLimit(upperLimit: number, lowerLimit?: number): void;
  91278. }
  91279. /**
  91280. * This class represents a dual hinge physics joint (same as wheel joint)
  91281. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91282. */
  91283. export class Hinge2Joint extends MotorEnabledJoint {
  91284. /**
  91285. * Initializes the Hinge2-Joint
  91286. * @param jointData The joint data for the Hinge2-Joint
  91287. */
  91288. constructor(jointData: PhysicsJointData);
  91289. /**
  91290. * Set the motor values.
  91291. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91292. * @param {number} targetSpeed the speed the motor is to reach
  91293. * @param {number} maxForce max force for this motor.
  91294. * @param {motorIndex} the motor's index, 0 or 1.
  91295. */
  91296. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91297. /**
  91298. * Set the motor limits.
  91299. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91300. * @param {number} upperLimit the upper limit
  91301. * @param {number} lowerLimit lower limit
  91302. * @param {motorIndex} the motor's index, 0 or 1.
  91303. */
  91304. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91305. }
  91306. /**
  91307. * Interface for a motor enabled joint
  91308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91309. */
  91310. export interface IMotorEnabledJoint {
  91311. /**
  91312. * Physics joint
  91313. */
  91314. physicsJoint: any;
  91315. /**
  91316. * Sets the motor of the motor-enabled joint
  91317. * @param force The force of the motor
  91318. * @param maxForce The maximum force of the motor
  91319. * @param motorIndex The index of the motor
  91320. */
  91321. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91322. /**
  91323. * Sets the limit of the motor
  91324. * @param upperLimit The upper limit of the motor
  91325. * @param lowerLimit The lower limit of the motor
  91326. * @param motorIndex The index of the motor
  91327. */
  91328. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91329. }
  91330. /**
  91331. * Joint data for a Distance-Joint
  91332. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91333. */
  91334. export interface DistanceJointData extends PhysicsJointData {
  91335. /**
  91336. * Max distance the 2 joint objects can be apart
  91337. */
  91338. maxDistance: number;
  91339. }
  91340. /**
  91341. * Joint data from a spring joint
  91342. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91343. */
  91344. export interface SpringJointData extends PhysicsJointData {
  91345. /**
  91346. * Length of the spring
  91347. */
  91348. length: number;
  91349. /**
  91350. * Stiffness of the spring
  91351. */
  91352. stiffness: number;
  91353. /**
  91354. * Damping of the spring
  91355. */
  91356. damping: number;
  91357. /** this callback will be called when applying the force to the impostors. */
  91358. forceApplicationCallback: () => void;
  91359. }
  91360. }
  91361. declare module BABYLON {
  91362. /**
  91363. * Holds the data for the raycast result
  91364. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91365. */
  91366. export class PhysicsRaycastResult {
  91367. private _hasHit;
  91368. private _hitDistance;
  91369. private _hitNormalWorld;
  91370. private _hitPointWorld;
  91371. private _rayFromWorld;
  91372. private _rayToWorld;
  91373. /**
  91374. * Gets if there was a hit
  91375. */
  91376. readonly hasHit: boolean;
  91377. /**
  91378. * Gets the distance from the hit
  91379. */
  91380. readonly hitDistance: number;
  91381. /**
  91382. * Gets the hit normal/direction in the world
  91383. */
  91384. readonly hitNormalWorld: Vector3;
  91385. /**
  91386. * Gets the hit point in the world
  91387. */
  91388. readonly hitPointWorld: Vector3;
  91389. /**
  91390. * Gets the ray "start point" of the ray in the world
  91391. */
  91392. readonly rayFromWorld: Vector3;
  91393. /**
  91394. * Gets the ray "end point" of the ray in the world
  91395. */
  91396. readonly rayToWorld: Vector3;
  91397. /**
  91398. * Sets the hit data (normal & point in world space)
  91399. * @param hitNormalWorld defines the normal in world space
  91400. * @param hitPointWorld defines the point in world space
  91401. */
  91402. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91403. /**
  91404. * Sets the distance from the start point to the hit point
  91405. * @param distance
  91406. */
  91407. setHitDistance(distance: number): void;
  91408. /**
  91409. * Calculates the distance manually
  91410. */
  91411. calculateHitDistance(): void;
  91412. /**
  91413. * Resets all the values to default
  91414. * @param from The from point on world space
  91415. * @param to The to point on world space
  91416. */
  91417. reset(from?: Vector3, to?: Vector3): void;
  91418. }
  91419. /**
  91420. * Interface for the size containing width and height
  91421. */
  91422. interface IXYZ {
  91423. /**
  91424. * X
  91425. */
  91426. x: number;
  91427. /**
  91428. * Y
  91429. */
  91430. y: number;
  91431. /**
  91432. * Z
  91433. */
  91434. z: number;
  91435. }
  91436. }
  91437. declare module BABYLON {
  91438. /**
  91439. * Interface used to describe a physics joint
  91440. */
  91441. export interface PhysicsImpostorJoint {
  91442. /** Defines the main impostor to which the joint is linked */
  91443. mainImpostor: PhysicsImpostor;
  91444. /** Defines the impostor that is connected to the main impostor using this joint */
  91445. connectedImpostor: PhysicsImpostor;
  91446. /** Defines the joint itself */
  91447. joint: PhysicsJoint;
  91448. }
  91449. /** @hidden */
  91450. export interface IPhysicsEnginePlugin {
  91451. world: any;
  91452. name: string;
  91453. setGravity(gravity: Vector3): void;
  91454. setTimeStep(timeStep: number): void;
  91455. getTimeStep(): number;
  91456. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91457. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91458. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91459. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91460. removePhysicsBody(impostor: PhysicsImpostor): void;
  91461. generateJoint(joint: PhysicsImpostorJoint): void;
  91462. removeJoint(joint: PhysicsImpostorJoint): void;
  91463. isSupported(): boolean;
  91464. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91465. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91466. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91467. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91468. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91469. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91470. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91471. getBodyMass(impostor: PhysicsImpostor): number;
  91472. getBodyFriction(impostor: PhysicsImpostor): number;
  91473. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91474. getBodyRestitution(impostor: PhysicsImpostor): number;
  91475. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91476. getBodyPressure?(impostor: PhysicsImpostor): number;
  91477. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91478. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91479. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91480. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91481. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91482. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91483. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91484. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91485. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91486. sleepBody(impostor: PhysicsImpostor): void;
  91487. wakeUpBody(impostor: PhysicsImpostor): void;
  91488. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91489. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91490. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91491. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91492. getRadius(impostor: PhysicsImpostor): number;
  91493. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91494. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91495. dispose(): void;
  91496. }
  91497. /**
  91498. * Interface used to define a physics engine
  91499. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91500. */
  91501. export interface IPhysicsEngine {
  91502. /**
  91503. * Gets the gravity vector used by the simulation
  91504. */
  91505. gravity: Vector3;
  91506. /**
  91507. * Sets the gravity vector used by the simulation
  91508. * @param gravity defines the gravity vector to use
  91509. */
  91510. setGravity(gravity: Vector3): void;
  91511. /**
  91512. * Set the time step of the physics engine.
  91513. * Default is 1/60.
  91514. * To slow it down, enter 1/600 for example.
  91515. * To speed it up, 1/30
  91516. * @param newTimeStep the new timestep to apply to this world.
  91517. */
  91518. setTimeStep(newTimeStep: number): void;
  91519. /**
  91520. * Get the time step of the physics engine.
  91521. * @returns the current time step
  91522. */
  91523. getTimeStep(): number;
  91524. /**
  91525. * Release all resources
  91526. */
  91527. dispose(): void;
  91528. /**
  91529. * Gets the name of the current physics plugin
  91530. * @returns the name of the plugin
  91531. */
  91532. getPhysicsPluginName(): string;
  91533. /**
  91534. * Adding a new impostor for the impostor tracking.
  91535. * This will be done by the impostor itself.
  91536. * @param impostor the impostor to add
  91537. */
  91538. addImpostor(impostor: PhysicsImpostor): void;
  91539. /**
  91540. * Remove an impostor from the engine.
  91541. * This impostor and its mesh will not longer be updated by the physics engine.
  91542. * @param impostor the impostor to remove
  91543. */
  91544. removeImpostor(impostor: PhysicsImpostor): void;
  91545. /**
  91546. * Add a joint to the physics engine
  91547. * @param mainImpostor defines the main impostor to which the joint is added.
  91548. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91549. * @param joint defines the joint that will connect both impostors.
  91550. */
  91551. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91552. /**
  91553. * Removes a joint from the simulation
  91554. * @param mainImpostor defines the impostor used with the joint
  91555. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91556. * @param joint defines the joint to remove
  91557. */
  91558. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91559. /**
  91560. * Gets the current plugin used to run the simulation
  91561. * @returns current plugin
  91562. */
  91563. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91564. /**
  91565. * Gets the list of physic impostors
  91566. * @returns an array of PhysicsImpostor
  91567. */
  91568. getImpostors(): Array<PhysicsImpostor>;
  91569. /**
  91570. * Gets the impostor for a physics enabled object
  91571. * @param object defines the object impersonated by the impostor
  91572. * @returns the PhysicsImpostor or null if not found
  91573. */
  91574. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91575. /**
  91576. * Gets the impostor for a physics body object
  91577. * @param body defines physics body used by the impostor
  91578. * @returns the PhysicsImpostor or null if not found
  91579. */
  91580. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91581. /**
  91582. * Does a raycast in the physics world
  91583. * @param from when should the ray start?
  91584. * @param to when should the ray end?
  91585. * @returns PhysicsRaycastResult
  91586. */
  91587. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91588. /**
  91589. * Called by the scene. No need to call it.
  91590. * @param delta defines the timespam between frames
  91591. */
  91592. _step(delta: number): void;
  91593. }
  91594. }
  91595. declare module BABYLON {
  91596. /**
  91597. * The interface for the physics imposter parameters
  91598. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91599. */
  91600. export interface PhysicsImpostorParameters {
  91601. /**
  91602. * The mass of the physics imposter
  91603. */
  91604. mass: number;
  91605. /**
  91606. * The friction of the physics imposter
  91607. */
  91608. friction?: number;
  91609. /**
  91610. * The coefficient of restitution of the physics imposter
  91611. */
  91612. restitution?: number;
  91613. /**
  91614. * The native options of the physics imposter
  91615. */
  91616. nativeOptions?: any;
  91617. /**
  91618. * Specifies if the parent should be ignored
  91619. */
  91620. ignoreParent?: boolean;
  91621. /**
  91622. * Specifies if bi-directional transformations should be disabled
  91623. */
  91624. disableBidirectionalTransformation?: boolean;
  91625. /**
  91626. * The pressure inside the physics imposter, soft object only
  91627. */
  91628. pressure?: number;
  91629. /**
  91630. * The stiffness the physics imposter, soft object only
  91631. */
  91632. stiffness?: number;
  91633. /**
  91634. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91635. */
  91636. velocityIterations?: number;
  91637. /**
  91638. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91639. */
  91640. positionIterations?: number;
  91641. /**
  91642. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91643. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91644. * Add to fix multiple points
  91645. */
  91646. fixedPoints?: number;
  91647. /**
  91648. * The collision margin around a soft object
  91649. */
  91650. margin?: number;
  91651. /**
  91652. * The collision margin around a soft object
  91653. */
  91654. damping?: number;
  91655. /**
  91656. * The path for a rope based on an extrusion
  91657. */
  91658. path?: any;
  91659. /**
  91660. * The shape of an extrusion used for a rope based on an extrusion
  91661. */
  91662. shape?: any;
  91663. }
  91664. /**
  91665. * Interface for a physics-enabled object
  91666. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91667. */
  91668. export interface IPhysicsEnabledObject {
  91669. /**
  91670. * The position of the physics-enabled object
  91671. */
  91672. position: Vector3;
  91673. /**
  91674. * The rotation of the physics-enabled object
  91675. */
  91676. rotationQuaternion: Nullable<Quaternion>;
  91677. /**
  91678. * The scale of the physics-enabled object
  91679. */
  91680. scaling: Vector3;
  91681. /**
  91682. * The rotation of the physics-enabled object
  91683. */
  91684. rotation?: Vector3;
  91685. /**
  91686. * The parent of the physics-enabled object
  91687. */
  91688. parent?: any;
  91689. /**
  91690. * The bounding info of the physics-enabled object
  91691. * @returns The bounding info of the physics-enabled object
  91692. */
  91693. getBoundingInfo(): BoundingInfo;
  91694. /**
  91695. * Computes the world matrix
  91696. * @param force Specifies if the world matrix should be computed by force
  91697. * @returns A world matrix
  91698. */
  91699. computeWorldMatrix(force: boolean): Matrix;
  91700. /**
  91701. * Gets the world matrix
  91702. * @returns A world matrix
  91703. */
  91704. getWorldMatrix?(): Matrix;
  91705. /**
  91706. * Gets the child meshes
  91707. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91708. * @returns An array of abstract meshes
  91709. */
  91710. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91711. /**
  91712. * Gets the vertex data
  91713. * @param kind The type of vertex data
  91714. * @returns A nullable array of numbers, or a float32 array
  91715. */
  91716. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91717. /**
  91718. * Gets the indices from the mesh
  91719. * @returns A nullable array of index arrays
  91720. */
  91721. getIndices?(): Nullable<IndicesArray>;
  91722. /**
  91723. * Gets the scene from the mesh
  91724. * @returns the indices array or null
  91725. */
  91726. getScene?(): Scene;
  91727. /**
  91728. * Gets the absolute position from the mesh
  91729. * @returns the absolute position
  91730. */
  91731. getAbsolutePosition(): Vector3;
  91732. /**
  91733. * Gets the absolute pivot point from the mesh
  91734. * @returns the absolute pivot point
  91735. */
  91736. getAbsolutePivotPoint(): Vector3;
  91737. /**
  91738. * Rotates the mesh
  91739. * @param axis The axis of rotation
  91740. * @param amount The amount of rotation
  91741. * @param space The space of the rotation
  91742. * @returns The rotation transform node
  91743. */
  91744. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91745. /**
  91746. * Translates the mesh
  91747. * @param axis The axis of translation
  91748. * @param distance The distance of translation
  91749. * @param space The space of the translation
  91750. * @returns The transform node
  91751. */
  91752. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91753. /**
  91754. * Sets the absolute position of the mesh
  91755. * @param absolutePosition The absolute position of the mesh
  91756. * @returns The transform node
  91757. */
  91758. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91759. /**
  91760. * Gets the class name of the mesh
  91761. * @returns The class name
  91762. */
  91763. getClassName(): string;
  91764. }
  91765. /**
  91766. * Represents a physics imposter
  91767. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91768. */
  91769. export class PhysicsImpostor {
  91770. /**
  91771. * The physics-enabled object used as the physics imposter
  91772. */
  91773. object: IPhysicsEnabledObject;
  91774. /**
  91775. * The type of the physics imposter
  91776. */
  91777. type: number;
  91778. private _options;
  91779. private _scene?;
  91780. /**
  91781. * The default object size of the imposter
  91782. */
  91783. static DEFAULT_OBJECT_SIZE: Vector3;
  91784. /**
  91785. * The identity quaternion of the imposter
  91786. */
  91787. static IDENTITY_QUATERNION: Quaternion;
  91788. /** @hidden */
  91789. _pluginData: any;
  91790. private _physicsEngine;
  91791. private _physicsBody;
  91792. private _bodyUpdateRequired;
  91793. private _onBeforePhysicsStepCallbacks;
  91794. private _onAfterPhysicsStepCallbacks;
  91795. /** @hidden */
  91796. _onPhysicsCollideCallbacks: Array<{
  91797. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91798. otherImpostors: Array<PhysicsImpostor>;
  91799. }>;
  91800. private _deltaPosition;
  91801. private _deltaRotation;
  91802. private _deltaRotationConjugated;
  91803. /** @hidden */
  91804. _isFromLine: boolean;
  91805. private _parent;
  91806. private _isDisposed;
  91807. private static _tmpVecs;
  91808. private static _tmpQuat;
  91809. /**
  91810. * Specifies if the physics imposter is disposed
  91811. */
  91812. readonly isDisposed: boolean;
  91813. /**
  91814. * Gets the mass of the physics imposter
  91815. */
  91816. mass: number;
  91817. /**
  91818. * Gets the coefficient of friction
  91819. */
  91820. /**
  91821. * Sets the coefficient of friction
  91822. */
  91823. friction: number;
  91824. /**
  91825. * Gets the coefficient of restitution
  91826. */
  91827. /**
  91828. * Sets the coefficient of restitution
  91829. */
  91830. restitution: number;
  91831. /**
  91832. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91833. */
  91834. /**
  91835. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91836. */
  91837. pressure: number;
  91838. /**
  91839. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91840. */
  91841. /**
  91842. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91843. */
  91844. stiffness: number;
  91845. /**
  91846. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91847. */
  91848. /**
  91849. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91850. */
  91851. velocityIterations: number;
  91852. /**
  91853. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91854. */
  91855. /**
  91856. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91857. */
  91858. positionIterations: number;
  91859. /**
  91860. * The unique id of the physics imposter
  91861. * set by the physics engine when adding this impostor to the array
  91862. */
  91863. uniqueId: number;
  91864. /**
  91865. * @hidden
  91866. */
  91867. soft: boolean;
  91868. /**
  91869. * @hidden
  91870. */
  91871. segments: number;
  91872. private _joints;
  91873. /**
  91874. * Initializes the physics imposter
  91875. * @param object The physics-enabled object used as the physics imposter
  91876. * @param type The type of the physics imposter
  91877. * @param _options The options for the physics imposter
  91878. * @param _scene The Babylon scene
  91879. */
  91880. constructor(
  91881. /**
  91882. * The physics-enabled object used as the physics imposter
  91883. */
  91884. object: IPhysicsEnabledObject,
  91885. /**
  91886. * The type of the physics imposter
  91887. */
  91888. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91889. /**
  91890. * This function will completly initialize this impostor.
  91891. * It will create a new body - but only if this mesh has no parent.
  91892. * If it has, this impostor will not be used other than to define the impostor
  91893. * of the child mesh.
  91894. * @hidden
  91895. */
  91896. _init(): void;
  91897. private _getPhysicsParent;
  91898. /**
  91899. * Should a new body be generated.
  91900. * @returns boolean specifying if body initialization is required
  91901. */
  91902. isBodyInitRequired(): boolean;
  91903. /**
  91904. * Sets the updated scaling
  91905. * @param updated Specifies if the scaling is updated
  91906. */
  91907. setScalingUpdated(): void;
  91908. /**
  91909. * Force a regeneration of this or the parent's impostor's body.
  91910. * Use under cautious - This will remove all joints already implemented.
  91911. */
  91912. forceUpdate(): void;
  91913. /**
  91914. * Gets the body that holds this impostor. Either its own, or its parent.
  91915. */
  91916. /**
  91917. * Set the physics body. Used mainly by the physics engine/plugin
  91918. */
  91919. physicsBody: any;
  91920. /**
  91921. * Get the parent of the physics imposter
  91922. * @returns Physics imposter or null
  91923. */
  91924. /**
  91925. * Sets the parent of the physics imposter
  91926. */
  91927. parent: Nullable<PhysicsImpostor>;
  91928. /**
  91929. * Resets the update flags
  91930. */
  91931. resetUpdateFlags(): void;
  91932. /**
  91933. * Gets the object extend size
  91934. * @returns the object extend size
  91935. */
  91936. getObjectExtendSize(): Vector3;
  91937. /**
  91938. * Gets the object center
  91939. * @returns The object center
  91940. */
  91941. getObjectCenter(): Vector3;
  91942. /**
  91943. * Get a specific parametes from the options parameter
  91944. * @param paramName The object parameter name
  91945. * @returns The object parameter
  91946. */
  91947. getParam(paramName: string): any;
  91948. /**
  91949. * Sets a specific parameter in the options given to the physics plugin
  91950. * @param paramName The parameter name
  91951. * @param value The value of the parameter
  91952. */
  91953. setParam(paramName: string, value: number): void;
  91954. /**
  91955. * Specifically change the body's mass option. Won't recreate the physics body object
  91956. * @param mass The mass of the physics imposter
  91957. */
  91958. setMass(mass: number): void;
  91959. /**
  91960. * Gets the linear velocity
  91961. * @returns linear velocity or null
  91962. */
  91963. getLinearVelocity(): Nullable<Vector3>;
  91964. /**
  91965. * Sets the linear velocity
  91966. * @param velocity linear velocity or null
  91967. */
  91968. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91969. /**
  91970. * Gets the angular velocity
  91971. * @returns angular velocity or null
  91972. */
  91973. getAngularVelocity(): Nullable<Vector3>;
  91974. /**
  91975. * Sets the angular velocity
  91976. * @param velocity The velocity or null
  91977. */
  91978. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91979. /**
  91980. * Execute a function with the physics plugin native code
  91981. * Provide a function the will have two variables - the world object and the physics body object
  91982. * @param func The function to execute with the physics plugin native code
  91983. */
  91984. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91985. /**
  91986. * Register a function that will be executed before the physics world is stepping forward
  91987. * @param func The function to execute before the physics world is stepped forward
  91988. */
  91989. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91990. /**
  91991. * Unregister a function that will be executed before the physics world is stepping forward
  91992. * @param func The function to execute before the physics world is stepped forward
  91993. */
  91994. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91995. /**
  91996. * Register a function that will be executed after the physics step
  91997. * @param func The function to execute after physics step
  91998. */
  91999. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92000. /**
  92001. * Unregisters a function that will be executed after the physics step
  92002. * @param func The function to execute after physics step
  92003. */
  92004. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92005. /**
  92006. * register a function that will be executed when this impostor collides against a different body
  92007. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  92008. * @param func Callback that is executed on collision
  92009. */
  92010. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  92011. /**
  92012. * Unregisters the physics imposter on contact
  92013. * @param collideAgainst The physics object to collide against
  92014. * @param func Callback to execute on collision
  92015. */
  92016. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  92017. private _tmpQuat;
  92018. private _tmpQuat2;
  92019. /**
  92020. * Get the parent rotation
  92021. * @returns The parent rotation
  92022. */
  92023. getParentsRotation(): Quaternion;
  92024. /**
  92025. * this function is executed by the physics engine.
  92026. */
  92027. beforeStep: () => void;
  92028. /**
  92029. * this function is executed by the physics engine
  92030. */
  92031. afterStep: () => void;
  92032. /**
  92033. * Legacy collision detection event support
  92034. */
  92035. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  92036. /**
  92037. * event and body object due to cannon's event-based architecture.
  92038. */
  92039. onCollide: (e: {
  92040. body: any;
  92041. }) => void;
  92042. /**
  92043. * Apply a force
  92044. * @param force The force to apply
  92045. * @param contactPoint The contact point for the force
  92046. * @returns The physics imposter
  92047. */
  92048. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92049. /**
  92050. * Apply an impulse
  92051. * @param force The impulse force
  92052. * @param contactPoint The contact point for the impulse force
  92053. * @returns The physics imposter
  92054. */
  92055. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92056. /**
  92057. * A help function to create a joint
  92058. * @param otherImpostor A physics imposter used to create a joint
  92059. * @param jointType The type of joint
  92060. * @param jointData The data for the joint
  92061. * @returns The physics imposter
  92062. */
  92063. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  92064. /**
  92065. * Add a joint to this impostor with a different impostor
  92066. * @param otherImpostor A physics imposter used to add a joint
  92067. * @param joint The joint to add
  92068. * @returns The physics imposter
  92069. */
  92070. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  92071. /**
  92072. * Add an anchor to a cloth impostor
  92073. * @param otherImpostor rigid impostor to anchor to
  92074. * @param width ratio across width from 0 to 1
  92075. * @param height ratio up height from 0 to 1
  92076. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  92077. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  92078. * @returns impostor the soft imposter
  92079. */
  92080. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92081. /**
  92082. * Add a hook to a rope impostor
  92083. * @param otherImpostor rigid impostor to anchor to
  92084. * @param length ratio across rope from 0 to 1
  92085. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  92086. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  92087. * @returns impostor the rope imposter
  92088. */
  92089. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92090. /**
  92091. * Will keep this body still, in a sleep mode.
  92092. * @returns the physics imposter
  92093. */
  92094. sleep(): PhysicsImpostor;
  92095. /**
  92096. * Wake the body up.
  92097. * @returns The physics imposter
  92098. */
  92099. wakeUp(): PhysicsImpostor;
  92100. /**
  92101. * Clones the physics imposter
  92102. * @param newObject The physics imposter clones to this physics-enabled object
  92103. * @returns A nullable physics imposter
  92104. */
  92105. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  92106. /**
  92107. * Disposes the physics imposter
  92108. */
  92109. dispose(): void;
  92110. /**
  92111. * Sets the delta position
  92112. * @param position The delta position amount
  92113. */
  92114. setDeltaPosition(position: Vector3): void;
  92115. /**
  92116. * Sets the delta rotation
  92117. * @param rotation The delta rotation amount
  92118. */
  92119. setDeltaRotation(rotation: Quaternion): void;
  92120. /**
  92121. * Gets the box size of the physics imposter and stores the result in the input parameter
  92122. * @param result Stores the box size
  92123. * @returns The physics imposter
  92124. */
  92125. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  92126. /**
  92127. * Gets the radius of the physics imposter
  92128. * @returns Radius of the physics imposter
  92129. */
  92130. getRadius(): number;
  92131. /**
  92132. * Sync a bone with this impostor
  92133. * @param bone The bone to sync to the impostor.
  92134. * @param boneMesh The mesh that the bone is influencing.
  92135. * @param jointPivot The pivot of the joint / bone in local space.
  92136. * @param distToJoint Optional distance from the impostor to the joint.
  92137. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92138. */
  92139. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  92140. /**
  92141. * Sync impostor to a bone
  92142. * @param bone The bone that the impostor will be synced to.
  92143. * @param boneMesh The mesh that the bone is influencing.
  92144. * @param jointPivot The pivot of the joint / bone in local space.
  92145. * @param distToJoint Optional distance from the impostor to the joint.
  92146. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92147. * @param boneAxis Optional vector3 axis the bone is aligned with
  92148. */
  92149. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  92150. /**
  92151. * No-Imposter type
  92152. */
  92153. static NoImpostor: number;
  92154. /**
  92155. * Sphere-Imposter type
  92156. */
  92157. static SphereImpostor: number;
  92158. /**
  92159. * Box-Imposter type
  92160. */
  92161. static BoxImpostor: number;
  92162. /**
  92163. * Plane-Imposter type
  92164. */
  92165. static PlaneImpostor: number;
  92166. /**
  92167. * Mesh-imposter type
  92168. */
  92169. static MeshImpostor: number;
  92170. /**
  92171. * Capsule-Impostor type (Ammo.js plugin only)
  92172. */
  92173. static CapsuleImpostor: number;
  92174. /**
  92175. * Cylinder-Imposter type
  92176. */
  92177. static CylinderImpostor: number;
  92178. /**
  92179. * Particle-Imposter type
  92180. */
  92181. static ParticleImpostor: number;
  92182. /**
  92183. * Heightmap-Imposter type
  92184. */
  92185. static HeightmapImpostor: number;
  92186. /**
  92187. * ConvexHull-Impostor type (Ammo.js plugin only)
  92188. */
  92189. static ConvexHullImpostor: number;
  92190. /**
  92191. * Rope-Imposter type
  92192. */
  92193. static RopeImpostor: number;
  92194. /**
  92195. * Cloth-Imposter type
  92196. */
  92197. static ClothImpostor: number;
  92198. /**
  92199. * Softbody-Imposter type
  92200. */
  92201. static SoftbodyImpostor: number;
  92202. }
  92203. }
  92204. declare module BABYLON {
  92205. /**
  92206. * @hidden
  92207. **/
  92208. export class _CreationDataStorage {
  92209. closePath?: boolean;
  92210. closeArray?: boolean;
  92211. idx: number[];
  92212. dashSize: number;
  92213. gapSize: number;
  92214. path3D: Path3D;
  92215. pathArray: Vector3[][];
  92216. arc: number;
  92217. radius: number;
  92218. cap: number;
  92219. tessellation: number;
  92220. }
  92221. /**
  92222. * @hidden
  92223. **/
  92224. class _InstanceDataStorage {
  92225. visibleInstances: any;
  92226. batchCache: _InstancesBatch;
  92227. instancesBufferSize: number;
  92228. instancesBuffer: Nullable<Buffer>;
  92229. instancesData: Float32Array;
  92230. overridenInstanceCount: number;
  92231. isFrozen: boolean;
  92232. previousBatch: Nullable<_InstancesBatch>;
  92233. hardwareInstancedRendering: boolean;
  92234. sideOrientation: number;
  92235. manualUpdate: boolean;
  92236. }
  92237. /**
  92238. * @hidden
  92239. **/
  92240. export class _InstancesBatch {
  92241. mustReturn: boolean;
  92242. visibleInstances: Nullable<InstancedMesh[]>[];
  92243. renderSelf: boolean[];
  92244. hardwareInstancedRendering: boolean[];
  92245. }
  92246. /**
  92247. * Class used to represent renderable models
  92248. */
  92249. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92250. /**
  92251. * Mesh side orientation : usually the external or front surface
  92252. */
  92253. static readonly FRONTSIDE: number;
  92254. /**
  92255. * Mesh side orientation : usually the internal or back surface
  92256. */
  92257. static readonly BACKSIDE: number;
  92258. /**
  92259. * Mesh side orientation : both internal and external or front and back surfaces
  92260. */
  92261. static readonly DOUBLESIDE: number;
  92262. /**
  92263. * Mesh side orientation : by default, `FRONTSIDE`
  92264. */
  92265. static readonly DEFAULTSIDE: number;
  92266. /**
  92267. * Mesh cap setting : no cap
  92268. */
  92269. static readonly NO_CAP: number;
  92270. /**
  92271. * Mesh cap setting : one cap at the beginning of the mesh
  92272. */
  92273. static readonly CAP_START: number;
  92274. /**
  92275. * Mesh cap setting : one cap at the end of the mesh
  92276. */
  92277. static readonly CAP_END: number;
  92278. /**
  92279. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92280. */
  92281. static readonly CAP_ALL: number;
  92282. /**
  92283. * Mesh pattern setting : no flip or rotate
  92284. */
  92285. static readonly NO_FLIP: number;
  92286. /**
  92287. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92288. */
  92289. static readonly FLIP_TILE: number;
  92290. /**
  92291. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92292. */
  92293. static readonly ROTATE_TILE: number;
  92294. /**
  92295. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92296. */
  92297. static readonly FLIP_ROW: number;
  92298. /**
  92299. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92300. */
  92301. static readonly ROTATE_ROW: number;
  92302. /**
  92303. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92304. */
  92305. static readonly FLIP_N_ROTATE_TILE: number;
  92306. /**
  92307. * Mesh pattern setting : rotate pattern and rotate
  92308. */
  92309. static readonly FLIP_N_ROTATE_ROW: number;
  92310. /**
  92311. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92312. */
  92313. static readonly CENTER: number;
  92314. /**
  92315. * Mesh tile positioning : part tiles on left
  92316. */
  92317. static readonly LEFT: number;
  92318. /**
  92319. * Mesh tile positioning : part tiles on right
  92320. */
  92321. static readonly RIGHT: number;
  92322. /**
  92323. * Mesh tile positioning : part tiles on top
  92324. */
  92325. static readonly TOP: number;
  92326. /**
  92327. * Mesh tile positioning : part tiles on bottom
  92328. */
  92329. static readonly BOTTOM: number;
  92330. /**
  92331. * Gets the default side orientation.
  92332. * @param orientation the orientation to value to attempt to get
  92333. * @returns the default orientation
  92334. * @hidden
  92335. */
  92336. static _GetDefaultSideOrientation(orientation?: number): number;
  92337. private _internalMeshDataInfo;
  92338. /**
  92339. * An event triggered before rendering the mesh
  92340. */
  92341. readonly onBeforeRenderObservable: Observable<Mesh>;
  92342. /**
  92343. * An event triggered before binding the mesh
  92344. */
  92345. readonly onBeforeBindObservable: Observable<Mesh>;
  92346. /**
  92347. * An event triggered after rendering the mesh
  92348. */
  92349. readonly onAfterRenderObservable: Observable<Mesh>;
  92350. /**
  92351. * An event triggered before drawing the mesh
  92352. */
  92353. readonly onBeforeDrawObservable: Observable<Mesh>;
  92354. private _onBeforeDrawObserver;
  92355. /**
  92356. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92357. */
  92358. onBeforeDraw: () => void;
  92359. readonly hasInstances: boolean;
  92360. /**
  92361. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92362. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92363. */
  92364. delayLoadState: number;
  92365. /**
  92366. * Gets the list of instances created from this mesh
  92367. * it is not supposed to be modified manually.
  92368. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92369. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92370. */
  92371. instances: InstancedMesh[];
  92372. /**
  92373. * Gets the file containing delay loading data for this mesh
  92374. */
  92375. delayLoadingFile: string;
  92376. /** @hidden */
  92377. _binaryInfo: any;
  92378. /**
  92379. * User defined function used to change how LOD level selection is done
  92380. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92381. */
  92382. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92383. /**
  92384. * Gets or sets the morph target manager
  92385. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92386. */
  92387. morphTargetManager: Nullable<MorphTargetManager>;
  92388. /** @hidden */
  92389. _creationDataStorage: Nullable<_CreationDataStorage>;
  92390. /** @hidden */
  92391. _geometry: Nullable<Geometry>;
  92392. /** @hidden */
  92393. _delayInfo: Array<string>;
  92394. /** @hidden */
  92395. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92396. /** @hidden */
  92397. _instanceDataStorage: _InstanceDataStorage;
  92398. private _effectiveMaterial;
  92399. /** @hidden */
  92400. _shouldGenerateFlatShading: boolean;
  92401. /** @hidden */
  92402. _originalBuilderSideOrientation: number;
  92403. /**
  92404. * Use this property to change the original side orientation defined at construction time
  92405. */
  92406. overrideMaterialSideOrientation: Nullable<number>;
  92407. /**
  92408. * Gets the source mesh (the one used to clone this one from)
  92409. */
  92410. readonly source: Nullable<Mesh>;
  92411. /**
  92412. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92413. */
  92414. isUnIndexed: boolean;
  92415. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92416. readonly worldMatrixInstancedBuffer: Float32Array;
  92417. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92418. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92419. /**
  92420. * @constructor
  92421. * @param name The value used by scene.getMeshByName() to do a lookup.
  92422. * @param scene The scene to add this mesh to.
  92423. * @param parent The parent of this mesh, if it has one
  92424. * @param source An optional Mesh from which geometry is shared, cloned.
  92425. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92426. * When false, achieved by calling a clone(), also passing False.
  92427. * This will make creation of children, recursive.
  92428. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92429. */
  92430. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92431. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92432. doNotInstantiate: boolean;
  92433. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92434. /**
  92435. * Gets the class name
  92436. * @returns the string "Mesh".
  92437. */
  92438. getClassName(): string;
  92439. /** @hidden */
  92440. readonly _isMesh: boolean;
  92441. /**
  92442. * Returns a description of this mesh
  92443. * @param fullDetails define if full details about this mesh must be used
  92444. * @returns a descriptive string representing this mesh
  92445. */
  92446. toString(fullDetails?: boolean): string;
  92447. /** @hidden */
  92448. _unBindEffect(): void;
  92449. /**
  92450. * Gets a boolean indicating if this mesh has LOD
  92451. */
  92452. readonly hasLODLevels: boolean;
  92453. /**
  92454. * Gets the list of MeshLODLevel associated with the current mesh
  92455. * @returns an array of MeshLODLevel
  92456. */
  92457. getLODLevels(): MeshLODLevel[];
  92458. private _sortLODLevels;
  92459. /**
  92460. * Add a mesh as LOD level triggered at the given distance.
  92461. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92462. * @param distance The distance from the center of the object to show this level
  92463. * @param mesh The mesh to be added as LOD level (can be null)
  92464. * @return This mesh (for chaining)
  92465. */
  92466. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92467. /**
  92468. * Returns the LOD level mesh at the passed distance or null if not found.
  92469. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92470. * @param distance The distance from the center of the object to show this level
  92471. * @returns a Mesh or `null`
  92472. */
  92473. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92474. /**
  92475. * Remove a mesh from the LOD array
  92476. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92477. * @param mesh defines the mesh to be removed
  92478. * @return This mesh (for chaining)
  92479. */
  92480. removeLODLevel(mesh: Mesh): Mesh;
  92481. /**
  92482. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92483. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92484. * @param camera defines the camera to use to compute distance
  92485. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92486. * @return This mesh (for chaining)
  92487. */
  92488. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92489. /**
  92490. * Gets the mesh internal Geometry object
  92491. */
  92492. readonly geometry: Nullable<Geometry>;
  92493. /**
  92494. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92495. * @returns the total number of vertices
  92496. */
  92497. getTotalVertices(): number;
  92498. /**
  92499. * Returns the content of an associated vertex buffer
  92500. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92501. * - VertexBuffer.PositionKind
  92502. * - VertexBuffer.UVKind
  92503. * - VertexBuffer.UV2Kind
  92504. * - VertexBuffer.UV3Kind
  92505. * - VertexBuffer.UV4Kind
  92506. * - VertexBuffer.UV5Kind
  92507. * - VertexBuffer.UV6Kind
  92508. * - VertexBuffer.ColorKind
  92509. * - VertexBuffer.MatricesIndicesKind
  92510. * - VertexBuffer.MatricesIndicesExtraKind
  92511. * - VertexBuffer.MatricesWeightsKind
  92512. * - VertexBuffer.MatricesWeightsExtraKind
  92513. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  92514. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92515. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92516. */
  92517. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92518. /**
  92519. * Returns the mesh VertexBuffer object from the requested `kind`
  92520. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92521. * - VertexBuffer.PositionKind
  92522. * - VertexBuffer.NormalKind
  92523. * - VertexBuffer.UVKind
  92524. * - VertexBuffer.UV2Kind
  92525. * - VertexBuffer.UV3Kind
  92526. * - VertexBuffer.UV4Kind
  92527. * - VertexBuffer.UV5Kind
  92528. * - VertexBuffer.UV6Kind
  92529. * - VertexBuffer.ColorKind
  92530. * - VertexBuffer.MatricesIndicesKind
  92531. * - VertexBuffer.MatricesIndicesExtraKind
  92532. * - VertexBuffer.MatricesWeightsKind
  92533. * - VertexBuffer.MatricesWeightsExtraKind
  92534. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92535. */
  92536. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92537. /**
  92538. * Tests if a specific vertex buffer is associated with this mesh
  92539. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92540. * - VertexBuffer.PositionKind
  92541. * - VertexBuffer.NormalKind
  92542. * - VertexBuffer.UVKind
  92543. * - VertexBuffer.UV2Kind
  92544. * - VertexBuffer.UV3Kind
  92545. * - VertexBuffer.UV4Kind
  92546. * - VertexBuffer.UV5Kind
  92547. * - VertexBuffer.UV6Kind
  92548. * - VertexBuffer.ColorKind
  92549. * - VertexBuffer.MatricesIndicesKind
  92550. * - VertexBuffer.MatricesIndicesExtraKind
  92551. * - VertexBuffer.MatricesWeightsKind
  92552. * - VertexBuffer.MatricesWeightsExtraKind
  92553. * @returns a boolean
  92554. */
  92555. isVerticesDataPresent(kind: string): boolean;
  92556. /**
  92557. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92558. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92559. * - VertexBuffer.PositionKind
  92560. * - VertexBuffer.UVKind
  92561. * - VertexBuffer.UV2Kind
  92562. * - VertexBuffer.UV3Kind
  92563. * - VertexBuffer.UV4Kind
  92564. * - VertexBuffer.UV5Kind
  92565. * - VertexBuffer.UV6Kind
  92566. * - VertexBuffer.ColorKind
  92567. * - VertexBuffer.MatricesIndicesKind
  92568. * - VertexBuffer.MatricesIndicesExtraKind
  92569. * - VertexBuffer.MatricesWeightsKind
  92570. * - VertexBuffer.MatricesWeightsExtraKind
  92571. * @returns a boolean
  92572. */
  92573. isVertexBufferUpdatable(kind: string): boolean;
  92574. /**
  92575. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92576. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92577. * - VertexBuffer.PositionKind
  92578. * - VertexBuffer.NormalKind
  92579. * - VertexBuffer.UVKind
  92580. * - VertexBuffer.UV2Kind
  92581. * - VertexBuffer.UV3Kind
  92582. * - VertexBuffer.UV4Kind
  92583. * - VertexBuffer.UV5Kind
  92584. * - VertexBuffer.UV6Kind
  92585. * - VertexBuffer.ColorKind
  92586. * - VertexBuffer.MatricesIndicesKind
  92587. * - VertexBuffer.MatricesIndicesExtraKind
  92588. * - VertexBuffer.MatricesWeightsKind
  92589. * - VertexBuffer.MatricesWeightsExtraKind
  92590. * @returns an array of strings
  92591. */
  92592. getVerticesDataKinds(): string[];
  92593. /**
  92594. * Returns a positive integer : the total number of indices in this mesh geometry.
  92595. * @returns the numner of indices or zero if the mesh has no geometry.
  92596. */
  92597. getTotalIndices(): number;
  92598. /**
  92599. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92600. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  92601. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92602. * @returns the indices array or an empty array if the mesh has no geometry
  92603. */
  92604. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92605. readonly isBlocked: boolean;
  92606. /**
  92607. * Determine if the current mesh is ready to be rendered
  92608. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92609. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92610. * @returns true if all associated assets are ready (material, textures, shaders)
  92611. */
  92612. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92613. /**
  92614. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  92615. */
  92616. readonly areNormalsFrozen: boolean;
  92617. /**
  92618. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  92619. * @returns the current mesh
  92620. */
  92621. freezeNormals(): Mesh;
  92622. /**
  92623. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  92624. * @returns the current mesh
  92625. */
  92626. unfreezeNormals(): Mesh;
  92627. /**
  92628. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92629. */
  92630. overridenInstanceCount: number;
  92631. /** @hidden */
  92632. _preActivate(): Mesh;
  92633. /** @hidden */
  92634. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92635. /** @hidden */
  92636. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92637. /**
  92638. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92639. * This means the mesh underlying bounding box and sphere are recomputed.
  92640. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92641. * @returns the current mesh
  92642. */
  92643. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92644. /** @hidden */
  92645. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92646. /**
  92647. * This function will subdivide the mesh into multiple submeshes
  92648. * @param count defines the expected number of submeshes
  92649. */
  92650. subdivide(count: number): void;
  92651. /**
  92652. * Copy a FloatArray into a specific associated vertex buffer
  92653. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92654. * - VertexBuffer.PositionKind
  92655. * - VertexBuffer.UVKind
  92656. * - VertexBuffer.UV2Kind
  92657. * - VertexBuffer.UV3Kind
  92658. * - VertexBuffer.UV4Kind
  92659. * - VertexBuffer.UV5Kind
  92660. * - VertexBuffer.UV6Kind
  92661. * - VertexBuffer.ColorKind
  92662. * - VertexBuffer.MatricesIndicesKind
  92663. * - VertexBuffer.MatricesIndicesExtraKind
  92664. * - VertexBuffer.MatricesWeightsKind
  92665. * - VertexBuffer.MatricesWeightsExtraKind
  92666. * @param data defines the data source
  92667. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92668. * @param stride defines the data stride size (can be null)
  92669. * @returns the current mesh
  92670. */
  92671. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92672. /**
  92673. * Delete a vertex buffer associated with this mesh
  92674. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92675. * - VertexBuffer.PositionKind
  92676. * - VertexBuffer.UVKind
  92677. * - VertexBuffer.UV2Kind
  92678. * - VertexBuffer.UV3Kind
  92679. * - VertexBuffer.UV4Kind
  92680. * - VertexBuffer.UV5Kind
  92681. * - VertexBuffer.UV6Kind
  92682. * - VertexBuffer.ColorKind
  92683. * - VertexBuffer.MatricesIndicesKind
  92684. * - VertexBuffer.MatricesIndicesExtraKind
  92685. * - VertexBuffer.MatricesWeightsKind
  92686. * - VertexBuffer.MatricesWeightsExtraKind
  92687. */
  92688. removeVerticesData(kind: string): void;
  92689. /**
  92690. * Flags an associated vertex buffer as updatable
  92691. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92692. * - VertexBuffer.PositionKind
  92693. * - VertexBuffer.UVKind
  92694. * - VertexBuffer.UV2Kind
  92695. * - VertexBuffer.UV3Kind
  92696. * - VertexBuffer.UV4Kind
  92697. * - VertexBuffer.UV5Kind
  92698. * - VertexBuffer.UV6Kind
  92699. * - VertexBuffer.ColorKind
  92700. * - VertexBuffer.MatricesIndicesKind
  92701. * - VertexBuffer.MatricesIndicesExtraKind
  92702. * - VertexBuffer.MatricesWeightsKind
  92703. * - VertexBuffer.MatricesWeightsExtraKind
  92704. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92705. */
  92706. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92707. /**
  92708. * Sets the mesh global Vertex Buffer
  92709. * @param buffer defines the buffer to use
  92710. * @returns the current mesh
  92711. */
  92712. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92713. /**
  92714. * Update a specific associated vertex buffer
  92715. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92716. * - VertexBuffer.PositionKind
  92717. * - VertexBuffer.UVKind
  92718. * - VertexBuffer.UV2Kind
  92719. * - VertexBuffer.UV3Kind
  92720. * - VertexBuffer.UV4Kind
  92721. * - VertexBuffer.UV5Kind
  92722. * - VertexBuffer.UV6Kind
  92723. * - VertexBuffer.ColorKind
  92724. * - VertexBuffer.MatricesIndicesKind
  92725. * - VertexBuffer.MatricesIndicesExtraKind
  92726. * - VertexBuffer.MatricesWeightsKind
  92727. * - VertexBuffer.MatricesWeightsExtraKind
  92728. * @param data defines the data source
  92729. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92730. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  92731. * @returns the current mesh
  92732. */
  92733. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92734. /**
  92735. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92736. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92737. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92738. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92739. * @returns the current mesh
  92740. */
  92741. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92742. /**
  92743. * Creates a un-shared specific occurence of the geometry for the mesh.
  92744. * @returns the current mesh
  92745. */
  92746. makeGeometryUnique(): Mesh;
  92747. /**
  92748. * Set the index buffer of this mesh
  92749. * @param indices defines the source data
  92750. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92751. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92752. * @returns the current mesh
  92753. */
  92754. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92755. /**
  92756. * Update the current index buffer
  92757. * @param indices defines the source data
  92758. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92759. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  92760. * @returns the current mesh
  92761. */
  92762. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92763. /**
  92764. * Invert the geometry to move from a right handed system to a left handed one.
  92765. * @returns the current mesh
  92766. */
  92767. toLeftHanded(): Mesh;
  92768. /** @hidden */
  92769. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92770. /** @hidden */
  92771. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92772. /**
  92773. * Registers for this mesh a javascript function called just before the rendering process
  92774. * @param func defines the function to call before rendering this mesh
  92775. * @returns the current mesh
  92776. */
  92777. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92778. /**
  92779. * Disposes a previously registered javascript function called before the rendering
  92780. * @param func defines the function to remove
  92781. * @returns the current mesh
  92782. */
  92783. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92784. /**
  92785. * Registers for this mesh a javascript function called just after the rendering is complete
  92786. * @param func defines the function to call after rendering this mesh
  92787. * @returns the current mesh
  92788. */
  92789. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92790. /**
  92791. * Disposes a previously registered javascript function called after the rendering.
  92792. * @param func defines the function to remove
  92793. * @returns the current mesh
  92794. */
  92795. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92796. /** @hidden */
  92797. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92798. /** @hidden */
  92799. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92800. /** @hidden */
  92801. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92802. /** @hidden */
  92803. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92804. /** @hidden */
  92805. _rebuild(): void;
  92806. /** @hidden */
  92807. _freeze(): void;
  92808. /** @hidden */
  92809. _unFreeze(): void;
  92810. /**
  92811. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  92812. * @param subMesh defines the subMesh to render
  92813. * @param enableAlphaMode defines if alpha mode can be changed
  92814. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92815. * @returns the current mesh
  92816. */
  92817. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92818. private _onBeforeDraw;
  92819. /**
  92820. * Renormalize the mesh and patch it up if there are no weights
  92821. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92822. * However in the case of zero weights then we set just a single influence to 1.
  92823. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92824. */
  92825. cleanMatrixWeights(): void;
  92826. private normalizeSkinFourWeights;
  92827. private normalizeSkinWeightsAndExtra;
  92828. /**
  92829. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92830. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92831. * the user know there was an issue with importing the mesh
  92832. * @returns a validation object with skinned, valid and report string
  92833. */
  92834. validateSkinning(): {
  92835. skinned: boolean;
  92836. valid: boolean;
  92837. report: string;
  92838. };
  92839. /** @hidden */
  92840. _checkDelayState(): Mesh;
  92841. private _queueLoad;
  92842. /**
  92843. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92844. * A mesh is in the frustum if its bounding box intersects the frustum
  92845. * @param frustumPlanes defines the frustum to test
  92846. * @returns true if the mesh is in the frustum planes
  92847. */
  92848. isInFrustum(frustumPlanes: Plane[]): boolean;
  92849. /**
  92850. * Sets the mesh material by the material or multiMaterial `id` property
  92851. * @param id is a string identifying the material or the multiMaterial
  92852. * @returns the current mesh
  92853. */
  92854. setMaterialByID(id: string): Mesh;
  92855. /**
  92856. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92857. * @returns an array of IAnimatable
  92858. */
  92859. getAnimatables(): IAnimatable[];
  92860. /**
  92861. * Modifies the mesh geometry according to the passed transformation matrix.
  92862. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92863. * The mesh normals are modified using the same transformation.
  92864. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92865. * @param transform defines the transform matrix to use
  92866. * @see http://doc.babylonjs.com/resources/baking_transformations
  92867. * @returns the current mesh
  92868. */
  92869. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92870. /**
  92871. * Modifies the mesh geometry according to its own current World Matrix.
  92872. * The mesh World Matrix is then reset.
  92873. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92874. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92875. * @see http://doc.babylonjs.com/resources/baking_transformations
  92876. * @returns the current mesh
  92877. */
  92878. bakeCurrentTransformIntoVertices(): Mesh;
  92879. /** @hidden */
  92880. readonly _positions: Nullable<Vector3[]>;
  92881. /** @hidden */
  92882. _resetPointsArrayCache(): Mesh;
  92883. /** @hidden */
  92884. _generatePointsArray(): boolean;
  92885. /**
  92886. * Returns a new Mesh object generated from the current mesh properties.
  92887. * This method must not get confused with createInstance()
  92888. * @param name is a string, the name given to the new mesh
  92889. * @param newParent can be any Node object (default `null`)
  92890. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92891. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92892. * @returns a new mesh
  92893. */
  92894. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92895. /**
  92896. * Releases resources associated with this mesh.
  92897. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92898. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92899. */
  92900. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92901. /** @hidden */
  92902. _disposeInstanceSpecificData(): void;
  92903. /**
  92904. * Modifies the mesh geometry according to a displacement map.
  92905. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  92906. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92907. * @param url is a string, the URL from the image file is to be downloaded.
  92908. * @param minHeight is the lower limit of the displacement.
  92909. * @param maxHeight is the upper limit of the displacement.
  92910. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  92911. * @param uvOffset is an optional vector2 used to offset UV.
  92912. * @param uvScale is an optional vector2 used to scale UV.
  92913. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  92914. * @returns the Mesh.
  92915. */
  92916. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92917. /**
  92918. * Modifies the mesh geometry according to a displacementMap buffer.
  92919. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  92920. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92921. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92922. * @param heightMapWidth is the width of the buffer image.
  92923. * @param heightMapHeight is the height of the buffer image.
  92924. * @param minHeight is the lower limit of the displacement.
  92925. * @param maxHeight is the upper limit of the displacement.
  92926. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  92927. * @param uvOffset is an optional vector2 used to offset UV.
  92928. * @param uvScale is an optional vector2 used to scale UV.
  92929. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  92930. * @returns the Mesh.
  92931. */
  92932. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92933. /**
  92934. * Modify the mesh to get a flat shading rendering.
  92935. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92936. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92937. * @returns current mesh
  92938. */
  92939. convertToFlatShadedMesh(): Mesh;
  92940. /**
  92941. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92942. * In other words, more vertices, no more indices and a single bigger VBO.
  92943. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92944. * @returns current mesh
  92945. */
  92946. convertToUnIndexedMesh(): Mesh;
  92947. /**
  92948. * Inverses facet orientations.
  92949. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92950. * @param flipNormals will also inverts the normals
  92951. * @returns current mesh
  92952. */
  92953. flipFaces(flipNormals?: boolean): Mesh;
  92954. /**
  92955. * Increase the number of facets and hence vertices in a mesh
  92956. * Vertex normals are interpolated from existing vertex normals
  92957. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92958. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92959. */
  92960. increaseVertices(numberPerEdge: number): void;
  92961. /**
  92962. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92963. * This will undo any application of covertToFlatShadedMesh
  92964. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92965. */
  92966. forceSharedVertices(): void;
  92967. /** @hidden */
  92968. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92969. /** @hidden */
  92970. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92971. /**
  92972. * Creates a new InstancedMesh object from the mesh model.
  92973. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92974. * @param name defines the name of the new instance
  92975. * @returns a new InstancedMesh
  92976. */
  92977. createInstance(name: string): InstancedMesh;
  92978. /**
  92979. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92980. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92981. * @returns the current mesh
  92982. */
  92983. synchronizeInstances(): Mesh;
  92984. /**
  92985. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92986. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92987. * This should be used together with the simplification to avoid disappearing triangles.
  92988. * @param successCallback an optional success callback to be called after the optimization finished.
  92989. * @returns the current mesh
  92990. */
  92991. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92992. /**
  92993. * Serialize current mesh
  92994. * @param serializationObject defines the object which will receive the serialization data
  92995. */
  92996. serialize(serializationObject: any): void;
  92997. /** @hidden */
  92998. _syncGeometryWithMorphTargetManager(): void;
  92999. /** @hidden */
  93000. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  93001. /**
  93002. * Returns a new Mesh object parsed from the source provided.
  93003. * @param parsedMesh is the source
  93004. * @param scene defines the hosting scene
  93005. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  93006. * @returns a new Mesh
  93007. */
  93008. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  93009. /**
  93010. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  93011. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93012. * @param name defines the name of the mesh to create
  93013. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  93014. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  93015. * @param closePath creates a seam between the first and the last points of each path of the path array
  93016. * @param offset is taken in account only if the `pathArray` is containing a single path
  93017. * @param scene defines the hosting scene
  93018. * @param updatable defines if the mesh must be flagged as updatable
  93019. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93020. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  93021. * @returns a new Mesh
  93022. */
  93023. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93024. /**
  93025. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  93026. * @param name defines the name of the mesh to create
  93027. * @param radius sets the radius size (float) of the polygon (default 0.5)
  93028. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  93029. * @param scene defines the hosting scene
  93030. * @param updatable defines if the mesh must be flagged as updatable
  93031. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93032. * @returns a new Mesh
  93033. */
  93034. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93035. /**
  93036. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  93037. * @param name defines the name of the mesh to create
  93038. * @param size sets the size (float) of each box side (default 1)
  93039. * @param scene defines the hosting scene
  93040. * @param updatable defines if the mesh must be flagged as updatable
  93041. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93042. * @returns a new Mesh
  93043. */
  93044. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93045. /**
  93046. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  93047. * @param name defines the name of the mesh to create
  93048. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93049. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93050. * @param scene defines the hosting scene
  93051. * @param updatable defines if the mesh must be flagged as updatable
  93052. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93053. * @returns a new Mesh
  93054. */
  93055. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93056. /**
  93057. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  93058. * @param name defines the name of the mesh to create
  93059. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93060. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93061. * @param scene defines the hosting scene
  93062. * @returns a new Mesh
  93063. */
  93064. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  93065. /**
  93066. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  93067. * @param name defines the name of the mesh to create
  93068. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  93069. * @param diameterTop set the top cap diameter (floats, default 1)
  93070. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  93071. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  93072. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  93073. * @param scene defines the hosting scene
  93074. * @param updatable defines if the mesh must be flagged as updatable
  93075. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93076. * @returns a new Mesh
  93077. */
  93078. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  93079. /**
  93080. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  93081. * @param name defines the name of the mesh to create
  93082. * @param diameter sets the diameter size (float) of the torus (default 1)
  93083. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  93084. * @param tessellation sets the number of torus sides (postive integer, default 16)
  93085. * @param scene defines the hosting scene
  93086. * @param updatable defines if the mesh must be flagged as updatable
  93087. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93088. * @returns a new Mesh
  93089. */
  93090. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93091. /**
  93092. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  93093. * @param name defines the name of the mesh to create
  93094. * @param radius sets the global radius size (float) of the torus knot (default 2)
  93095. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  93096. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  93097. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  93098. * @param p the number of windings on X axis (positive integers, default 2)
  93099. * @param q the number of windings on Y axis (positive integers, default 3)
  93100. * @param scene defines the hosting scene
  93101. * @param updatable defines if the mesh must be flagged as updatable
  93102. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93103. * @returns a new Mesh
  93104. */
  93105. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93106. /**
  93107. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  93108. * @param name defines the name of the mesh to create
  93109. * @param points is an array successive Vector3
  93110. * @param scene defines the hosting scene
  93111. * @param updatable defines if the mesh must be flagged as updatable
  93112. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  93113. * @returns a new Mesh
  93114. */
  93115. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  93116. /**
  93117. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  93118. * @param name defines the name of the mesh to create
  93119. * @param points is an array successive Vector3
  93120. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  93121. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  93122. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  93123. * @param scene defines the hosting scene
  93124. * @param updatable defines if the mesh must be flagged as updatable
  93125. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  93126. * @returns a new Mesh
  93127. */
  93128. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  93129. /**
  93130. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  93131. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  93132. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  93133. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93134. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  93135. * Remember you can only change the shape positions, not their number when updating a polygon.
  93136. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93137. * @param name defines the name of the mesh to create
  93138. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  93139. * @param scene defines the hosting scene
  93140. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93141. * @param updatable defines if the mesh must be flagged as updatable
  93142. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93143. * @param earcutInjection can be used to inject your own earcut reference
  93144. * @returns a new Mesh
  93145. */
  93146. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93147. /**
  93148. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  93149. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  93150. * @param name defines the name of the mesh to create
  93151. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  93152. * @param depth defines the height of extrusion
  93153. * @param scene defines the hosting scene
  93154. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93155. * @param updatable defines if the mesh must be flagged as updatable
  93156. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93157. * @param earcutInjection can be used to inject your own earcut reference
  93158. * @returns a new Mesh
  93159. */
  93160. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93161. /**
  93162. * Creates an extruded shape mesh.
  93163. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  93164. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93165. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93166. * @param name defines the name of the mesh to create
  93167. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  93168. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93169. * @param scale is the value to scale the shape
  93170. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  93171. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93172. * @param scene defines the hosting scene
  93173. * @param updatable defines if the mesh must be flagged as updatable
  93174. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93175. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  93176. * @returns a new Mesh
  93177. */
  93178. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93179. /**
  93180. * Creates an custom extruded shape mesh.
  93181. * The custom extrusion is a parametric shape.
  93182. * It has no predefined shape. Its final shape will depend on the input parameters.
  93183. * Please consider using the same method from the MeshBuilder class instead
  93184. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93185. * @param name defines the name of the mesh to create
  93186. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  93187. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93188. * @param scaleFunction is a custom Javascript function called on each path point
  93189. * @param rotationFunction is a custom Javascript function called on each path point
  93190. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  93191. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  93192. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93193. * @param scene defines the hosting scene
  93194. * @param updatable defines if the mesh must be flagged as updatable
  93195. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93196. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  93197. * @returns a new Mesh
  93198. */
  93199. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93200. /**
  93201. * Creates lathe mesh.
  93202. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  93203. * Please consider using the same method from the MeshBuilder class instead
  93204. * @param name defines the name of the mesh to create
  93205. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  93206. * @param radius is the radius value of the lathe
  93207. * @param tessellation is the side number of the lathe.
  93208. * @param scene defines the hosting scene
  93209. * @param updatable defines if the mesh must be flagged as updatable
  93210. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93211. * @returns a new Mesh
  93212. */
  93213. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93214. /**
  93215. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93216. * @param name defines the name of the mesh to create
  93217. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93218. * @param scene defines the hosting scene
  93219. * @param updatable defines if the mesh must be flagged as updatable
  93220. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93221. * @returns a new Mesh
  93222. */
  93223. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93224. /**
  93225. * Creates a ground mesh.
  93226. * Please consider using the same method from the MeshBuilder class instead
  93227. * @param name defines the name of the mesh to create
  93228. * @param width set the width of the ground
  93229. * @param height set the height of the ground
  93230. * @param subdivisions sets the number of subdivisions per side
  93231. * @param scene defines the hosting scene
  93232. * @param updatable defines if the mesh must be flagged as updatable
  93233. * @returns a new Mesh
  93234. */
  93235. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93236. /**
  93237. * Creates a tiled ground mesh.
  93238. * Please consider using the same method from the MeshBuilder class instead
  93239. * @param name defines the name of the mesh to create
  93240. * @param xmin set the ground minimum X coordinate
  93241. * @param zmin set the ground minimum Y coordinate
  93242. * @param xmax set the ground maximum X coordinate
  93243. * @param zmax set the ground maximum Z coordinate
  93244. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  93245. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  93246. * @param scene defines the hosting scene
  93247. * @param updatable defines if the mesh must be flagged as updatable
  93248. * @returns a new Mesh
  93249. */
  93250. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93251. w: number;
  93252. h: number;
  93253. }, precision: {
  93254. w: number;
  93255. h: number;
  93256. }, scene: Scene, updatable?: boolean): Mesh;
  93257. /**
  93258. * Creates a ground mesh from a height map.
  93259. * Please consider using the same method from the MeshBuilder class instead
  93260. * @see http://doc.babylonjs.com/babylon101/height_map
  93261. * @param name defines the name of the mesh to create
  93262. * @param url sets the URL of the height map image resource
  93263. * @param width set the ground width size
  93264. * @param height set the ground height size
  93265. * @param subdivisions sets the number of subdivision per side
  93266. * @param minHeight is the minimum altitude on the ground
  93267. * @param maxHeight is the maximum altitude on the ground
  93268. * @param scene defines the hosting scene
  93269. * @param updatable defines if the mesh must be flagged as updatable
  93270. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93271. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93272. * @returns a new Mesh
  93273. */
  93274. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  93275. /**
  93276. * Creates a tube mesh.
  93277. * The tube is a parametric shape.
  93278. * It has no predefined shape. Its final shape will depend on the input parameters.
  93279. * Please consider using the same method from the MeshBuilder class instead
  93280. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93281. * @param name defines the name of the mesh to create
  93282. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93283. * @param radius sets the tube radius size
  93284. * @param tessellation is the number of sides on the tubular surface
  93285. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  93286. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93287. * @param scene defines the hosting scene
  93288. * @param updatable defines if the mesh must be flagged as updatable
  93289. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93290. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  93291. * @returns a new Mesh
  93292. */
  93293. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93294. (i: number, distance: number): number;
  93295. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93296. /**
  93297. * Creates a polyhedron mesh.
  93298. * Please consider using the same method from the MeshBuilder class instead.
  93299. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  93300. * * The parameter `size` (positive float, default 1) sets the polygon size
  93301. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93302. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  93303. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  93304. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  93305. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  93306. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  93307. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93308. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93309. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93310. * @param name defines the name of the mesh to create
  93311. * @param options defines the options used to create the mesh
  93312. * @param scene defines the hosting scene
  93313. * @returns a new Mesh
  93314. */
  93315. static CreatePolyhedron(name: string, options: {
  93316. type?: number;
  93317. size?: number;
  93318. sizeX?: number;
  93319. sizeY?: number;
  93320. sizeZ?: number;
  93321. custom?: any;
  93322. faceUV?: Vector4[];
  93323. faceColors?: Color4[];
  93324. updatable?: boolean;
  93325. sideOrientation?: number;
  93326. }, scene: Scene): Mesh;
  93327. /**
  93328. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93329. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93330. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  93331. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93332. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  93333. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93334. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93335. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93336. * @param name defines the name of the mesh
  93337. * @param options defines the options used to create the mesh
  93338. * @param scene defines the hosting scene
  93339. * @returns a new Mesh
  93340. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93341. */
  93342. static CreateIcoSphere(name: string, options: {
  93343. radius?: number;
  93344. flat?: boolean;
  93345. subdivisions?: number;
  93346. sideOrientation?: number;
  93347. updatable?: boolean;
  93348. }, scene: Scene): Mesh;
  93349. /**
  93350. * Creates a decal mesh.
  93351. * Please consider using the same method from the MeshBuilder class instead.
  93352. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93353. * @param name defines the name of the mesh
  93354. * @param sourceMesh defines the mesh receiving the decal
  93355. * @param position sets the position of the decal in world coordinates
  93356. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93357. * @param size sets the decal scaling
  93358. * @param angle sets the angle to rotate the decal
  93359. * @returns a new Mesh
  93360. */
  93361. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93362. /**
  93363. * Prepare internal position array for software CPU skinning
  93364. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93365. */
  93366. setPositionsForCPUSkinning(): Float32Array;
  93367. /**
  93368. * Prepare internal normal array for software CPU skinning
  93369. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93370. */
  93371. setNormalsForCPUSkinning(): Float32Array;
  93372. /**
  93373. * Updates the vertex buffer by applying transformation from the bones
  93374. * @param skeleton defines the skeleton to apply to current mesh
  93375. * @returns the current mesh
  93376. */
  93377. applySkeleton(skeleton: Skeleton): Mesh;
  93378. /**
  93379. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  93380. * @param meshes defines the list of meshes to scan
  93381. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93382. */
  93383. static MinMax(meshes: AbstractMesh[]): {
  93384. min: Vector3;
  93385. max: Vector3;
  93386. };
  93387. /**
  93388. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93389. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93390. * @returns a vector3
  93391. */
  93392. static Center(meshesOrMinMaxVector: {
  93393. min: Vector3;
  93394. max: Vector3;
  93395. } | AbstractMesh[]): Vector3;
  93396. /**
  93397. * Merge the array of meshes into a single mesh for performance reasons.
  93398. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93399. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93400. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93401. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93402. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93403. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93404. * @returns a new mesh
  93405. */
  93406. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93407. /** @hidden */
  93408. addInstance(instance: InstancedMesh): void;
  93409. /** @hidden */
  93410. removeInstance(instance: InstancedMesh): void;
  93411. }
  93412. }
  93413. declare module BABYLON {
  93414. /**
  93415. * This is the base class of all the camera used in the application.
  93416. * @see http://doc.babylonjs.com/features/cameras
  93417. */
  93418. export class Camera extends Node {
  93419. /** @hidden */
  93420. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93421. /**
  93422. * This is the default projection mode used by the cameras.
  93423. * It helps recreating a feeling of perspective and better appreciate depth.
  93424. * This is the best way to simulate real life cameras.
  93425. */
  93426. static readonly PERSPECTIVE_CAMERA: number;
  93427. /**
  93428. * This helps creating camera with an orthographic mode.
  93429. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  93430. */
  93431. static readonly ORTHOGRAPHIC_CAMERA: number;
  93432. /**
  93433. * This is the default FOV mode for perspective cameras.
  93434. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93435. */
  93436. static readonly FOVMODE_VERTICAL_FIXED: number;
  93437. /**
  93438. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93439. */
  93440. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93441. /**
  93442. * This specifies ther is no need for a camera rig.
  93443. * Basically only one eye is rendered corresponding to the camera.
  93444. */
  93445. static readonly RIG_MODE_NONE: number;
  93446. /**
  93447. * Simulates a camera Rig with one blue eye and one red eye.
  93448. * This can be use with 3d blue and red glasses.
  93449. */
  93450. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93451. /**
  93452. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93453. */
  93454. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93455. /**
  93456. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93457. */
  93458. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93459. /**
  93460. * Defines that both eyes of the camera will be rendered over under each other.
  93461. */
  93462. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93463. /**
  93464. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93465. */
  93466. static readonly RIG_MODE_VR: number;
  93467. /**
  93468. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93469. */
  93470. static readonly RIG_MODE_WEBVR: number;
  93471. /**
  93472. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93473. */
  93474. static readonly RIG_MODE_CUSTOM: number;
  93475. /**
  93476. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93477. */
  93478. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93479. /**
  93480. * Define the input manager associated with the camera.
  93481. */
  93482. inputs: CameraInputsManager<Camera>;
  93483. /** @hidden */
  93484. _position: Vector3;
  93485. /**
  93486. * Define the current local position of the camera in the scene
  93487. */
  93488. position: Vector3;
  93489. /**
  93490. * The vector the camera should consider as up.
  93491. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93492. */
  93493. upVector: Vector3;
  93494. /**
  93495. * Define the current limit on the left side for an orthographic camera
  93496. * In scene unit
  93497. */
  93498. orthoLeft: Nullable<number>;
  93499. /**
  93500. * Define the current limit on the right side for an orthographic camera
  93501. * In scene unit
  93502. */
  93503. orthoRight: Nullable<number>;
  93504. /**
  93505. * Define the current limit on the bottom side for an orthographic camera
  93506. * In scene unit
  93507. */
  93508. orthoBottom: Nullable<number>;
  93509. /**
  93510. * Define the current limit on the top side for an orthographic camera
  93511. * In scene unit
  93512. */
  93513. orthoTop: Nullable<number>;
  93514. /**
  93515. * Field Of View is set in Radians. (default is 0.8)
  93516. */
  93517. fov: number;
  93518. /**
  93519. * Define the minimum distance the camera can see from.
  93520. * This is important to note that the depth buffer are not infinite and the closer it starts
  93521. * the more your scene might encounter depth fighting issue.
  93522. */
  93523. minZ: number;
  93524. /**
  93525. * Define the maximum distance the camera can see to.
  93526. * This is important to note that the depth buffer are not infinite and the further it end
  93527. * the more your scene might encounter depth fighting issue.
  93528. */
  93529. maxZ: number;
  93530. /**
  93531. * Define the default inertia of the camera.
  93532. * This helps giving a smooth feeling to the camera movement.
  93533. */
  93534. inertia: number;
  93535. /**
  93536. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93537. */
  93538. mode: number;
  93539. /**
  93540. * Define wether the camera is intermediate.
  93541. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93542. */
  93543. isIntermediate: boolean;
  93544. /**
  93545. * Define the viewport of the camera.
  93546. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93547. */
  93548. viewport: Viewport;
  93549. /**
  93550. * Restricts the camera to viewing objects with the same layerMask.
  93551. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93552. */
  93553. layerMask: number;
  93554. /**
  93555. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93556. */
  93557. fovMode: number;
  93558. /**
  93559. * Rig mode of the camera.
  93560. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93561. * This is normally controlled byt the camera themselves as internal use.
  93562. */
  93563. cameraRigMode: number;
  93564. /**
  93565. * Defines the distance between both "eyes" in case of a RIG
  93566. */
  93567. interaxialDistance: number;
  93568. /**
  93569. * Defines if stereoscopic rendering is done side by side or over under.
  93570. */
  93571. isStereoscopicSideBySide: boolean;
  93572. /**
  93573. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  93574. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93575. * else in the scene. (Eg. security camera)
  93576. *
  93577. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  93578. */
  93579. customRenderTargets: RenderTargetTexture[];
  93580. /**
  93581. * When set, the camera will render to this render target instead of the default canvas
  93582. *
  93583. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93584. */
  93585. outputRenderTarget: Nullable<RenderTargetTexture>;
  93586. /**
  93587. * Observable triggered when the camera view matrix has changed.
  93588. */
  93589. onViewMatrixChangedObservable: Observable<Camera>;
  93590. /**
  93591. * Observable triggered when the camera Projection matrix has changed.
  93592. */
  93593. onProjectionMatrixChangedObservable: Observable<Camera>;
  93594. /**
  93595. * Observable triggered when the inputs have been processed.
  93596. */
  93597. onAfterCheckInputsObservable: Observable<Camera>;
  93598. /**
  93599. * Observable triggered when reset has been called and applied to the camera.
  93600. */
  93601. onRestoreStateObservable: Observable<Camera>;
  93602. /** @hidden */
  93603. _cameraRigParams: any;
  93604. /** @hidden */
  93605. _rigCameras: Camera[];
  93606. /** @hidden */
  93607. _rigPostProcess: Nullable<PostProcess>;
  93608. protected _webvrViewMatrix: Matrix;
  93609. /** @hidden */
  93610. _skipRendering: boolean;
  93611. /** @hidden */
  93612. _projectionMatrix: Matrix;
  93613. /** @hidden */
  93614. _postProcesses: Nullable<PostProcess>[];
  93615. /** @hidden */
  93616. _activeMeshes: SmartArray<AbstractMesh>;
  93617. protected _globalPosition: Vector3;
  93618. /** @hidden */
  93619. _computedViewMatrix: Matrix;
  93620. private _doNotComputeProjectionMatrix;
  93621. private _transformMatrix;
  93622. private _frustumPlanes;
  93623. private _refreshFrustumPlanes;
  93624. private _storedFov;
  93625. private _stateStored;
  93626. /**
  93627. * Instantiates a new camera object.
  93628. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93629. * @see http://doc.babylonjs.com/features/cameras
  93630. * @param name Defines the name of the camera in the scene
  93631. * @param position Defines the position of the camera
  93632. * @param scene Defines the scene the camera belongs too
  93633. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93634. */
  93635. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93636. /**
  93637. * Store current camera state (fov, position, etc..)
  93638. * @returns the camera
  93639. */
  93640. storeState(): Camera;
  93641. /**
  93642. * Restores the camera state values if it has been stored. You must call storeState() first
  93643. */
  93644. protected _restoreStateValues(): boolean;
  93645. /**
  93646. * Restored camera state. You must call storeState() first.
  93647. * @returns true if restored and false otherwise
  93648. */
  93649. restoreState(): boolean;
  93650. /**
  93651. * Gets the class name of the camera.
  93652. * @returns the class name
  93653. */
  93654. getClassName(): string;
  93655. /** @hidden */
  93656. readonly _isCamera: boolean;
  93657. /**
  93658. * Gets a string representation of the camera useful for debug purpose.
  93659. * @param fullDetails Defines that a more verboe level of logging is required
  93660. * @returns the string representation
  93661. */
  93662. toString(fullDetails?: boolean): string;
  93663. /**
  93664. * Gets the current world space position of the camera.
  93665. */
  93666. readonly globalPosition: Vector3;
  93667. /**
  93668. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93669. * @returns the active meshe list
  93670. */
  93671. getActiveMeshes(): SmartArray<AbstractMesh>;
  93672. /**
  93673. * Check wether a mesh is part of the current active mesh list of the camera
  93674. * @param mesh Defines the mesh to check
  93675. * @returns true if active, false otherwise
  93676. */
  93677. isActiveMesh(mesh: Mesh): boolean;
  93678. /**
  93679. * Is this camera ready to be used/rendered
  93680. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93681. * @return true if the camera is ready
  93682. */
  93683. isReady(completeCheck?: boolean): boolean;
  93684. /** @hidden */
  93685. _initCache(): void;
  93686. /** @hidden */
  93687. _updateCache(ignoreParentClass?: boolean): void;
  93688. /** @hidden */
  93689. _isSynchronized(): boolean;
  93690. /** @hidden */
  93691. _isSynchronizedViewMatrix(): boolean;
  93692. /** @hidden */
  93693. _isSynchronizedProjectionMatrix(): boolean;
  93694. /**
  93695. * Attach the input controls to a specific dom element to get the input from.
  93696. * @param element Defines the element the controls should be listened from
  93697. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93698. */
  93699. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93700. /**
  93701. * Detach the current controls from the specified dom element.
  93702. * @param element Defines the element to stop listening the inputs from
  93703. */
  93704. detachControl(element: HTMLElement): void;
  93705. /**
  93706. * Update the camera state according to the different inputs gathered during the frame.
  93707. */
  93708. update(): void;
  93709. /** @hidden */
  93710. _checkInputs(): void;
  93711. /** @hidden */
  93712. readonly rigCameras: Camera[];
  93713. /**
  93714. * Gets the post process used by the rig cameras
  93715. */
  93716. readonly rigPostProcess: Nullable<PostProcess>;
  93717. /**
  93718. * Internal, gets the first post proces.
  93719. * @returns the first post process to be run on this camera.
  93720. */
  93721. _getFirstPostProcess(): Nullable<PostProcess>;
  93722. private _cascadePostProcessesToRigCams;
  93723. /**
  93724. * Attach a post process to the camera.
  93725. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93726. * @param postProcess The post process to attach to the camera
  93727. * @param insertAt The position of the post process in case several of them are in use in the scene
  93728. * @returns the position the post process has been inserted at
  93729. */
  93730. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93731. /**
  93732. * Detach a post process to the camera.
  93733. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93734. * @param postProcess The post process to detach from the camera
  93735. */
  93736. detachPostProcess(postProcess: PostProcess): void;
  93737. /**
  93738. * Gets the current world matrix of the camera
  93739. */
  93740. getWorldMatrix(): Matrix;
  93741. /** @hidden */
  93742. _getViewMatrix(): Matrix;
  93743. /**
  93744. * Gets the current view matrix of the camera.
  93745. * @param force forces the camera to recompute the matrix without looking at the cached state
  93746. * @returns the view matrix
  93747. */
  93748. getViewMatrix(force?: boolean): Matrix;
  93749. /**
  93750. * Freeze the projection matrix.
  93751. * It will prevent the cache check of the camera projection compute and can speed up perf
  93752. * if no parameter of the camera are meant to change
  93753. * @param projection Defines manually a projection if necessary
  93754. */
  93755. freezeProjectionMatrix(projection?: Matrix): void;
  93756. /**
  93757. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93758. */
  93759. unfreezeProjectionMatrix(): void;
  93760. /**
  93761. * Gets the current projection matrix of the camera.
  93762. * @param force forces the camera to recompute the matrix without looking at the cached state
  93763. * @returns the projection matrix
  93764. */
  93765. getProjectionMatrix(force?: boolean): Matrix;
  93766. /**
  93767. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93768. * @returns a Matrix
  93769. */
  93770. getTransformationMatrix(): Matrix;
  93771. private _updateFrustumPlanes;
  93772. /**
  93773. * Checks if a cullable object (mesh...) is in the camera frustum
  93774. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93775. * @param target The object to check
  93776. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93777. * @returns true if the object is in frustum otherwise false
  93778. */
  93779. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93780. /**
  93781. * Checks if a cullable object (mesh...) is in the camera frustum
  93782. * Unlike isInFrustum this cheks the full bounding box
  93783. * @param target The object to check
  93784. * @returns true if the object is in frustum otherwise false
  93785. */
  93786. isCompletelyInFrustum(target: ICullable): boolean;
  93787. /**
  93788. * Gets a ray in the forward direction from the camera.
  93789. * @param length Defines the length of the ray to create
  93790. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93791. * @param origin Defines the start point of the ray which defaults to the camera position
  93792. * @returns the forward ray
  93793. */
  93794. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93795. /**
  93796. * Releases resources associated with this node.
  93797. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93798. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93799. */
  93800. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93801. /** @hidden */
  93802. _isLeftCamera: boolean;
  93803. /**
  93804. * Gets the left camera of a rig setup in case of Rigged Camera
  93805. */
  93806. readonly isLeftCamera: boolean;
  93807. /** @hidden */
  93808. _isRightCamera: boolean;
  93809. /**
  93810. * Gets the right camera of a rig setup in case of Rigged Camera
  93811. */
  93812. readonly isRightCamera: boolean;
  93813. /**
  93814. * Gets the left camera of a rig setup in case of Rigged Camera
  93815. */
  93816. readonly leftCamera: Nullable<FreeCamera>;
  93817. /**
  93818. * Gets the right camera of a rig setup in case of Rigged Camera
  93819. */
  93820. readonly rightCamera: Nullable<FreeCamera>;
  93821. /**
  93822. * Gets the left camera target of a rig setup in case of Rigged Camera
  93823. * @returns the target position
  93824. */
  93825. getLeftTarget(): Nullable<Vector3>;
  93826. /**
  93827. * Gets the right camera target of a rig setup in case of Rigged Camera
  93828. * @returns the target position
  93829. */
  93830. getRightTarget(): Nullable<Vector3>;
  93831. /**
  93832. * @hidden
  93833. */
  93834. setCameraRigMode(mode: number, rigParams: any): void;
  93835. /** @hidden */
  93836. static _setStereoscopicRigMode(camera: Camera): void;
  93837. /** @hidden */
  93838. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93839. /** @hidden */
  93840. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93841. /** @hidden */
  93842. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93843. /** @hidden */
  93844. _getVRProjectionMatrix(): Matrix;
  93845. protected _updateCameraRotationMatrix(): void;
  93846. protected _updateWebVRCameraRotationMatrix(): void;
  93847. /**
  93848. * This function MUST be overwritten by the different WebVR cameras available.
  93849. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93850. * @hidden
  93851. */
  93852. _getWebVRProjectionMatrix(): Matrix;
  93853. /**
  93854. * This function MUST be overwritten by the different WebVR cameras available.
  93855. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93856. * @hidden
  93857. */
  93858. _getWebVRViewMatrix(): Matrix;
  93859. /** @hidden */
  93860. setCameraRigParameter(name: string, value: any): void;
  93861. /**
  93862. * needs to be overridden by children so sub has required properties to be copied
  93863. * @hidden
  93864. */
  93865. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93866. /**
  93867. * May need to be overridden by children
  93868. * @hidden
  93869. */
  93870. _updateRigCameras(): void;
  93871. /** @hidden */
  93872. _setupInputs(): void;
  93873. /**
  93874. * Serialiaze the camera setup to a json represention
  93875. * @returns the JSON representation
  93876. */
  93877. serialize(): any;
  93878. /**
  93879. * Clones the current camera.
  93880. * @param name The cloned camera name
  93881. * @returns the cloned camera
  93882. */
  93883. clone(name: string): Camera;
  93884. /**
  93885. * Gets the direction of the camera relative to a given local axis.
  93886. * @param localAxis Defines the reference axis to provide a relative direction.
  93887. * @return the direction
  93888. */
  93889. getDirection(localAxis: Vector3): Vector3;
  93890. /**
  93891. * Returns the current camera absolute rotation
  93892. */
  93893. readonly absoluteRotation: Quaternion;
  93894. /**
  93895. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93896. * @param localAxis Defines the reference axis to provide a relative direction.
  93897. * @param result Defines the vector to store the result in
  93898. */
  93899. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93900. /**
  93901. * Gets a camera constructor for a given camera type
  93902. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93903. * @param name The name of the camera the result will be able to instantiate
  93904. * @param scene The scene the result will construct the camera in
  93905. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93906. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93907. * @returns a factory method to construc the camera
  93908. */
  93909. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93910. /**
  93911. * Compute the world matrix of the camera.
  93912. * @returns the camera world matrix
  93913. */
  93914. computeWorldMatrix(): Matrix;
  93915. /**
  93916. * Parse a JSON and creates the camera from the parsed information
  93917. * @param parsedCamera The JSON to parse
  93918. * @param scene The scene to instantiate the camera in
  93919. * @returns the newly constructed camera
  93920. */
  93921. static Parse(parsedCamera: any, scene: Scene): Camera;
  93922. }
  93923. }
  93924. declare module BABYLON {
  93925. /**
  93926. * Class containing static functions to help procedurally build meshes
  93927. */
  93928. export class DiscBuilder {
  93929. /**
  93930. * Creates a plane polygonal mesh. By default, this is a disc
  93931. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93932. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  93933. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  93934. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93935. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93937. * @param name defines the name of the mesh
  93938. * @param options defines the options used to create the mesh
  93939. * @param scene defines the hosting scene
  93940. * @returns the plane polygonal mesh
  93941. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93942. */
  93943. static CreateDisc(name: string, options: {
  93944. radius?: number;
  93945. tessellation?: number;
  93946. arc?: number;
  93947. updatable?: boolean;
  93948. sideOrientation?: number;
  93949. frontUVs?: Vector4;
  93950. backUVs?: Vector4;
  93951. }, scene?: Nullable<Scene>): Mesh;
  93952. }
  93953. }
  93954. declare module BABYLON {
  93955. /**
  93956. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93957. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  93958. * The SPS is also a particle system. It provides some methods to manage the particles.
  93959. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93960. *
  93961. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93962. */
  93963. export class SolidParticleSystem implements IDisposable {
  93964. /**
  93965. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93966. * Example : var p = SPS.particles[i];
  93967. */
  93968. particles: SolidParticle[];
  93969. /**
  93970. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93971. */
  93972. nbParticles: number;
  93973. /**
  93974. * If the particles must ever face the camera (default false). Useful for planar particles.
  93975. */
  93976. billboard: boolean;
  93977. /**
  93978. * Recompute normals when adding a shape
  93979. */
  93980. recomputeNormals: boolean;
  93981. /**
  93982. * This a counter ofr your own usage. It's not set by any SPS functions.
  93983. */
  93984. counter: number;
  93985. /**
  93986. * The SPS name. This name is also given to the underlying mesh.
  93987. */
  93988. name: string;
  93989. /**
  93990. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93991. */
  93992. mesh: Mesh;
  93993. /**
  93994. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93995. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93996. */
  93997. vars: any;
  93998. /**
  93999. * This array is populated when the SPS is set as 'pickable'.
  94000. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  94001. * Each element of this array is an object `{idx: int, faceId: int}`.
  94002. * `idx` is the picked particle index in the `SPS.particles` array
  94003. * `faceId` is the picked face index counted within this particle.
  94004. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  94005. */
  94006. pickedParticles: {
  94007. idx: number;
  94008. faceId: number;
  94009. }[];
  94010. /**
  94011. * This array is populated when `enableDepthSort` is set to true.
  94012. * Each element of this array is an instance of the class DepthSortedParticle.
  94013. */
  94014. depthSortedParticles: DepthSortedParticle[];
  94015. /**
  94016. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  94017. * @hidden
  94018. */
  94019. _bSphereOnly: boolean;
  94020. /**
  94021. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  94022. * @hidden
  94023. */
  94024. _bSphereRadiusFactor: number;
  94025. private _scene;
  94026. private _positions;
  94027. private _indices;
  94028. private _normals;
  94029. private _colors;
  94030. private _uvs;
  94031. private _indices32;
  94032. private _positions32;
  94033. private _normals32;
  94034. private _fixedNormal32;
  94035. private _colors32;
  94036. private _uvs32;
  94037. private _index;
  94038. private _updatable;
  94039. private _pickable;
  94040. private _isVisibilityBoxLocked;
  94041. private _alwaysVisible;
  94042. private _depthSort;
  94043. private _expandable;
  94044. private _shapeCounter;
  94045. private _copy;
  94046. private _color;
  94047. private _computeParticleColor;
  94048. private _computeParticleTexture;
  94049. private _computeParticleRotation;
  94050. private _computeParticleVertex;
  94051. private _computeBoundingBox;
  94052. private _depthSortParticles;
  94053. private _camera;
  94054. private _mustUnrotateFixedNormals;
  94055. private _particlesIntersect;
  94056. private _needs32Bits;
  94057. private _isNotBuilt;
  94058. private _lastParticleId;
  94059. private _idxOfId;
  94060. /**
  94061. * Creates a SPS (Solid Particle System) object.
  94062. * @param name (String) is the SPS name, this will be the underlying mesh name.
  94063. * @param scene (Scene) is the scene in which the SPS is added.
  94064. * @param options defines the options of the sps e.g.
  94065. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  94066. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  94067. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  94068. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  94069. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  94070. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  94071. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  94072. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  94073. */
  94074. constructor(name: string, scene: Scene, options?: {
  94075. updatable?: boolean;
  94076. isPickable?: boolean;
  94077. enableDepthSort?: boolean;
  94078. particleIntersection?: boolean;
  94079. boundingSphereOnly?: boolean;
  94080. bSphereRadiusFactor?: number;
  94081. expandable?: boolean;
  94082. });
  94083. /**
  94084. * Builds the SPS underlying mesh. Returns a standard Mesh.
  94085. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  94086. * @returns the created mesh
  94087. */
  94088. buildMesh(): Mesh;
  94089. /**
  94090. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  94091. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  94092. * Thus the particles generated from `digest()` have their property `position` set yet.
  94093. * @param mesh ( Mesh ) is the mesh to be digested
  94094. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  94095. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  94096. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  94097. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94098. * @returns the current SPS
  94099. */
  94100. digest(mesh: Mesh, options?: {
  94101. facetNb?: number;
  94102. number?: number;
  94103. delta?: number;
  94104. storage?: [];
  94105. }): SolidParticleSystem;
  94106. /**
  94107. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  94108. * @hidden
  94109. */
  94110. private _unrotateFixedNormals;
  94111. /**
  94112. * Resets the temporary working copy particle
  94113. * @hidden
  94114. */
  94115. private _resetCopy;
  94116. /**
  94117. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  94118. * @param p the current index in the positions array to be updated
  94119. * @param shape a Vector3 array, the shape geometry
  94120. * @param positions the positions array to be updated
  94121. * @param meshInd the shape indices array
  94122. * @param indices the indices array to be updated
  94123. * @param meshUV the shape uv array
  94124. * @param uvs the uv array to be updated
  94125. * @param meshCol the shape color array
  94126. * @param colors the color array to be updated
  94127. * @param meshNor the shape normals array
  94128. * @param normals the normals array to be updated
  94129. * @param idx the particle index
  94130. * @param idxInShape the particle index in its shape
  94131. * @param options the addShape() method passed options
  94132. * @hidden
  94133. */
  94134. private _meshBuilder;
  94135. /**
  94136. * Returns a shape Vector3 array from positions float array
  94137. * @param positions float array
  94138. * @returns a vector3 array
  94139. * @hidden
  94140. */
  94141. private _posToShape;
  94142. /**
  94143. * Returns a shapeUV array from a float uvs (array deep copy)
  94144. * @param uvs as a float array
  94145. * @returns a shapeUV array
  94146. * @hidden
  94147. */
  94148. private _uvsToShapeUV;
  94149. /**
  94150. * Adds a new particle object in the particles array
  94151. * @param idx particle index in particles array
  94152. * @param id particle id
  94153. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  94154. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  94155. * @param model particle ModelShape object
  94156. * @param shapeId model shape identifier
  94157. * @param idxInShape index of the particle in the current model
  94158. * @param bInfo model bounding info object
  94159. * @param storage target storage array, if any
  94160. * @hidden
  94161. */
  94162. private _addParticle;
  94163. /**
  94164. * Adds some particles to the SPS from the model shape. Returns the shape id.
  94165. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  94166. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  94167. * @param nb (positive integer) the number of particles to be created from this model
  94168. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  94169. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  94170. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94171. * @returns the number of shapes in the system
  94172. */
  94173. addShape(mesh: Mesh, nb: number, options?: {
  94174. positionFunction?: any;
  94175. vertexFunction?: any;
  94176. storage?: [];
  94177. }): number;
  94178. /**
  94179. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  94180. * @hidden
  94181. */
  94182. private _rebuildParticle;
  94183. /**
  94184. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  94185. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  94186. * @returns the SPS.
  94187. */
  94188. rebuildMesh(reset?: boolean): SolidParticleSystem;
  94189. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  94190. * Returns an array with the removed particles.
  94191. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  94192. * The SPS can't be empty so at least one particle needs to remain in place.
  94193. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  94194. * @param start index of the first particle to remove
  94195. * @param end index of the last particle to remove (included)
  94196. * @returns an array populated with the removed particles
  94197. */
  94198. removeParticles(start: number, end: number): SolidParticle[];
  94199. /**
  94200. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  94201. * @param solidParticleArray an array populated with Solid Particles objects
  94202. * @returns the SPS
  94203. */
  94204. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  94205. /**
  94206. * Creates a new particle and modifies the SPS mesh geometry :
  94207. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  94208. * - calls _addParticle() to populate the particle array
  94209. * factorized code from addShape() and insertParticlesFromArray()
  94210. * @param idx particle index in the particles array
  94211. * @param i particle index in its shape
  94212. * @param modelShape particle ModelShape object
  94213. * @param shape shape vertex array
  94214. * @param meshInd shape indices array
  94215. * @param meshUV shape uv array
  94216. * @param meshCol shape color array
  94217. * @param meshNor shape normals array
  94218. * @param bbInfo shape bounding info
  94219. * @param storage target particle storage
  94220. * @options addShape() passed options
  94221. * @hidden
  94222. */
  94223. private _insertNewParticle;
  94224. /**
  94225. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94226. * This method calls `updateParticle()` for each particle of the SPS.
  94227. * For an animated SPS, it is usually called within the render loop.
  94228. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  94229. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94230. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94231. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94232. * @returns the SPS.
  94233. */
  94234. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94235. /**
  94236. * Disposes the SPS.
  94237. */
  94238. dispose(): void;
  94239. /**
  94240. * Returns a SolidParticle object from its identifier : particle.id
  94241. * @param id (integer) the particle Id
  94242. * @returns the searched particle or null if not found in the SPS.
  94243. */
  94244. getParticleById(id: number): Nullable<SolidParticle>;
  94245. /**
  94246. * Returns a new array populated with the particles having the passed shapeId.
  94247. * @param shapeId (integer) the shape identifier
  94248. * @returns a new solid particle array
  94249. */
  94250. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94251. /**
  94252. * Populates the passed array "ref" with the particles having the passed shapeId.
  94253. * @param shapeId the shape identifier
  94254. * @returns the SPS
  94255. * @param ref
  94256. */
  94257. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94258. /**
  94259. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94260. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94261. * @returns the SPS.
  94262. */
  94263. refreshVisibleSize(): SolidParticleSystem;
  94264. /**
  94265. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94266. * @param size the size (float) of the visibility box
  94267. * note : this doesn't lock the SPS mesh bounding box.
  94268. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94269. */
  94270. setVisibilityBox(size: number): void;
  94271. /**
  94272. * Gets whether the SPS as always visible or not
  94273. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94274. */
  94275. /**
  94276. * Sets the SPS as always visible or not
  94277. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94278. */
  94279. isAlwaysVisible: boolean;
  94280. /**
  94281. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94282. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94283. */
  94284. /**
  94285. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94286. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94287. */
  94288. isVisibilityBoxLocked: boolean;
  94289. /**
  94290. * Tells to `setParticles()` to compute the particle rotations or not.
  94291. * Default value : true. The SPS is faster when it's set to false.
  94292. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94293. */
  94294. /**
  94295. * Gets if `setParticles()` computes the particle rotations or not.
  94296. * Default value : true. The SPS is faster when it's set to false.
  94297. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94298. */
  94299. computeParticleRotation: boolean;
  94300. /**
  94301. * Tells to `setParticles()` to compute the particle colors or not.
  94302. * Default value : true. The SPS is faster when it's set to false.
  94303. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94304. */
  94305. /**
  94306. * Gets if `setParticles()` computes the particle colors or not.
  94307. * Default value : true. The SPS is faster when it's set to false.
  94308. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94309. */
  94310. computeParticleColor: boolean;
  94311. /**
  94312. * Gets if `setParticles()` computes the particle textures or not.
  94313. * Default value : true. The SPS is faster when it's set to false.
  94314. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94315. */
  94316. computeParticleTexture: boolean;
  94317. /**
  94318. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94319. * Default value : false. The SPS is faster when it's set to false.
  94320. * Note : the particle custom vertex positions aren't stored values.
  94321. */
  94322. /**
  94323. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94324. * Default value : false. The SPS is faster when it's set to false.
  94325. * Note : the particle custom vertex positions aren't stored values.
  94326. */
  94327. computeParticleVertex: boolean;
  94328. /**
  94329. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94330. */
  94331. /**
  94332. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94333. */
  94334. computeBoundingBox: boolean;
  94335. /**
  94336. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94337. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94338. * Default : `true`
  94339. */
  94340. /**
  94341. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94342. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94343. * Default : `true`
  94344. */
  94345. depthSortParticles: boolean;
  94346. /**
  94347. * Gets if the SPS is created as expandable at construction time.
  94348. * Default : `false`
  94349. */
  94350. readonly expandable: boolean;
  94351. /**
  94352. * This function does nothing. It may be overwritten to set all the particle first values.
  94353. * The SPS doesn't call this function, you may have to call it by your own.
  94354. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94355. */
  94356. initParticles(): void;
  94357. /**
  94358. * This function does nothing. It may be overwritten to recycle a particle.
  94359. * The SPS doesn't call this function, you may have to call it by your own.
  94360. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94361. * @param particle The particle to recycle
  94362. * @returns the recycled particle
  94363. */
  94364. recycleParticle(particle: SolidParticle): SolidParticle;
  94365. /**
  94366. * Updates a particle : this function should be overwritten by the user.
  94367. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94368. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94369. * @example : just set a particle position or velocity and recycle conditions
  94370. * @param particle The particle to update
  94371. * @returns the updated particle
  94372. */
  94373. updateParticle(particle: SolidParticle): SolidParticle;
  94374. /**
  94375. * Updates a vertex of a particle : it can be overwritten by the user.
  94376. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94377. * @param particle the current particle
  94378. * @param vertex the current index of the current particle
  94379. * @param pt the index of the current vertex in the particle shape
  94380. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94381. * @example : just set a vertex particle position
  94382. * @returns the updated vertex
  94383. */
  94384. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94385. /**
  94386. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94387. * This does nothing and may be overwritten by the user.
  94388. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94389. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94390. * @param update the boolean update value actually passed to setParticles()
  94391. */
  94392. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94393. /**
  94394. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94395. * This will be passed three parameters.
  94396. * This does nothing and may be overwritten by the user.
  94397. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94398. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94399. * @param update the boolean update value actually passed to setParticles()
  94400. */
  94401. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94402. }
  94403. }
  94404. declare module BABYLON {
  94405. /**
  94406. * Represents one particle of a solid particle system.
  94407. */
  94408. export class SolidParticle {
  94409. /**
  94410. * particle global index
  94411. */
  94412. idx: number;
  94413. /**
  94414. * particle identifier
  94415. */
  94416. id: number;
  94417. /**
  94418. * The color of the particle
  94419. */
  94420. color: Nullable<Color4>;
  94421. /**
  94422. * The world space position of the particle.
  94423. */
  94424. position: Vector3;
  94425. /**
  94426. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94427. */
  94428. rotation: Vector3;
  94429. /**
  94430. * The world space rotation quaternion of the particle.
  94431. */
  94432. rotationQuaternion: Nullable<Quaternion>;
  94433. /**
  94434. * The scaling of the particle.
  94435. */
  94436. scaling: Vector3;
  94437. /**
  94438. * The uvs of the particle.
  94439. */
  94440. uvs: Vector4;
  94441. /**
  94442. * The current speed of the particle.
  94443. */
  94444. velocity: Vector3;
  94445. /**
  94446. * The pivot point in the particle local space.
  94447. */
  94448. pivot: Vector3;
  94449. /**
  94450. * Must the particle be translated from its pivot point in its local space ?
  94451. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94452. * Default : false
  94453. */
  94454. translateFromPivot: boolean;
  94455. /**
  94456. * Is the particle active or not ?
  94457. */
  94458. alive: boolean;
  94459. /**
  94460. * Is the particle visible or not ?
  94461. */
  94462. isVisible: boolean;
  94463. /**
  94464. * Index of this particle in the global "positions" array (Internal use)
  94465. * @hidden
  94466. */
  94467. _pos: number;
  94468. /**
  94469. * @hidden Index of this particle in the global "indices" array (Internal use)
  94470. */
  94471. _ind: number;
  94472. /**
  94473. * @hidden ModelShape of this particle (Internal use)
  94474. */
  94475. _model: ModelShape;
  94476. /**
  94477. * ModelShape id of this particle
  94478. */
  94479. shapeId: number;
  94480. /**
  94481. * Index of the particle in its shape id
  94482. */
  94483. idxInShape: number;
  94484. /**
  94485. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94486. */
  94487. _modelBoundingInfo: BoundingInfo;
  94488. /**
  94489. * @hidden Particle BoundingInfo object (Internal use)
  94490. */
  94491. _boundingInfo: BoundingInfo;
  94492. /**
  94493. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94494. */
  94495. _sps: SolidParticleSystem;
  94496. /**
  94497. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94498. */
  94499. _stillInvisible: boolean;
  94500. /**
  94501. * @hidden Last computed particle rotation matrix
  94502. */
  94503. _rotationMatrix: number[];
  94504. /**
  94505. * Parent particle Id, if any.
  94506. * Default null.
  94507. */
  94508. parentId: Nullable<number>;
  94509. /**
  94510. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94511. * The possible values are :
  94512. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94513. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94514. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94515. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94516. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94517. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94518. * */
  94519. cullingStrategy: number;
  94520. /**
  94521. * @hidden Internal global position in the SPS.
  94522. */
  94523. _globalPosition: Vector3;
  94524. /**
  94525. * Creates a Solid Particle object.
  94526. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94527. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94528. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94529. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94530. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94531. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94532. * @param shapeId (integer) is the model shape identifier in the SPS.
  94533. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94534. * @param sps defines the sps it is associated to
  94535. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94536. */
  94537. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  94538. /**
  94539. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94540. * @param target the particle target
  94541. * @returns the current particle
  94542. */
  94543. copyToRef(target: SolidParticle): SolidParticle;
  94544. /**
  94545. * Legacy support, changed scale to scaling
  94546. */
  94547. /**
  94548. * Legacy support, changed scale to scaling
  94549. */
  94550. scale: Vector3;
  94551. /**
  94552. * Legacy support, changed quaternion to rotationQuaternion
  94553. */
  94554. /**
  94555. * Legacy support, changed quaternion to rotationQuaternion
  94556. */
  94557. quaternion: Nullable<Quaternion>;
  94558. /**
  94559. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94560. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94561. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94562. * @returns true if it intersects
  94563. */
  94564. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94565. /**
  94566. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94567. * A particle is in the frustum if its bounding box intersects the frustum
  94568. * @param frustumPlanes defines the frustum to test
  94569. * @returns true if the particle is in the frustum planes
  94570. */
  94571. isInFrustum(frustumPlanes: Plane[]): boolean;
  94572. /**
  94573. * get the rotation matrix of the particle
  94574. * @hidden
  94575. */
  94576. getRotationMatrix(m: Matrix): void;
  94577. }
  94578. /**
  94579. * Represents the shape of the model used by one particle of a solid particle system.
  94580. * SPS internal tool, don't use it manually.
  94581. */
  94582. export class ModelShape {
  94583. /**
  94584. * The shape id
  94585. * @hidden
  94586. */
  94587. shapeID: number;
  94588. /**
  94589. * flat array of model positions (internal use)
  94590. * @hidden
  94591. */
  94592. _shape: Vector3[];
  94593. /**
  94594. * flat array of model UVs (internal use)
  94595. * @hidden
  94596. */
  94597. _shapeUV: number[];
  94598. /**
  94599. * color array of the model
  94600. * @hidden
  94601. */
  94602. _shapeColors: number[];
  94603. /**
  94604. * indices array of the model
  94605. * @hidden
  94606. */
  94607. _indices: number[];
  94608. /**
  94609. * normals array of the model
  94610. * @hidden
  94611. */
  94612. _normals: number[];
  94613. /**
  94614. * length of the shape in the model indices array (internal use)
  94615. * @hidden
  94616. */
  94617. _indicesLength: number;
  94618. /**
  94619. * Custom position function (internal use)
  94620. * @hidden
  94621. */
  94622. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94623. /**
  94624. * Custom vertex function (internal use)
  94625. * @hidden
  94626. */
  94627. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94628. /**
  94629. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  94630. * SPS internal tool, don't use it manually.
  94631. * @hidden
  94632. */
  94633. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  94634. }
  94635. /**
  94636. * Represents a Depth Sorted Particle in the solid particle system.
  94637. */
  94638. export class DepthSortedParticle {
  94639. /**
  94640. * Index of the particle in the "indices" array
  94641. */
  94642. ind: number;
  94643. /**
  94644. * Length of the particle shape in the "indices" array
  94645. */
  94646. indicesLength: number;
  94647. /**
  94648. * Squared distance from the particle to the camera
  94649. */
  94650. sqDistance: number;
  94651. }
  94652. }
  94653. declare module BABYLON {
  94654. /**
  94655. * @hidden
  94656. */
  94657. export class _MeshCollisionData {
  94658. _checkCollisions: boolean;
  94659. _collisionMask: number;
  94660. _collisionGroup: number;
  94661. _collider: Nullable<Collider>;
  94662. _oldPositionForCollisions: Vector3;
  94663. _diffPositionForCollisions: Vector3;
  94664. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94665. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94666. }
  94667. }
  94668. declare module BABYLON {
  94669. /** @hidden */
  94670. class _FacetDataStorage {
  94671. facetPositions: Vector3[];
  94672. facetNormals: Vector3[];
  94673. facetPartitioning: number[][];
  94674. facetNb: number;
  94675. partitioningSubdivisions: number;
  94676. partitioningBBoxRatio: number;
  94677. facetDataEnabled: boolean;
  94678. facetParameters: any;
  94679. bbSize: Vector3;
  94680. subDiv: {
  94681. max: number;
  94682. X: number;
  94683. Y: number;
  94684. Z: number;
  94685. };
  94686. facetDepthSort: boolean;
  94687. facetDepthSortEnabled: boolean;
  94688. depthSortedIndices: IndicesArray;
  94689. depthSortedFacets: {
  94690. ind: number;
  94691. sqDistance: number;
  94692. }[];
  94693. facetDepthSortFunction: (f1: {
  94694. ind: number;
  94695. sqDistance: number;
  94696. }, f2: {
  94697. ind: number;
  94698. sqDistance: number;
  94699. }) => number;
  94700. facetDepthSortFrom: Vector3;
  94701. facetDepthSortOrigin: Vector3;
  94702. invertedMatrix: Matrix;
  94703. }
  94704. /**
  94705. * @hidden
  94706. **/
  94707. class _InternalAbstractMeshDataInfo {
  94708. _hasVertexAlpha: boolean;
  94709. _useVertexColors: boolean;
  94710. _numBoneInfluencers: number;
  94711. _applyFog: boolean;
  94712. _receiveShadows: boolean;
  94713. _facetData: _FacetDataStorage;
  94714. _visibility: number;
  94715. _skeleton: Nullable<Skeleton>;
  94716. _layerMask: number;
  94717. _computeBonesUsingShaders: boolean;
  94718. _isActive: boolean;
  94719. _onlyForInstances: boolean;
  94720. _isActiveIntermediate: boolean;
  94721. _onlyForInstancesIntermediate: boolean;
  94722. _actAsRegularMesh: boolean;
  94723. }
  94724. /**
  94725. * Class used to store all common mesh properties
  94726. */
  94727. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94728. /** No occlusion */
  94729. static OCCLUSION_TYPE_NONE: number;
  94730. /** Occlusion set to optimisitic */
  94731. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94732. /** Occlusion set to strict */
  94733. static OCCLUSION_TYPE_STRICT: number;
  94734. /** Use an accurante occlusion algorithm */
  94735. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94736. /** Use a conservative occlusion algorithm */
  94737. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94738. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94739. * Test order :
  94740. * Is the bounding sphere outside the frustum ?
  94741. * If not, are the bounding box vertices outside the frustum ?
  94742. * It not, then the cullable object is in the frustum.
  94743. */
  94744. static readonly CULLINGSTRATEGY_STANDARD: number;
  94745. /** Culling strategy : Bounding Sphere Only.
  94746. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94747. * It's also less accurate than the standard because some not visible objects can still be selected.
  94748. * Test : is the bounding sphere outside the frustum ?
  94749. * If not, then the cullable object is in the frustum.
  94750. */
  94751. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94752. /** Culling strategy : Optimistic Inclusion.
  94753. * This in an inclusion test first, then the standard exclusion test.
  94754. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94755. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  94756. * Anyway, it's as accurate as the standard strategy.
  94757. * Test :
  94758. * Is the cullable object bounding sphere center in the frustum ?
  94759. * If not, apply the default culling strategy.
  94760. */
  94761. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94762. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94763. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94764. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94765. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  94766. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94767. * Test :
  94768. * Is the cullable object bounding sphere center in the frustum ?
  94769. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94770. */
  94771. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94772. /**
  94773. * No billboard
  94774. */
  94775. static readonly BILLBOARDMODE_NONE: number;
  94776. /** Billboard on X axis */
  94777. static readonly BILLBOARDMODE_X: number;
  94778. /** Billboard on Y axis */
  94779. static readonly BILLBOARDMODE_Y: number;
  94780. /** Billboard on Z axis */
  94781. static readonly BILLBOARDMODE_Z: number;
  94782. /** Billboard on all axes */
  94783. static readonly BILLBOARDMODE_ALL: number;
  94784. /** Billboard on using position instead of orientation */
  94785. static readonly BILLBOARDMODE_USE_POSITION: number;
  94786. /** @hidden */
  94787. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94788. /**
  94789. * The culling strategy to use to check whether the mesh must be rendered or not.
  94790. * This value can be changed at any time and will be used on the next render mesh selection.
  94791. * The possible values are :
  94792. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94793. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94794. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94795. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94796. * Please read each static variable documentation to get details about the culling process.
  94797. * */
  94798. cullingStrategy: number;
  94799. /**
  94800. * Gets the number of facets in the mesh
  94801. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94802. */
  94803. readonly facetNb: number;
  94804. /**
  94805. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94807. */
  94808. partitioningSubdivisions: number;
  94809. /**
  94810. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94811. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94812. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94813. */
  94814. partitioningBBoxRatio: number;
  94815. /**
  94816. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94817. * Works only for updatable meshes.
  94818. * Doesn't work with multi-materials
  94819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94820. */
  94821. mustDepthSortFacets: boolean;
  94822. /**
  94823. * The location (Vector3) where the facet depth sort must be computed from.
  94824. * By default, the active camera position.
  94825. * Used only when facet depth sort is enabled
  94826. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94827. */
  94828. facetDepthSortFrom: Vector3;
  94829. /**
  94830. * gets a boolean indicating if facetData is enabled
  94831. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94832. */
  94833. readonly isFacetDataEnabled: boolean;
  94834. /** @hidden */
  94835. _updateNonUniformScalingState(value: boolean): boolean;
  94836. /**
  94837. * An event triggered when this mesh collides with another one
  94838. */
  94839. onCollideObservable: Observable<AbstractMesh>;
  94840. /** Set a function to call when this mesh collides with another one */
  94841. onCollide: () => void;
  94842. /**
  94843. * An event triggered when the collision's position changes
  94844. */
  94845. onCollisionPositionChangeObservable: Observable<Vector3>;
  94846. /** Set a function to call when the collision's position changes */
  94847. onCollisionPositionChange: () => void;
  94848. /**
  94849. * An event triggered when material is changed
  94850. */
  94851. onMaterialChangedObservable: Observable<AbstractMesh>;
  94852. /**
  94853. * Gets or sets the orientation for POV movement & rotation
  94854. */
  94855. definedFacingForward: boolean;
  94856. /** @hidden */
  94857. _occlusionQuery: Nullable<WebGLQuery>;
  94858. /** @hidden */
  94859. _renderingGroup: Nullable<RenderingGroup>;
  94860. /**
  94861. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94862. */
  94863. /**
  94864. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94865. */
  94866. visibility: number;
  94867. /** Gets or sets the alpha index used to sort transparent meshes
  94868. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94869. */
  94870. alphaIndex: number;
  94871. /**
  94872. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94873. */
  94874. isVisible: boolean;
  94875. /**
  94876. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94877. */
  94878. isPickable: boolean;
  94879. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94880. showSubMeshesBoundingBox: boolean;
  94881. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94882. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94883. */
  94884. isBlocker: boolean;
  94885. /**
  94886. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94887. */
  94888. enablePointerMoveEvents: boolean;
  94889. /**
  94890. * Specifies the rendering group id for this mesh (0 by default)
  94891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94892. */
  94893. renderingGroupId: number;
  94894. private _material;
  94895. /** Gets or sets current material */
  94896. material: Nullable<Material>;
  94897. /**
  94898. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94899. * @see http://doc.babylonjs.com/babylon101/shadows
  94900. */
  94901. receiveShadows: boolean;
  94902. /** Defines color to use when rendering outline */
  94903. outlineColor: Color3;
  94904. /** Define width to use when rendering outline */
  94905. outlineWidth: number;
  94906. /** Defines color to use when rendering overlay */
  94907. overlayColor: Color3;
  94908. /** Defines alpha to use when rendering overlay */
  94909. overlayAlpha: number;
  94910. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94911. hasVertexAlpha: boolean;
  94912. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  94913. useVertexColors: boolean;
  94914. /**
  94915. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94916. */
  94917. computeBonesUsingShaders: boolean;
  94918. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94919. numBoneInfluencers: number;
  94920. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94921. applyFog: boolean;
  94922. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94923. useOctreeForRenderingSelection: boolean;
  94924. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94925. useOctreeForPicking: boolean;
  94926. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94927. useOctreeForCollisions: boolean;
  94928. /**
  94929. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94930. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94931. */
  94932. layerMask: number;
  94933. /**
  94934. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94935. */
  94936. alwaysSelectAsActiveMesh: boolean;
  94937. /**
  94938. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94939. */
  94940. doNotSyncBoundingInfo: boolean;
  94941. /**
  94942. * Gets or sets the current action manager
  94943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94944. */
  94945. actionManager: Nullable<AbstractActionManager>;
  94946. private _meshCollisionData;
  94947. /**
  94948. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94949. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94950. */
  94951. ellipsoid: Vector3;
  94952. /**
  94953. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94954. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94955. */
  94956. ellipsoidOffset: Vector3;
  94957. /**
  94958. * Gets or sets a collision mask used to mask collisions (default is -1).
  94959. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94960. */
  94961. collisionMask: number;
  94962. /**
  94963. * Gets or sets the current collision group mask (-1 by default).
  94964. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94965. */
  94966. collisionGroup: number;
  94967. /**
  94968. * Defines edge width used when edgesRenderer is enabled
  94969. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94970. */
  94971. edgesWidth: number;
  94972. /**
  94973. * Defines edge color used when edgesRenderer is enabled
  94974. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94975. */
  94976. edgesColor: Color4;
  94977. /** @hidden */
  94978. _edgesRenderer: Nullable<IEdgesRenderer>;
  94979. /** @hidden */
  94980. _masterMesh: Nullable<AbstractMesh>;
  94981. /** @hidden */
  94982. _boundingInfo: Nullable<BoundingInfo>;
  94983. /** @hidden */
  94984. _renderId: number;
  94985. /**
  94986. * Gets or sets the list of subMeshes
  94987. * @see http://doc.babylonjs.com/how_to/multi_materials
  94988. */
  94989. subMeshes: SubMesh[];
  94990. /** @hidden */
  94991. _intersectionsInProgress: AbstractMesh[];
  94992. /** @hidden */
  94993. _unIndexed: boolean;
  94994. /** @hidden */
  94995. _lightSources: Light[];
  94996. /** Gets the list of lights affecting that mesh */
  94997. readonly lightSources: Light[];
  94998. /** @hidden */
  94999. readonly _positions: Nullable<Vector3[]>;
  95000. /** @hidden */
  95001. _waitingData: {
  95002. lods: Nullable<any>;
  95003. actions: Nullable<any>;
  95004. freezeWorldMatrix: Nullable<boolean>;
  95005. };
  95006. /** @hidden */
  95007. _bonesTransformMatrices: Nullable<Float32Array>;
  95008. /** @hidden */
  95009. _transformMatrixTexture: Nullable<RawTexture>;
  95010. /**
  95011. * Gets or sets a skeleton to apply skining transformations
  95012. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  95013. */
  95014. skeleton: Nullable<Skeleton>;
  95015. /**
  95016. * An event triggered when the mesh is rebuilt.
  95017. */
  95018. onRebuildObservable: Observable<AbstractMesh>;
  95019. /**
  95020. * Creates a new AbstractMesh
  95021. * @param name defines the name of the mesh
  95022. * @param scene defines the hosting scene
  95023. */
  95024. constructor(name: string, scene?: Nullable<Scene>);
  95025. /**
  95026. * Returns the string "AbstractMesh"
  95027. * @returns "AbstractMesh"
  95028. */
  95029. getClassName(): string;
  95030. /**
  95031. * Gets a string representation of the current mesh
  95032. * @param fullDetails defines a boolean indicating if full details must be included
  95033. * @returns a string representation of the current mesh
  95034. */
  95035. toString(fullDetails?: boolean): string;
  95036. /**
  95037. * @hidden
  95038. */
  95039. protected _getEffectiveParent(): Nullable<Node>;
  95040. /** @hidden */
  95041. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95042. /** @hidden */
  95043. _rebuild(): void;
  95044. /** @hidden */
  95045. _resyncLightSources(): void;
  95046. /** @hidden */
  95047. _resyncLighSource(light: Light): void;
  95048. /** @hidden */
  95049. _unBindEffect(): void;
  95050. /** @hidden */
  95051. _removeLightSource(light: Light, dispose: boolean): void;
  95052. private _markSubMeshesAsDirty;
  95053. /** @hidden */
  95054. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  95055. /** @hidden */
  95056. _markSubMeshesAsAttributesDirty(): void;
  95057. /** @hidden */
  95058. _markSubMeshesAsMiscDirty(): void;
  95059. /**
  95060. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  95061. */
  95062. scaling: Vector3;
  95063. /**
  95064. * Returns true if the mesh is blocked. Implemented by child classes
  95065. */
  95066. readonly isBlocked: boolean;
  95067. /**
  95068. * Returns the mesh itself by default. Implemented by child classes
  95069. * @param camera defines the camera to use to pick the right LOD level
  95070. * @returns the currentAbstractMesh
  95071. */
  95072. getLOD(camera: Camera): Nullable<AbstractMesh>;
  95073. /**
  95074. * Returns 0 by default. Implemented by child classes
  95075. * @returns an integer
  95076. */
  95077. getTotalVertices(): number;
  95078. /**
  95079. * Returns a positive integer : the total number of indices in this mesh geometry.
  95080. * @returns the numner of indices or zero if the mesh has no geometry.
  95081. */
  95082. getTotalIndices(): number;
  95083. /**
  95084. * Returns null by default. Implemented by child classes
  95085. * @returns null
  95086. */
  95087. getIndices(): Nullable<IndicesArray>;
  95088. /**
  95089. * Returns the array of the requested vertex data kind. Implemented by child classes
  95090. * @param kind defines the vertex data kind to use
  95091. * @returns null
  95092. */
  95093. getVerticesData(kind: string): Nullable<FloatArray>;
  95094. /**
  95095. * Sets the vertex data of the mesh geometry for the requested `kind`.
  95096. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  95097. * Note that a new underlying VertexBuffer object is created each call.
  95098. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  95099. * @param kind defines vertex data kind:
  95100. * * VertexBuffer.PositionKind
  95101. * * VertexBuffer.UVKind
  95102. * * VertexBuffer.UV2Kind
  95103. * * VertexBuffer.UV3Kind
  95104. * * VertexBuffer.UV4Kind
  95105. * * VertexBuffer.UV5Kind
  95106. * * VertexBuffer.UV6Kind
  95107. * * VertexBuffer.ColorKind
  95108. * * VertexBuffer.MatricesIndicesKind
  95109. * * VertexBuffer.MatricesIndicesExtraKind
  95110. * * VertexBuffer.MatricesWeightsKind
  95111. * * VertexBuffer.MatricesWeightsExtraKind
  95112. * @param data defines the data source
  95113. * @param updatable defines if the data must be flagged as updatable (or static)
  95114. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  95115. * @returns the current mesh
  95116. */
  95117. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  95118. /**
  95119. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  95120. * If the mesh has no geometry, it is simply returned as it is.
  95121. * @param kind defines vertex data kind:
  95122. * * VertexBuffer.PositionKind
  95123. * * VertexBuffer.UVKind
  95124. * * VertexBuffer.UV2Kind
  95125. * * VertexBuffer.UV3Kind
  95126. * * VertexBuffer.UV4Kind
  95127. * * VertexBuffer.UV5Kind
  95128. * * VertexBuffer.UV6Kind
  95129. * * VertexBuffer.ColorKind
  95130. * * VertexBuffer.MatricesIndicesKind
  95131. * * VertexBuffer.MatricesIndicesExtraKind
  95132. * * VertexBuffer.MatricesWeightsKind
  95133. * * VertexBuffer.MatricesWeightsExtraKind
  95134. * @param data defines the data source
  95135. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  95136. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  95137. * @returns the current mesh
  95138. */
  95139. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  95140. /**
  95141. * Sets the mesh indices,
  95142. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  95143. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  95144. * @param totalVertices Defines the total number of vertices
  95145. * @returns the current mesh
  95146. */
  95147. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  95148. /**
  95149. * Gets a boolean indicating if specific vertex data is present
  95150. * @param kind defines the vertex data kind to use
  95151. * @returns true is data kind is present
  95152. */
  95153. isVerticesDataPresent(kind: string): boolean;
  95154. /**
  95155. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  95156. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  95157. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  95158. * @returns a BoundingInfo
  95159. */
  95160. getBoundingInfo(): BoundingInfo;
  95161. /**
  95162. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  95163. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  95164. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  95165. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  95166. * @returns the current mesh
  95167. */
  95168. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  95169. /**
  95170. * Overwrite the current bounding info
  95171. * @param boundingInfo defines the new bounding info
  95172. * @returns the current mesh
  95173. */
  95174. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  95175. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  95176. readonly useBones: boolean;
  95177. /** @hidden */
  95178. _preActivate(): void;
  95179. /** @hidden */
  95180. _preActivateForIntermediateRendering(renderId: number): void;
  95181. /** @hidden */
  95182. _activate(renderId: number, intermediateRendering: boolean): boolean;
  95183. /** @hidden */
  95184. _postActivate(): void;
  95185. /** @hidden */
  95186. _freeze(): void;
  95187. /** @hidden */
  95188. _unFreeze(): void;
  95189. /**
  95190. * Gets the current world matrix
  95191. * @returns a Matrix
  95192. */
  95193. getWorldMatrix(): Matrix;
  95194. /** @hidden */
  95195. _getWorldMatrixDeterminant(): number;
  95196. /**
  95197. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  95198. */
  95199. readonly isAnInstance: boolean;
  95200. /**
  95201. * Gets a boolean indicating if this mesh has instances
  95202. */
  95203. readonly hasInstances: boolean;
  95204. /**
  95205. * Perform relative position change from the point of view of behind the front of the mesh.
  95206. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95207. * Supports definition of mesh facing forward or backward
  95208. * @param amountRight defines the distance on the right axis
  95209. * @param amountUp defines the distance on the up axis
  95210. * @param amountForward defines the distance on the forward axis
  95211. * @returns the current mesh
  95212. */
  95213. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95214. /**
  95215. * Calculate relative position change from the point of view of behind the front of the mesh.
  95216. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95217. * Supports definition of mesh facing forward or backward
  95218. * @param amountRight defines the distance on the right axis
  95219. * @param amountUp defines the distance on the up axis
  95220. * @param amountForward defines the distance on the forward axis
  95221. * @returns the new displacement vector
  95222. */
  95223. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95224. /**
  95225. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95226. * Supports definition of mesh facing forward or backward
  95227. * @param flipBack defines the flip
  95228. * @param twirlClockwise defines the twirl
  95229. * @param tiltRight defines the tilt
  95230. * @returns the current mesh
  95231. */
  95232. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95233. /**
  95234. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95235. * Supports definition of mesh facing forward or backward.
  95236. * @param flipBack defines the flip
  95237. * @param twirlClockwise defines the twirl
  95238. * @param tiltRight defines the tilt
  95239. * @returns the new rotation vector
  95240. */
  95241. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95242. /**
  95243. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95244. * This means the mesh underlying bounding box and sphere are recomputed.
  95245. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95246. * @returns the current mesh
  95247. */
  95248. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95249. /** @hidden */
  95250. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95251. /** @hidden */
  95252. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95253. /** @hidden */
  95254. _updateBoundingInfo(): AbstractMesh;
  95255. /** @hidden */
  95256. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95257. /** @hidden */
  95258. protected _afterComputeWorldMatrix(): void;
  95259. /** @hidden */
  95260. readonly _effectiveMesh: AbstractMesh;
  95261. /**
  95262. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95263. * A mesh is in the frustum if its bounding box intersects the frustum
  95264. * @param frustumPlanes defines the frustum to test
  95265. * @returns true if the mesh is in the frustum planes
  95266. */
  95267. isInFrustum(frustumPlanes: Plane[]): boolean;
  95268. /**
  95269. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95270. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95271. * @param frustumPlanes defines the frustum to test
  95272. * @returns true if the mesh is completely in the frustum planes
  95273. */
  95274. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95275. /**
  95276. * True if the mesh intersects another mesh or a SolidParticle object
  95277. * @param mesh defines a target mesh or SolidParticle to test
  95278. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  95279. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95280. * @returns true if there is an intersection
  95281. */
  95282. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95283. /**
  95284. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95285. * @param point defines the point to test
  95286. * @returns true if there is an intersection
  95287. */
  95288. intersectsPoint(point: Vector3): boolean;
  95289. /**
  95290. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95291. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95292. */
  95293. checkCollisions: boolean;
  95294. /**
  95295. * Gets Collider object used to compute collisions (not physics)
  95296. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95297. */
  95298. readonly collider: Nullable<Collider>;
  95299. /**
  95300. * Move the mesh using collision engine
  95301. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95302. * @param displacement defines the requested displacement vector
  95303. * @returns the current mesh
  95304. */
  95305. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95306. private _onCollisionPositionChange;
  95307. /** @hidden */
  95308. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95309. /** @hidden */
  95310. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95311. /** @hidden */
  95312. _checkCollision(collider: Collider): AbstractMesh;
  95313. /** @hidden */
  95314. _generatePointsArray(): boolean;
  95315. /**
  95316. * Checks if the passed Ray intersects with the mesh
  95317. * @param ray defines the ray to use
  95318. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95319. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95320. * @returns the picking info
  95321. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95322. */
  95323. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95324. /**
  95325. * Clones the current mesh
  95326. * @param name defines the mesh name
  95327. * @param newParent defines the new mesh parent
  95328. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95329. * @returns the new mesh
  95330. */
  95331. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95332. /**
  95333. * Disposes all the submeshes of the current meshnp
  95334. * @returns the current mesh
  95335. */
  95336. releaseSubMeshes(): AbstractMesh;
  95337. /**
  95338. * Releases resources associated with this abstract mesh.
  95339. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95340. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95341. */
  95342. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95343. /**
  95344. * Adds the passed mesh as a child to the current mesh
  95345. * @param mesh defines the child mesh
  95346. * @returns the current mesh
  95347. */
  95348. addChild(mesh: AbstractMesh): AbstractMesh;
  95349. /**
  95350. * Removes the passed mesh from the current mesh children list
  95351. * @param mesh defines the child mesh
  95352. * @returns the current mesh
  95353. */
  95354. removeChild(mesh: AbstractMesh): AbstractMesh;
  95355. /** @hidden */
  95356. private _initFacetData;
  95357. /**
  95358. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95359. * This method can be called within the render loop.
  95360. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  95361. * @returns the current mesh
  95362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95363. */
  95364. updateFacetData(): AbstractMesh;
  95365. /**
  95366. * Returns the facetLocalNormals array.
  95367. * The normals are expressed in the mesh local spac
  95368. * @returns an array of Vector3
  95369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95370. */
  95371. getFacetLocalNormals(): Vector3[];
  95372. /**
  95373. * Returns the facetLocalPositions array.
  95374. * The facet positions are expressed in the mesh local space
  95375. * @returns an array of Vector3
  95376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95377. */
  95378. getFacetLocalPositions(): Vector3[];
  95379. /**
  95380. * Returns the facetLocalPartioning array
  95381. * @returns an array of array of numbers
  95382. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95383. */
  95384. getFacetLocalPartitioning(): number[][];
  95385. /**
  95386. * Returns the i-th facet position in the world system.
  95387. * This method allocates a new Vector3 per call
  95388. * @param i defines the facet index
  95389. * @returns a new Vector3
  95390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95391. */
  95392. getFacetPosition(i: number): Vector3;
  95393. /**
  95394. * Sets the reference Vector3 with the i-th facet position in the world system
  95395. * @param i defines the facet index
  95396. * @param ref defines the target vector
  95397. * @returns the current mesh
  95398. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95399. */
  95400. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95401. /**
  95402. * Returns the i-th facet normal in the world system.
  95403. * This method allocates a new Vector3 per call
  95404. * @param i defines the facet index
  95405. * @returns a new Vector3
  95406. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95407. */
  95408. getFacetNormal(i: number): Vector3;
  95409. /**
  95410. * Sets the reference Vector3 with the i-th facet normal in the world system
  95411. * @param i defines the facet index
  95412. * @param ref defines the target vector
  95413. * @returns the current mesh
  95414. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95415. */
  95416. getFacetNormalToRef(i: number, ref: Vector3): this;
  95417. /**
  95418. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  95419. * @param x defines x coordinate
  95420. * @param y defines y coordinate
  95421. * @param z defines z coordinate
  95422. * @returns the array of facet indexes
  95423. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95424. */
  95425. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95426. /**
  95427. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95428. * @param projected sets as the (x,y,z) world projection on the facet
  95429. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  95430. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  95431. * @param x defines x coordinate
  95432. * @param y defines y coordinate
  95433. * @param z defines z coordinate
  95434. * @returns the face index if found (or null instead)
  95435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95436. */
  95437. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95438. /**
  95439. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95440. * @param projected sets as the (x,y,z) local projection on the facet
  95441. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  95442. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  95443. * @param x defines x coordinate
  95444. * @param y defines y coordinate
  95445. * @param z defines z coordinate
  95446. * @returns the face index if found (or null instead)
  95447. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95448. */
  95449. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95450. /**
  95451. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95452. * @returns the parameters
  95453. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95454. */
  95455. getFacetDataParameters(): any;
  95456. /**
  95457. * Disables the feature FacetData and frees the related memory
  95458. * @returns the current mesh
  95459. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95460. */
  95461. disableFacetData(): AbstractMesh;
  95462. /**
  95463. * Updates the AbstractMesh indices array
  95464. * @param indices defines the data source
  95465. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95466. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  95467. * @returns the current mesh
  95468. */
  95469. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95470. /**
  95471. * Creates new normals data for the mesh
  95472. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95473. * @returns the current mesh
  95474. */
  95475. createNormals(updatable: boolean): AbstractMesh;
  95476. /**
  95477. * Align the mesh with a normal
  95478. * @param normal defines the normal to use
  95479. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95480. * @returns the current mesh
  95481. */
  95482. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95483. /** @hidden */
  95484. _checkOcclusionQuery(): boolean;
  95485. /**
  95486. * Disables the mesh edge rendering mode
  95487. * @returns the currentAbstractMesh
  95488. */
  95489. disableEdgesRendering(): AbstractMesh;
  95490. /**
  95491. * Enables the edge rendering mode on the mesh.
  95492. * This mode makes the mesh edges visible
  95493. * @param epsilon defines the maximal distance between two angles to detect a face
  95494. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95495. * @returns the currentAbstractMesh
  95496. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95497. */
  95498. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95499. }
  95500. }
  95501. declare module BABYLON {
  95502. /**
  95503. * Interface used to define ActionEvent
  95504. */
  95505. export interface IActionEvent {
  95506. /** The mesh or sprite that triggered the action */
  95507. source: any;
  95508. /** The X mouse cursor position at the time of the event */
  95509. pointerX: number;
  95510. /** The Y mouse cursor position at the time of the event */
  95511. pointerY: number;
  95512. /** The mesh that is currently pointed at (can be null) */
  95513. meshUnderPointer: Nullable<AbstractMesh>;
  95514. /** the original (browser) event that triggered the ActionEvent */
  95515. sourceEvent?: any;
  95516. /** additional data for the event */
  95517. additionalData?: any;
  95518. }
  95519. /**
  95520. * ActionEvent is the event being sent when an action is triggered.
  95521. */
  95522. export class ActionEvent implements IActionEvent {
  95523. /** The mesh or sprite that triggered the action */
  95524. source: any;
  95525. /** The X mouse cursor position at the time of the event */
  95526. pointerX: number;
  95527. /** The Y mouse cursor position at the time of the event */
  95528. pointerY: number;
  95529. /** The mesh that is currently pointed at (can be null) */
  95530. meshUnderPointer: Nullable<AbstractMesh>;
  95531. /** the original (browser) event that triggered the ActionEvent */
  95532. sourceEvent?: any;
  95533. /** additional data for the event */
  95534. additionalData?: any;
  95535. /**
  95536. * Creates a new ActionEvent
  95537. * @param source The mesh or sprite that triggered the action
  95538. * @param pointerX The X mouse cursor position at the time of the event
  95539. * @param pointerY The Y mouse cursor position at the time of the event
  95540. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95541. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95542. * @param additionalData additional data for the event
  95543. */
  95544. constructor(
  95545. /** The mesh or sprite that triggered the action */
  95546. source: any,
  95547. /** The X mouse cursor position at the time of the event */
  95548. pointerX: number,
  95549. /** The Y mouse cursor position at the time of the event */
  95550. pointerY: number,
  95551. /** The mesh that is currently pointed at (can be null) */
  95552. meshUnderPointer: Nullable<AbstractMesh>,
  95553. /** the original (browser) event that triggered the ActionEvent */
  95554. sourceEvent?: any,
  95555. /** additional data for the event */
  95556. additionalData?: any);
  95557. /**
  95558. * Helper function to auto-create an ActionEvent from a source mesh.
  95559. * @param source The source mesh that triggered the event
  95560. * @param evt The original (browser) event
  95561. * @param additionalData additional data for the event
  95562. * @returns the new ActionEvent
  95563. */
  95564. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95565. /**
  95566. * Helper function to auto-create an ActionEvent from a source sprite
  95567. * @param source The source sprite that triggered the event
  95568. * @param scene Scene associated with the sprite
  95569. * @param evt The original (browser) event
  95570. * @param additionalData additional data for the event
  95571. * @returns the new ActionEvent
  95572. */
  95573. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95574. /**
  95575. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95576. * @param scene the scene where the event occurred
  95577. * @param evt The original (browser) event
  95578. * @returns the new ActionEvent
  95579. */
  95580. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95581. /**
  95582. * Helper function to auto-create an ActionEvent from a primitive
  95583. * @param prim defines the target primitive
  95584. * @param pointerPos defines the pointer position
  95585. * @param evt The original (browser) event
  95586. * @param additionalData additional data for the event
  95587. * @returns the new ActionEvent
  95588. */
  95589. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95590. }
  95591. }
  95592. declare module BABYLON {
  95593. /**
  95594. * Abstract class used to decouple action Manager from scene and meshes.
  95595. * Do not instantiate.
  95596. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95597. */
  95598. export abstract class AbstractActionManager implements IDisposable {
  95599. /** Gets the list of active triggers */
  95600. static Triggers: {
  95601. [key: string]: number;
  95602. };
  95603. /** Gets the cursor to use when hovering items */
  95604. hoverCursor: string;
  95605. /** Gets the list of actions */
  95606. actions: IAction[];
  95607. /**
  95608. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95609. */
  95610. isRecursive: boolean;
  95611. /**
  95612. * Releases all associated resources
  95613. */
  95614. abstract dispose(): void;
  95615. /**
  95616. * Does this action manager has pointer triggers
  95617. */
  95618. abstract readonly hasPointerTriggers: boolean;
  95619. /**
  95620. * Does this action manager has pick triggers
  95621. */
  95622. abstract readonly hasPickTriggers: boolean;
  95623. /**
  95624. * Process a specific trigger
  95625. * @param trigger defines the trigger to process
  95626. * @param evt defines the event details to be processed
  95627. */
  95628. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95629. /**
  95630. * Does this action manager handles actions of any of the given triggers
  95631. * @param triggers defines the triggers to be tested
  95632. * @return a boolean indicating whether one (or more) of the triggers is handled
  95633. */
  95634. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95635. /**
  95636. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95637. * speed.
  95638. * @param triggerA defines the trigger to be tested
  95639. * @param triggerB defines the trigger to be tested
  95640. * @return a boolean indicating whether one (or more) of the triggers is handled
  95641. */
  95642. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95643. /**
  95644. * Does this action manager handles actions of a given trigger
  95645. * @param trigger defines the trigger to be tested
  95646. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95647. * @return whether the trigger is handled
  95648. */
  95649. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95650. /**
  95651. * Serialize this manager to a JSON object
  95652. * @param name defines the property name to store this manager
  95653. * @returns a JSON representation of this manager
  95654. */
  95655. abstract serialize(name: string): any;
  95656. /**
  95657. * Registers an action to this action manager
  95658. * @param action defines the action to be registered
  95659. * @return the action amended (prepared) after registration
  95660. */
  95661. abstract registerAction(action: IAction): Nullable<IAction>;
  95662. /**
  95663. * Unregisters an action to this action manager
  95664. * @param action defines the action to be unregistered
  95665. * @return a boolean indicating whether the action has been unregistered
  95666. */
  95667. abstract unregisterAction(action: IAction): Boolean;
  95668. /**
  95669. * Does exist one action manager with at least one trigger
  95670. **/
  95671. static readonly HasTriggers: boolean;
  95672. /**
  95673. * Does exist one action manager with at least one pick trigger
  95674. **/
  95675. static readonly HasPickTriggers: boolean;
  95676. /**
  95677. * Does exist one action manager that handles actions of a given trigger
  95678. * @param trigger defines the trigger to be tested
  95679. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95680. **/
  95681. static HasSpecificTrigger(trigger: number): boolean;
  95682. }
  95683. }
  95684. declare module BABYLON {
  95685. /**
  95686. * Defines how a node can be built from a string name.
  95687. */
  95688. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95689. /**
  95690. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95691. */
  95692. export class Node implements IBehaviorAware<Node> {
  95693. /** @hidden */
  95694. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95695. private static _NodeConstructors;
  95696. /**
  95697. * Add a new node constructor
  95698. * @param type defines the type name of the node to construct
  95699. * @param constructorFunc defines the constructor function
  95700. */
  95701. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95702. /**
  95703. * Returns a node constructor based on type name
  95704. * @param type defines the type name
  95705. * @param name defines the new node name
  95706. * @param scene defines the hosting scene
  95707. * @param options defines optional options to transmit to constructors
  95708. * @returns the new constructor or null
  95709. */
  95710. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95711. /**
  95712. * Gets or sets the name of the node
  95713. */
  95714. name: string;
  95715. /**
  95716. * Gets or sets the id of the node
  95717. */
  95718. id: string;
  95719. /**
  95720. * Gets or sets the unique id of the node
  95721. */
  95722. uniqueId: number;
  95723. /**
  95724. * Gets or sets a string used to store user defined state for the node
  95725. */
  95726. state: string;
  95727. /**
  95728. * Gets or sets an object used to store user defined information for the node
  95729. */
  95730. metadata: any;
  95731. /**
  95732. * For internal use only. Please do not use.
  95733. */
  95734. reservedDataStore: any;
  95735. /**
  95736. * List of inspectable custom properties (used by the Inspector)
  95737. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95738. */
  95739. inspectableCustomProperties: IInspectable[];
  95740. private _doNotSerialize;
  95741. /**
  95742. * Gets or sets a boolean used to define if the node must be serialized
  95743. */
  95744. doNotSerialize: boolean;
  95745. /** @hidden */
  95746. _isDisposed: boolean;
  95747. /**
  95748. * Gets a list of Animations associated with the node
  95749. */
  95750. animations: Animation[];
  95751. protected _ranges: {
  95752. [name: string]: Nullable<AnimationRange>;
  95753. };
  95754. /**
  95755. * Callback raised when the node is ready to be used
  95756. */
  95757. onReady: Nullable<(node: Node) => void>;
  95758. private _isEnabled;
  95759. private _isParentEnabled;
  95760. private _isReady;
  95761. /** @hidden */
  95762. _currentRenderId: number;
  95763. private _parentUpdateId;
  95764. /** @hidden */
  95765. _childUpdateId: number;
  95766. /** @hidden */
  95767. _waitingParentId: Nullable<string>;
  95768. /** @hidden */
  95769. _scene: Scene;
  95770. /** @hidden */
  95771. _cache: any;
  95772. private _parentNode;
  95773. private _children;
  95774. /** @hidden */
  95775. _worldMatrix: Matrix;
  95776. /** @hidden */
  95777. _worldMatrixDeterminant: number;
  95778. /** @hidden */
  95779. _worldMatrixDeterminantIsDirty: boolean;
  95780. /** @hidden */
  95781. private _sceneRootNodesIndex;
  95782. /**
  95783. * Gets a boolean indicating if the node has been disposed
  95784. * @returns true if the node was disposed
  95785. */
  95786. isDisposed(): boolean;
  95787. /**
  95788. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95789. * @see https://doc.babylonjs.com/how_to/parenting
  95790. */
  95791. parent: Nullable<Node>;
  95792. /** @hidden */
  95793. _addToSceneRootNodes(): void;
  95794. /** @hidden */
  95795. _removeFromSceneRootNodes(): void;
  95796. private _animationPropertiesOverride;
  95797. /**
  95798. * Gets or sets the animation properties override
  95799. */
  95800. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95801. /**
  95802. * Gets a string idenfifying the name of the class
  95803. * @returns "Node" string
  95804. */
  95805. getClassName(): string;
  95806. /** @hidden */
  95807. readonly _isNode: boolean;
  95808. /**
  95809. * An event triggered when the mesh is disposed
  95810. */
  95811. onDisposeObservable: Observable<Node>;
  95812. private _onDisposeObserver;
  95813. /**
  95814. * Sets a callback that will be raised when the node will be disposed
  95815. */
  95816. onDispose: () => void;
  95817. /**
  95818. * Creates a new Node
  95819. * @param name the name and id to be given to this node
  95820. * @param scene the scene this node will be added to
  95821. */
  95822. constructor(name: string, scene?: Nullable<Scene>);
  95823. /**
  95824. * Gets the scene of the node
  95825. * @returns a scene
  95826. */
  95827. getScene(): Scene;
  95828. /**
  95829. * Gets the engine of the node
  95830. * @returns a Engine
  95831. */
  95832. getEngine(): Engine;
  95833. private _behaviors;
  95834. /**
  95835. * Attach a behavior to the node
  95836. * @see http://doc.babylonjs.com/features/behaviour
  95837. * @param behavior defines the behavior to attach
  95838. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95839. * @returns the current Node
  95840. */
  95841. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95842. /**
  95843. * Remove an attached behavior
  95844. * @see http://doc.babylonjs.com/features/behaviour
  95845. * @param behavior defines the behavior to attach
  95846. * @returns the current Node
  95847. */
  95848. removeBehavior(behavior: Behavior<Node>): Node;
  95849. /**
  95850. * Gets the list of attached behaviors
  95851. * @see http://doc.babylonjs.com/features/behaviour
  95852. */
  95853. readonly behaviors: Behavior<Node>[];
  95854. /**
  95855. * Gets an attached behavior by name
  95856. * @param name defines the name of the behavior to look for
  95857. * @see http://doc.babylonjs.com/features/behaviour
  95858. * @returns null if behavior was not found else the requested behavior
  95859. */
  95860. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95861. /**
  95862. * Returns the latest update of the World matrix
  95863. * @returns a Matrix
  95864. */
  95865. getWorldMatrix(): Matrix;
  95866. /** @hidden */
  95867. _getWorldMatrixDeterminant(): number;
  95868. /**
  95869. * Returns directly the latest state of the mesh World matrix.
  95870. * A Matrix is returned.
  95871. */
  95872. readonly worldMatrixFromCache: Matrix;
  95873. /** @hidden */
  95874. _initCache(): void;
  95875. /** @hidden */
  95876. updateCache(force?: boolean): void;
  95877. /** @hidden */
  95878. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95879. /** @hidden */
  95880. _updateCache(ignoreParentClass?: boolean): void;
  95881. /** @hidden */
  95882. _isSynchronized(): boolean;
  95883. /** @hidden */
  95884. _markSyncedWithParent(): void;
  95885. /** @hidden */
  95886. isSynchronizedWithParent(): boolean;
  95887. /** @hidden */
  95888. isSynchronized(): boolean;
  95889. /**
  95890. * Is this node ready to be used/rendered
  95891. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95892. * @return true if the node is ready
  95893. */
  95894. isReady(completeCheck?: boolean): boolean;
  95895. /**
  95896. * Is this node enabled?
  95897. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  95898. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  95899. * @return whether this node (and its parent) is enabled
  95900. */
  95901. isEnabled(checkAncestors?: boolean): boolean;
  95902. /** @hidden */
  95903. protected _syncParentEnabledState(): void;
  95904. /**
  95905. * Set the enabled state of this node
  95906. * @param value defines the new enabled state
  95907. */
  95908. setEnabled(value: boolean): void;
  95909. /**
  95910. * Is this node a descendant of the given node?
  95911. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95912. * @param ancestor defines the parent node to inspect
  95913. * @returns a boolean indicating if this node is a descendant of the given node
  95914. */
  95915. isDescendantOf(ancestor: Node): boolean;
  95916. /** @hidden */
  95917. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95918. /**
  95919. * Will return all nodes that have this node as ascendant
  95920. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  95921. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95922. * @return all children nodes of all types
  95923. */
  95924. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95925. /**
  95926. * Get all child-meshes of this node
  95927. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  95928. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95929. * @returns an array of AbstractMesh
  95930. */
  95931. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95932. /**
  95933. * Get all direct children of this node
  95934. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95935. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  95936. * @returns an array of Node
  95937. */
  95938. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95939. /** @hidden */
  95940. _setReady(state: boolean): void;
  95941. /**
  95942. * Get an animation by name
  95943. * @param name defines the name of the animation to look for
  95944. * @returns null if not found else the requested animation
  95945. */
  95946. getAnimationByName(name: string): Nullable<Animation>;
  95947. /**
  95948. * Creates an animation range for this node
  95949. * @param name defines the name of the range
  95950. * @param from defines the starting key
  95951. * @param to defines the end key
  95952. */
  95953. createAnimationRange(name: string, from: number, to: number): void;
  95954. /**
  95955. * Delete a specific animation range
  95956. * @param name defines the name of the range to delete
  95957. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95958. */
  95959. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95960. /**
  95961. * Get an animation range by name
  95962. * @param name defines the name of the animation range to look for
  95963. * @returns null if not found else the requested animation range
  95964. */
  95965. getAnimationRange(name: string): Nullable<AnimationRange>;
  95966. /**
  95967. * Gets the list of all animation ranges defined on this node
  95968. * @returns an array
  95969. */
  95970. getAnimationRanges(): Nullable<AnimationRange>[];
  95971. /**
  95972. * Will start the animation sequence
  95973. * @param name defines the range frames for animation sequence
  95974. * @param loop defines if the animation should loop (false by default)
  95975. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95976. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95977. * @returns the object created for this animation. If range does not exist, it will return null
  95978. */
  95979. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95980. /**
  95981. * Serialize animation ranges into a JSON compatible object
  95982. * @returns serialization object
  95983. */
  95984. serializeAnimationRanges(): any;
  95985. /**
  95986. * Computes the world matrix of the node
  95987. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95988. * @returns the world matrix
  95989. */
  95990. computeWorldMatrix(force?: boolean): Matrix;
  95991. /**
  95992. * Releases resources associated with this node.
  95993. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95994. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95995. */
  95996. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95997. /**
  95998. * Parse animation range data from a serialization object and store them into a given node
  95999. * @param node defines where to store the animation ranges
  96000. * @param parsedNode defines the serialization object to read data from
  96001. * @param scene defines the hosting scene
  96002. */
  96003. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  96004. /**
  96005. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  96006. * @param includeDescendants Include bounding info from descendants as well (true by default)
  96007. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  96008. * @returns the new bounding vectors
  96009. */
  96010. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  96011. min: Vector3;
  96012. max: Vector3;
  96013. };
  96014. }
  96015. }
  96016. declare module BABYLON {
  96017. /**
  96018. * @hidden
  96019. */
  96020. export class _IAnimationState {
  96021. key: number;
  96022. repeatCount: number;
  96023. workValue?: any;
  96024. loopMode?: number;
  96025. offsetValue?: any;
  96026. highLimitValue?: any;
  96027. }
  96028. /**
  96029. * Class used to store any kind of animation
  96030. */
  96031. export class Animation {
  96032. /**Name of the animation */
  96033. name: string;
  96034. /**Property to animate */
  96035. targetProperty: string;
  96036. /**The frames per second of the animation */
  96037. framePerSecond: number;
  96038. /**The data type of the animation */
  96039. dataType: number;
  96040. /**The loop mode of the animation */
  96041. loopMode?: number | undefined;
  96042. /**Specifies if blending should be enabled */
  96043. enableBlending?: boolean | undefined;
  96044. /**
  96045. * Use matrix interpolation instead of using direct key value when animating matrices
  96046. */
  96047. static AllowMatricesInterpolation: boolean;
  96048. /**
  96049. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  96050. */
  96051. static AllowMatrixDecomposeForInterpolation: boolean;
  96052. /**
  96053. * Stores the key frames of the animation
  96054. */
  96055. private _keys;
  96056. /**
  96057. * Stores the easing function of the animation
  96058. */
  96059. private _easingFunction;
  96060. /**
  96061. * @hidden Internal use only
  96062. */
  96063. _runtimeAnimations: RuntimeAnimation[];
  96064. /**
  96065. * The set of event that will be linked to this animation
  96066. */
  96067. private _events;
  96068. /**
  96069. * Stores an array of target property paths
  96070. */
  96071. targetPropertyPath: string[];
  96072. /**
  96073. * Stores the blending speed of the animation
  96074. */
  96075. blendingSpeed: number;
  96076. /**
  96077. * Stores the animation ranges for the animation
  96078. */
  96079. private _ranges;
  96080. /**
  96081. * @hidden Internal use
  96082. */
  96083. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  96084. /**
  96085. * Sets up an animation
  96086. * @param property The property to animate
  96087. * @param animationType The animation type to apply
  96088. * @param framePerSecond The frames per second of the animation
  96089. * @param easingFunction The easing function used in the animation
  96090. * @returns The created animation
  96091. */
  96092. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  96093. /**
  96094. * Create and start an animation on a node
  96095. * @param name defines the name of the global animation that will be run on all nodes
  96096. * @param node defines the root node where the animation will take place
  96097. * @param targetProperty defines property to animate
  96098. * @param framePerSecond defines the number of frame per second yo use
  96099. * @param totalFrame defines the number of frames in total
  96100. * @param from defines the initial value
  96101. * @param to defines the final value
  96102. * @param loopMode defines which loop mode you want to use (off by default)
  96103. * @param easingFunction defines the easing function to use (linear by default)
  96104. * @param onAnimationEnd defines the callback to call when animation end
  96105. * @returns the animatable created for this animation
  96106. */
  96107. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96108. /**
  96109. * Create and start an animation on a node and its descendants
  96110. * @param name defines the name of the global animation that will be run on all nodes
  96111. * @param node defines the root node where the animation will take place
  96112. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  96113. * @param targetProperty defines property to animate
  96114. * @param framePerSecond defines the number of frame per second to use
  96115. * @param totalFrame defines the number of frames in total
  96116. * @param from defines the initial value
  96117. * @param to defines the final value
  96118. * @param loopMode defines which loop mode you want to use (off by default)
  96119. * @param easingFunction defines the easing function to use (linear by default)
  96120. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  96121. * @returns the list of animatables created for all nodes
  96122. * @example https://www.babylonjs-playground.com/#MH0VLI
  96123. */
  96124. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  96125. /**
  96126. * Creates a new animation, merges it with the existing animations and starts it
  96127. * @param name Name of the animation
  96128. * @param node Node which contains the scene that begins the animations
  96129. * @param targetProperty Specifies which property to animate
  96130. * @param framePerSecond The frames per second of the animation
  96131. * @param totalFrame The total number of frames
  96132. * @param from The frame at the beginning of the animation
  96133. * @param to The frame at the end of the animation
  96134. * @param loopMode Specifies the loop mode of the animation
  96135. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  96136. * @param onAnimationEnd Callback to run once the animation is complete
  96137. * @returns Nullable animation
  96138. */
  96139. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96140. /**
  96141. * Transition property of an host to the target Value
  96142. * @param property The property to transition
  96143. * @param targetValue The target Value of the property
  96144. * @param host The object where the property to animate belongs
  96145. * @param scene Scene used to run the animation
  96146. * @param frameRate Framerate (in frame/s) to use
  96147. * @param transition The transition type we want to use
  96148. * @param duration The duration of the animation, in milliseconds
  96149. * @param onAnimationEnd Callback trigger at the end of the animation
  96150. * @returns Nullable animation
  96151. */
  96152. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  96153. /**
  96154. * Return the array of runtime animations currently using this animation
  96155. */
  96156. readonly runtimeAnimations: RuntimeAnimation[];
  96157. /**
  96158. * Specifies if any of the runtime animations are currently running
  96159. */
  96160. readonly hasRunningRuntimeAnimations: boolean;
  96161. /**
  96162. * Initializes the animation
  96163. * @param name Name of the animation
  96164. * @param targetProperty Property to animate
  96165. * @param framePerSecond The frames per second of the animation
  96166. * @param dataType The data type of the animation
  96167. * @param loopMode The loop mode of the animation
  96168. * @param enableBlending Specifies if blending should be enabled
  96169. */
  96170. constructor(
  96171. /**Name of the animation */
  96172. name: string,
  96173. /**Property to animate */
  96174. targetProperty: string,
  96175. /**The frames per second of the animation */
  96176. framePerSecond: number,
  96177. /**The data type of the animation */
  96178. dataType: number,
  96179. /**The loop mode of the animation */
  96180. loopMode?: number | undefined,
  96181. /**Specifies if blending should be enabled */
  96182. enableBlending?: boolean | undefined);
  96183. /**
  96184. * Converts the animation to a string
  96185. * @param fullDetails support for multiple levels of logging within scene loading
  96186. * @returns String form of the animation
  96187. */
  96188. toString(fullDetails?: boolean): string;
  96189. /**
  96190. * Add an event to this animation
  96191. * @param event Event to add
  96192. */
  96193. addEvent(event: AnimationEvent): void;
  96194. /**
  96195. * Remove all events found at the given frame
  96196. * @param frame The frame to remove events from
  96197. */
  96198. removeEvents(frame: number): void;
  96199. /**
  96200. * Retrieves all the events from the animation
  96201. * @returns Events from the animation
  96202. */
  96203. getEvents(): AnimationEvent[];
  96204. /**
  96205. * Creates an animation range
  96206. * @param name Name of the animation range
  96207. * @param from Starting frame of the animation range
  96208. * @param to Ending frame of the animation
  96209. */
  96210. createRange(name: string, from: number, to: number): void;
  96211. /**
  96212. * Deletes an animation range by name
  96213. * @param name Name of the animation range to delete
  96214. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96215. */
  96216. deleteRange(name: string, deleteFrames?: boolean): void;
  96217. /**
  96218. * Gets the animation range by name, or null if not defined
  96219. * @param name Name of the animation range
  96220. * @returns Nullable animation range
  96221. */
  96222. getRange(name: string): Nullable<AnimationRange>;
  96223. /**
  96224. * Gets the key frames from the animation
  96225. * @returns The key frames of the animation
  96226. */
  96227. getKeys(): Array<IAnimationKey>;
  96228. /**
  96229. * Gets the highest frame rate of the animation
  96230. * @returns Highest frame rate of the animation
  96231. */
  96232. getHighestFrame(): number;
  96233. /**
  96234. * Gets the easing function of the animation
  96235. * @returns Easing function of the animation
  96236. */
  96237. getEasingFunction(): IEasingFunction;
  96238. /**
  96239. * Sets the easing function of the animation
  96240. * @param easingFunction A custom mathematical formula for animation
  96241. */
  96242. setEasingFunction(easingFunction: EasingFunction): void;
  96243. /**
  96244. * Interpolates a scalar linearly
  96245. * @param startValue Start value of the animation curve
  96246. * @param endValue End value of the animation curve
  96247. * @param gradient Scalar amount to interpolate
  96248. * @returns Interpolated scalar value
  96249. */
  96250. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96251. /**
  96252. * Interpolates a scalar cubically
  96253. * @param startValue Start value of the animation curve
  96254. * @param outTangent End tangent of the animation
  96255. * @param endValue End value of the animation curve
  96256. * @param inTangent Start tangent of the animation curve
  96257. * @param gradient Scalar amount to interpolate
  96258. * @returns Interpolated scalar value
  96259. */
  96260. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96261. /**
  96262. * Interpolates a quaternion using a spherical linear interpolation
  96263. * @param startValue Start value of the animation curve
  96264. * @param endValue End value of the animation curve
  96265. * @param gradient Scalar amount to interpolate
  96266. * @returns Interpolated quaternion value
  96267. */
  96268. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96269. /**
  96270. * Interpolates a quaternion cubically
  96271. * @param startValue Start value of the animation curve
  96272. * @param outTangent End tangent of the animation curve
  96273. * @param endValue End value of the animation curve
  96274. * @param inTangent Start tangent of the animation curve
  96275. * @param gradient Scalar amount to interpolate
  96276. * @returns Interpolated quaternion value
  96277. */
  96278. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96279. /**
  96280. * Interpolates a Vector3 linearl
  96281. * @param startValue Start value of the animation curve
  96282. * @param endValue End value of the animation curve
  96283. * @param gradient Scalar amount to interpolate
  96284. * @returns Interpolated scalar value
  96285. */
  96286. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96287. /**
  96288. * Interpolates a Vector3 cubically
  96289. * @param startValue Start value of the animation curve
  96290. * @param outTangent End tangent of the animation
  96291. * @param endValue End value of the animation curve
  96292. * @param inTangent Start tangent of the animation curve
  96293. * @param gradient Scalar amount to interpolate
  96294. * @returns InterpolatedVector3 value
  96295. */
  96296. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96297. /**
  96298. * Interpolates a Vector2 linearly
  96299. * @param startValue Start value of the animation curve
  96300. * @param endValue End value of the animation curve
  96301. * @param gradient Scalar amount to interpolate
  96302. * @returns Interpolated Vector2 value
  96303. */
  96304. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96305. /**
  96306. * Interpolates a Vector2 cubically
  96307. * @param startValue Start value of the animation curve
  96308. * @param outTangent End tangent of the animation
  96309. * @param endValue End value of the animation curve
  96310. * @param inTangent Start tangent of the animation curve
  96311. * @param gradient Scalar amount to interpolate
  96312. * @returns Interpolated Vector2 value
  96313. */
  96314. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96315. /**
  96316. * Interpolates a size linearly
  96317. * @param startValue Start value of the animation curve
  96318. * @param endValue End value of the animation curve
  96319. * @param gradient Scalar amount to interpolate
  96320. * @returns Interpolated Size value
  96321. */
  96322. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96323. /**
  96324. * Interpolates a Color3 linearly
  96325. * @param startValue Start value of the animation curve
  96326. * @param endValue End value of the animation curve
  96327. * @param gradient Scalar amount to interpolate
  96328. * @returns Interpolated Color3 value
  96329. */
  96330. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96331. /**
  96332. * Interpolates a Color4 linearly
  96333. * @param startValue Start value of the animation curve
  96334. * @param endValue End value of the animation curve
  96335. * @param gradient Scalar amount to interpolate
  96336. * @returns Interpolated Color3 value
  96337. */
  96338. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96339. /**
  96340. * @hidden Internal use only
  96341. */
  96342. _getKeyValue(value: any): any;
  96343. /**
  96344. * @hidden Internal use only
  96345. */
  96346. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96347. /**
  96348. * Defines the function to use to interpolate matrices
  96349. * @param startValue defines the start matrix
  96350. * @param endValue defines the end matrix
  96351. * @param gradient defines the gradient between both matrices
  96352. * @param result defines an optional target matrix where to store the interpolation
  96353. * @returns the interpolated matrix
  96354. */
  96355. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96356. /**
  96357. * Makes a copy of the animation
  96358. * @returns Cloned animation
  96359. */
  96360. clone(): Animation;
  96361. /**
  96362. * Sets the key frames of the animation
  96363. * @param values The animation key frames to set
  96364. */
  96365. setKeys(values: Array<IAnimationKey>): void;
  96366. /**
  96367. * Serializes the animation to an object
  96368. * @returns Serialized object
  96369. */
  96370. serialize(): any;
  96371. /**
  96372. * Float animation type
  96373. */
  96374. static readonly ANIMATIONTYPE_FLOAT: number;
  96375. /**
  96376. * Vector3 animation type
  96377. */
  96378. static readonly ANIMATIONTYPE_VECTOR3: number;
  96379. /**
  96380. * Quaternion animation type
  96381. */
  96382. static readonly ANIMATIONTYPE_QUATERNION: number;
  96383. /**
  96384. * Matrix animation type
  96385. */
  96386. static readonly ANIMATIONTYPE_MATRIX: number;
  96387. /**
  96388. * Color3 animation type
  96389. */
  96390. static readonly ANIMATIONTYPE_COLOR3: number;
  96391. /**
  96392. * Color3 animation type
  96393. */
  96394. static readonly ANIMATIONTYPE_COLOR4: number;
  96395. /**
  96396. * Vector2 animation type
  96397. */
  96398. static readonly ANIMATIONTYPE_VECTOR2: number;
  96399. /**
  96400. * Size animation type
  96401. */
  96402. static readonly ANIMATIONTYPE_SIZE: number;
  96403. /**
  96404. * Relative Loop Mode
  96405. */
  96406. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96407. /**
  96408. * Cycle Loop Mode
  96409. */
  96410. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96411. /**
  96412. * Constant Loop Mode
  96413. */
  96414. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96415. /** @hidden */
  96416. static _UniversalLerp(left: any, right: any, amount: number): any;
  96417. /**
  96418. * Parses an animation object and creates an animation
  96419. * @param parsedAnimation Parsed animation object
  96420. * @returns Animation object
  96421. */
  96422. static Parse(parsedAnimation: any): Animation;
  96423. /**
  96424. * Appends the serialized animations from the source animations
  96425. * @param source Source containing the animations
  96426. * @param destination Target to store the animations
  96427. */
  96428. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96429. }
  96430. }
  96431. declare module BABYLON {
  96432. /**
  96433. * Interface containing an array of animations
  96434. */
  96435. export interface IAnimatable {
  96436. /**
  96437. * Array of animations
  96438. */
  96439. animations: Nullable<Array<Animation>>;
  96440. }
  96441. }
  96442. declare module BABYLON {
  96443. /**
  96444. * This represents all the required information to add a fresnel effect on a material:
  96445. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96446. */
  96447. export class FresnelParameters {
  96448. private _isEnabled;
  96449. /**
  96450. * Define if the fresnel effect is enable or not.
  96451. */
  96452. isEnabled: boolean;
  96453. /**
  96454. * Define the color used on edges (grazing angle)
  96455. */
  96456. leftColor: Color3;
  96457. /**
  96458. * Define the color used on center
  96459. */
  96460. rightColor: Color3;
  96461. /**
  96462. * Define bias applied to computed fresnel term
  96463. */
  96464. bias: number;
  96465. /**
  96466. * Defined the power exponent applied to fresnel term
  96467. */
  96468. power: number;
  96469. /**
  96470. * Clones the current fresnel and its valuues
  96471. * @returns a clone fresnel configuration
  96472. */
  96473. clone(): FresnelParameters;
  96474. /**
  96475. * Serializes the current fresnel parameters to a JSON representation.
  96476. * @return the JSON serialization
  96477. */
  96478. serialize(): any;
  96479. /**
  96480. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96481. * @param parsedFresnelParameters Define the JSON representation
  96482. * @returns the parsed parameters
  96483. */
  96484. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96485. }
  96486. }
  96487. declare module BABYLON {
  96488. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96489. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96490. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96491. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96492. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96493. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96494. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96495. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96496. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96497. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96498. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96499. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96500. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96501. /**
  96502. * Decorator used to define property that can be serialized as reference to a camera
  96503. * @param sourceName defines the name of the property to decorate
  96504. */
  96505. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96506. /**
  96507. * Class used to help serialization objects
  96508. */
  96509. export class SerializationHelper {
  96510. /** @hidden */
  96511. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96512. /** @hidden */
  96513. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96514. /** @hidden */
  96515. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96516. /** @hidden */
  96517. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96518. /**
  96519. * Appends the serialized animations from the source animations
  96520. * @param source Source containing the animations
  96521. * @param destination Target to store the animations
  96522. */
  96523. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96524. /**
  96525. * Static function used to serialized a specific entity
  96526. * @param entity defines the entity to serialize
  96527. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96528. * @returns a JSON compatible object representing the serialization of the entity
  96529. */
  96530. static Serialize<T>(entity: T, serializationObject?: any): any;
  96531. /**
  96532. * Creates a new entity from a serialization data object
  96533. * @param creationFunction defines a function used to instanciated the new entity
  96534. * @param source defines the source serialization data
  96535. * @param scene defines the hosting scene
  96536. * @param rootUrl defines the root url for resources
  96537. * @returns a new entity
  96538. */
  96539. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96540. /**
  96541. * Clones an object
  96542. * @param creationFunction defines the function used to instanciate the new object
  96543. * @param source defines the source object
  96544. * @returns the cloned object
  96545. */
  96546. static Clone<T>(creationFunction: () => T, source: T): T;
  96547. /**
  96548. * Instanciates a new object based on a source one (some data will be shared between both object)
  96549. * @param creationFunction defines the function used to instanciate the new object
  96550. * @param source defines the source object
  96551. * @returns the new object
  96552. */
  96553. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96554. }
  96555. }
  96556. declare module BABYLON {
  96557. /**
  96558. * Class used to manipulate GUIDs
  96559. */
  96560. export class GUID {
  96561. /**
  96562. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96563. * Be aware Math.random() could cause collisions, but:
  96564. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  96565. * @returns a pseudo random id
  96566. */
  96567. static RandomId(): string;
  96568. }
  96569. }
  96570. declare module BABYLON {
  96571. /**
  96572. * Base class of all the textures in babylon.
  96573. * It groups all the common properties the materials, post process, lights... might need
  96574. * in order to make a correct use of the texture.
  96575. */
  96576. export class BaseTexture implements IAnimatable {
  96577. /**
  96578. * Default anisotropic filtering level for the application.
  96579. * It is set to 4 as a good tradeoff between perf and quality.
  96580. */
  96581. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96582. /**
  96583. * Gets or sets the unique id of the texture
  96584. */
  96585. uniqueId: number;
  96586. /**
  96587. * Define the name of the texture.
  96588. */
  96589. name: string;
  96590. /**
  96591. * Gets or sets an object used to store user defined information.
  96592. */
  96593. metadata: any;
  96594. /**
  96595. * For internal use only. Please do not use.
  96596. */
  96597. reservedDataStore: any;
  96598. private _hasAlpha;
  96599. /**
  96600. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96601. */
  96602. hasAlpha: boolean;
  96603. /**
  96604. * Defines if the alpha value should be determined via the rgb values.
  96605. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96606. */
  96607. getAlphaFromRGB: boolean;
  96608. /**
  96609. * Intensity or strength of the texture.
  96610. * It is commonly used by materials to fine tune the intensity of the texture
  96611. */
  96612. level: number;
  96613. /**
  96614. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96615. * This is part of the texture as textures usually maps to one uv set.
  96616. */
  96617. coordinatesIndex: number;
  96618. private _coordinatesMode;
  96619. /**
  96620. * How a texture is mapped.
  96621. *
  96622. * | Value | Type | Description |
  96623. * | ----- | ----------------------------------- | ----------- |
  96624. * | 0 | EXPLICIT_MODE | |
  96625. * | 1 | SPHERICAL_MODE | |
  96626. * | 2 | PLANAR_MODE | |
  96627. * | 3 | CUBIC_MODE | |
  96628. * | 4 | PROJECTION_MODE | |
  96629. * | 5 | SKYBOX_MODE | |
  96630. * | 6 | INVCUBIC_MODE | |
  96631. * | 7 | EQUIRECTANGULAR_MODE | |
  96632. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96633. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96634. */
  96635. coordinatesMode: number;
  96636. /**
  96637. * | Value | Type | Description |
  96638. * | ----- | ------------------ | ----------- |
  96639. * | 0 | CLAMP_ADDRESSMODE | |
  96640. * | 1 | WRAP_ADDRESSMODE | |
  96641. * | 2 | MIRROR_ADDRESSMODE | |
  96642. */
  96643. wrapU: number;
  96644. /**
  96645. * | Value | Type | Description |
  96646. * | ----- | ------------------ | ----------- |
  96647. * | 0 | CLAMP_ADDRESSMODE | |
  96648. * | 1 | WRAP_ADDRESSMODE | |
  96649. * | 2 | MIRROR_ADDRESSMODE | |
  96650. */
  96651. wrapV: number;
  96652. /**
  96653. * | Value | Type | Description |
  96654. * | ----- | ------------------ | ----------- |
  96655. * | 0 | CLAMP_ADDRESSMODE | |
  96656. * | 1 | WRAP_ADDRESSMODE | |
  96657. * | 2 | MIRROR_ADDRESSMODE | |
  96658. */
  96659. wrapR: number;
  96660. /**
  96661. * With compliant hardware and browser (supporting anisotropic filtering)
  96662. * this defines the level of anisotropic filtering in the texture.
  96663. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96664. */
  96665. anisotropicFilteringLevel: number;
  96666. /**
  96667. * Define if the texture is a cube texture or if false a 2d texture.
  96668. */
  96669. isCube: boolean;
  96670. /**
  96671. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96672. */
  96673. is3D: boolean;
  96674. /**
  96675. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96676. */
  96677. is2DArray: boolean;
  96678. /**
  96679. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96680. * HDR texture are usually stored in linear space.
  96681. * This only impacts the PBR and Background materials
  96682. */
  96683. gammaSpace: boolean;
  96684. /**
  96685. * Gets or sets whether or not the texture contains RGBD data.
  96686. */
  96687. isRGBD: boolean;
  96688. /**
  96689. * Is Z inverted in the texture (useful in a cube texture).
  96690. */
  96691. invertZ: boolean;
  96692. /**
  96693. * Are mip maps generated for this texture or not.
  96694. */
  96695. readonly noMipmap: boolean;
  96696. /**
  96697. * @hidden
  96698. */
  96699. lodLevelInAlpha: boolean;
  96700. /**
  96701. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96702. */
  96703. lodGenerationOffset: number;
  96704. /**
  96705. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96706. */
  96707. lodGenerationScale: number;
  96708. /**
  96709. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96710. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96711. * average roughness values.
  96712. */
  96713. linearSpecularLOD: boolean;
  96714. /**
  96715. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96716. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96717. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96718. */
  96719. irradianceTexture: Nullable<BaseTexture>;
  96720. /**
  96721. * Define if the texture is a render target.
  96722. */
  96723. isRenderTarget: boolean;
  96724. /**
  96725. * Define the unique id of the texture in the scene.
  96726. */
  96727. readonly uid: string;
  96728. /**
  96729. * Return a string representation of the texture.
  96730. * @returns the texture as a string
  96731. */
  96732. toString(): string;
  96733. /**
  96734. * Get the class name of the texture.
  96735. * @returns "BaseTexture"
  96736. */
  96737. getClassName(): string;
  96738. /**
  96739. * Define the list of animation attached to the texture.
  96740. */
  96741. animations: Animation[];
  96742. /**
  96743. * An event triggered when the texture is disposed.
  96744. */
  96745. onDisposeObservable: Observable<BaseTexture>;
  96746. private _onDisposeObserver;
  96747. /**
  96748. * Callback triggered when the texture has been disposed.
  96749. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96750. */
  96751. onDispose: () => void;
  96752. /**
  96753. * Define the current state of the loading sequence when in delayed load mode.
  96754. */
  96755. delayLoadState: number;
  96756. private _scene;
  96757. /** @hidden */
  96758. _texture: Nullable<InternalTexture>;
  96759. private _uid;
  96760. /**
  96761. * Define if the texture is preventinga material to render or not.
  96762. * If not and the texture is not ready, the engine will use a default black texture instead.
  96763. */
  96764. readonly isBlocking: boolean;
  96765. /**
  96766. * Instantiates a new BaseTexture.
  96767. * Base class of all the textures in babylon.
  96768. * It groups all the common properties the materials, post process, lights... might need
  96769. * in order to make a correct use of the texture.
  96770. * @param scene Define the scene the texture blongs to
  96771. */
  96772. constructor(scene: Nullable<Scene>);
  96773. /**
  96774. * Get the scene the texture belongs to.
  96775. * @returns the scene or null if undefined
  96776. */
  96777. getScene(): Nullable<Scene>;
  96778. /**
  96779. * Get the texture transform matrix used to offset tile the texture for istance.
  96780. * @returns the transformation matrix
  96781. */
  96782. getTextureMatrix(): Matrix;
  96783. /**
  96784. * Get the texture reflection matrix used to rotate/transform the reflection.
  96785. * @returns the reflection matrix
  96786. */
  96787. getReflectionTextureMatrix(): Matrix;
  96788. /**
  96789. * Get the underlying lower level texture from Babylon.
  96790. * @returns the insternal texture
  96791. */
  96792. getInternalTexture(): Nullable<InternalTexture>;
  96793. /**
  96794. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96795. * @returns true if ready or not blocking
  96796. */
  96797. isReadyOrNotBlocking(): boolean;
  96798. /**
  96799. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96800. * @returns true if fully ready
  96801. */
  96802. isReady(): boolean;
  96803. private _cachedSize;
  96804. /**
  96805. * Get the size of the texture.
  96806. * @returns the texture size.
  96807. */
  96808. getSize(): ISize;
  96809. /**
  96810. * Get the base size of the texture.
  96811. * It can be different from the size if the texture has been resized for POT for instance
  96812. * @returns the base size
  96813. */
  96814. getBaseSize(): ISize;
  96815. /**
  96816. * Update the sampling mode of the texture.
  96817. * Default is Trilinear mode.
  96818. *
  96819. * | Value | Type | Description |
  96820. * | ----- | ------------------ | ----------- |
  96821. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96822. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96823. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96824. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96825. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96826. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96827. * | 7 | NEAREST_LINEAR | |
  96828. * | 8 | NEAREST_NEAREST | |
  96829. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96830. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96831. * | 11 | LINEAR_LINEAR | |
  96832. * | 12 | LINEAR_NEAREST | |
  96833. *
  96834. * > _mag_: magnification filter (close to the viewer)
  96835. * > _min_: minification filter (far from the viewer)
  96836. * > _mip_: filter used between mip map levels
  96837. *@param samplingMode Define the new sampling mode of the texture
  96838. */
  96839. updateSamplingMode(samplingMode: number): void;
  96840. /**
  96841. * Scales the texture if is `canRescale()`
  96842. * @param ratio the resize factor we want to use to rescale
  96843. */
  96844. scale(ratio: number): void;
  96845. /**
  96846. * Get if the texture can rescale.
  96847. */
  96848. readonly canRescale: boolean;
  96849. /** @hidden */
  96850. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96851. /** @hidden */
  96852. _rebuild(): void;
  96853. /**
  96854. * Triggers the load sequence in delayed load mode.
  96855. */
  96856. delayLoad(): void;
  96857. /**
  96858. * Clones the texture.
  96859. * @returns the cloned texture
  96860. */
  96861. clone(): Nullable<BaseTexture>;
  96862. /**
  96863. * Get the texture underlying type (INT, FLOAT...)
  96864. */
  96865. readonly textureType: number;
  96866. /**
  96867. * Get the texture underlying format (RGB, RGBA...)
  96868. */
  96869. readonly textureFormat: number;
  96870. /**
  96871. * Indicates that textures need to be re-calculated for all materials
  96872. */
  96873. protected _markAllSubMeshesAsTexturesDirty(): void;
  96874. /**
  96875. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96876. * This will returns an RGBA array buffer containing either in values (0-255) or
  96877. * float values (0-1) depending of the underlying buffer type.
  96878. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96879. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96880. * @param buffer defines a user defined buffer to fill with data (can be null)
  96881. * @returns The Array buffer containing the pixels data.
  96882. */
  96883. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96884. /**
  96885. * Release and destroy the underlying lower level texture aka internalTexture.
  96886. */
  96887. releaseInternalTexture(): void;
  96888. /** @hidden */
  96889. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96890. /** @hidden */
  96891. readonly _lodTextureMid: Nullable<BaseTexture>;
  96892. /** @hidden */
  96893. readonly _lodTextureLow: Nullable<BaseTexture>;
  96894. /**
  96895. * Dispose the texture and release its associated resources.
  96896. */
  96897. dispose(): void;
  96898. /**
  96899. * Serialize the texture into a JSON representation that can be parsed later on.
  96900. * @returns the JSON representation of the texture
  96901. */
  96902. serialize(): any;
  96903. /**
  96904. * Helper function to be called back once a list of texture contains only ready textures.
  96905. * @param textures Define the list of textures to wait for
  96906. * @param callback Define the callback triggered once the entire list will be ready
  96907. */
  96908. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96909. }
  96910. }
  96911. declare module BABYLON {
  96912. /**
  96913. * Options to be used when creating an effect.
  96914. */
  96915. export interface IEffectCreationOptions {
  96916. /**
  96917. * Atrributes that will be used in the shader.
  96918. */
  96919. attributes: string[];
  96920. /**
  96921. * Uniform varible names that will be set in the shader.
  96922. */
  96923. uniformsNames: string[];
  96924. /**
  96925. * Uniform buffer variable names that will be set in the shader.
  96926. */
  96927. uniformBuffersNames: string[];
  96928. /**
  96929. * Sampler texture variable names that will be set in the shader.
  96930. */
  96931. samplers: string[];
  96932. /**
  96933. * Define statements that will be set in the shader.
  96934. */
  96935. defines: any;
  96936. /**
  96937. * Possible fallbacks for this effect to improve performance when needed.
  96938. */
  96939. fallbacks: Nullable<IEffectFallbacks>;
  96940. /**
  96941. * Callback that will be called when the shader is compiled.
  96942. */
  96943. onCompiled: Nullable<(effect: Effect) => void>;
  96944. /**
  96945. * Callback that will be called if an error occurs during shader compilation.
  96946. */
  96947. onError: Nullable<(effect: Effect, errors: string) => void>;
  96948. /**
  96949. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96950. */
  96951. indexParameters?: any;
  96952. /**
  96953. * Max number of lights that can be used in the shader.
  96954. */
  96955. maxSimultaneousLights?: number;
  96956. /**
  96957. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96958. */
  96959. transformFeedbackVaryings?: Nullable<string[]>;
  96960. }
  96961. /**
  96962. * Effect containing vertex and fragment shader that can be executed on an object.
  96963. */
  96964. export class Effect implements IDisposable {
  96965. /**
  96966. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96967. */
  96968. static ShadersRepository: string;
  96969. /**
  96970. * Name of the effect.
  96971. */
  96972. name: any;
  96973. /**
  96974. * String container all the define statements that should be set on the shader.
  96975. */
  96976. defines: string;
  96977. /**
  96978. * Callback that will be called when the shader is compiled.
  96979. */
  96980. onCompiled: Nullable<(effect: Effect) => void>;
  96981. /**
  96982. * Callback that will be called if an error occurs during shader compilation.
  96983. */
  96984. onError: Nullable<(effect: Effect, errors: string) => void>;
  96985. /**
  96986. * Callback that will be called when effect is bound.
  96987. */
  96988. onBind: Nullable<(effect: Effect) => void>;
  96989. /**
  96990. * Unique ID of the effect.
  96991. */
  96992. uniqueId: number;
  96993. /**
  96994. * Observable that will be called when the shader is compiled.
  96995. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96996. */
  96997. onCompileObservable: Observable<Effect>;
  96998. /**
  96999. * Observable that will be called if an error occurs during shader compilation.
  97000. */
  97001. onErrorObservable: Observable<Effect>;
  97002. /** @hidden */
  97003. _onBindObservable: Nullable<Observable<Effect>>;
  97004. /**
  97005. * Observable that will be called when effect is bound.
  97006. */
  97007. readonly onBindObservable: Observable<Effect>;
  97008. /** @hidden */
  97009. _bonesComputationForcedToCPU: boolean;
  97010. private static _uniqueIdSeed;
  97011. private _engine;
  97012. private _uniformBuffersNames;
  97013. private _uniformsNames;
  97014. private _samplerList;
  97015. private _samplers;
  97016. private _isReady;
  97017. private _compilationError;
  97018. private _allFallbacksProcessed;
  97019. private _attributesNames;
  97020. private _attributes;
  97021. private _uniforms;
  97022. /**
  97023. * Key for the effect.
  97024. * @hidden
  97025. */
  97026. _key: string;
  97027. private _indexParameters;
  97028. private _fallbacks;
  97029. private _vertexSourceCode;
  97030. private _fragmentSourceCode;
  97031. private _vertexSourceCodeOverride;
  97032. private _fragmentSourceCodeOverride;
  97033. private _transformFeedbackVaryings;
  97034. /**
  97035. * Compiled shader to webGL program.
  97036. * @hidden
  97037. */
  97038. _pipelineContext: Nullable<IPipelineContext>;
  97039. private _valueCache;
  97040. private static _baseCache;
  97041. /**
  97042. * Instantiates an effect.
  97043. * An effect can be used to create/manage/execute vertex and fragment shaders.
  97044. * @param baseName Name of the effect.
  97045. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  97046. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  97047. * @param samplers List of sampler variables that will be passed to the shader.
  97048. * @param engine Engine to be used to render the effect
  97049. * @param defines Define statements to be added to the shader.
  97050. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  97051. * @param onCompiled Callback that will be called when the shader is compiled.
  97052. * @param onError Callback that will be called if an error occurs during shader compilation.
  97053. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97054. */
  97055. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  97056. private _useFinalCode;
  97057. /**
  97058. * Unique key for this effect
  97059. */
  97060. readonly key: string;
  97061. /**
  97062. * If the effect has been compiled and prepared.
  97063. * @returns if the effect is compiled and prepared.
  97064. */
  97065. isReady(): boolean;
  97066. private _isReadyInternal;
  97067. /**
  97068. * The engine the effect was initialized with.
  97069. * @returns the engine.
  97070. */
  97071. getEngine(): Engine;
  97072. /**
  97073. * The pipeline context for this effect
  97074. * @returns the associated pipeline context
  97075. */
  97076. getPipelineContext(): Nullable<IPipelineContext>;
  97077. /**
  97078. * The set of names of attribute variables for the shader.
  97079. * @returns An array of attribute names.
  97080. */
  97081. getAttributesNames(): string[];
  97082. /**
  97083. * Returns the attribute at the given index.
  97084. * @param index The index of the attribute.
  97085. * @returns The location of the attribute.
  97086. */
  97087. getAttributeLocation(index: number): number;
  97088. /**
  97089. * Returns the attribute based on the name of the variable.
  97090. * @param name of the attribute to look up.
  97091. * @returns the attribute location.
  97092. */
  97093. getAttributeLocationByName(name: string): number;
  97094. /**
  97095. * The number of attributes.
  97096. * @returns the numnber of attributes.
  97097. */
  97098. getAttributesCount(): number;
  97099. /**
  97100. * Gets the index of a uniform variable.
  97101. * @param uniformName of the uniform to look up.
  97102. * @returns the index.
  97103. */
  97104. getUniformIndex(uniformName: string): number;
  97105. /**
  97106. * Returns the attribute based on the name of the variable.
  97107. * @param uniformName of the uniform to look up.
  97108. * @returns the location of the uniform.
  97109. */
  97110. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  97111. /**
  97112. * Returns an array of sampler variable names
  97113. * @returns The array of sampler variable neames.
  97114. */
  97115. getSamplers(): string[];
  97116. /**
  97117. * The error from the last compilation.
  97118. * @returns the error string.
  97119. */
  97120. getCompilationError(): string;
  97121. /**
  97122. * Gets a boolean indicating that all fallbacks were used during compilation
  97123. * @returns true if all fallbacks were used
  97124. */
  97125. allFallbacksProcessed(): boolean;
  97126. /**
  97127. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  97128. * @param func The callback to be used.
  97129. */
  97130. executeWhenCompiled(func: (effect: Effect) => void): void;
  97131. private _checkIsReady;
  97132. private _loadShader;
  97133. /**
  97134. * Recompiles the webGL program
  97135. * @param vertexSourceCode The source code for the vertex shader.
  97136. * @param fragmentSourceCode The source code for the fragment shader.
  97137. * @param onCompiled Callback called when completed.
  97138. * @param onError Callback called on error.
  97139. * @hidden
  97140. */
  97141. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  97142. /**
  97143. * Prepares the effect
  97144. * @hidden
  97145. */
  97146. _prepareEffect(): void;
  97147. private _processCompilationErrors;
  97148. /**
  97149. * Checks if the effect is supported. (Must be called after compilation)
  97150. */
  97151. readonly isSupported: boolean;
  97152. /**
  97153. * Binds a texture to the engine to be used as output of the shader.
  97154. * @param channel Name of the output variable.
  97155. * @param texture Texture to bind.
  97156. * @hidden
  97157. */
  97158. _bindTexture(channel: string, texture: InternalTexture): void;
  97159. /**
  97160. * Sets a texture on the engine to be used in the shader.
  97161. * @param channel Name of the sampler variable.
  97162. * @param texture Texture to set.
  97163. */
  97164. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  97165. /**
  97166. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  97167. * @param channel Name of the sampler variable.
  97168. * @param texture Texture to set.
  97169. */
  97170. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  97171. /**
  97172. * Sets an array of textures on the engine to be used in the shader.
  97173. * @param channel Name of the variable.
  97174. * @param textures Textures to set.
  97175. */
  97176. setTextureArray(channel: string, textures: BaseTexture[]): void;
  97177. /**
  97178. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  97179. * @param channel Name of the sampler variable.
  97180. * @param postProcess Post process to get the input texture from.
  97181. */
  97182. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  97183. /**
  97184. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  97185. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  97186. * @param channel Name of the sampler variable.
  97187. * @param postProcess Post process to get the output texture from.
  97188. */
  97189. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  97190. /** @hidden */
  97191. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  97192. /** @hidden */
  97193. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  97194. /** @hidden */
  97195. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  97196. /** @hidden */
  97197. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  97198. /**
  97199. * Binds a buffer to a uniform.
  97200. * @param buffer Buffer to bind.
  97201. * @param name Name of the uniform variable to bind to.
  97202. */
  97203. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  97204. /**
  97205. * Binds block to a uniform.
  97206. * @param blockName Name of the block to bind.
  97207. * @param index Index to bind.
  97208. */
  97209. bindUniformBlock(blockName: string, index: number): void;
  97210. /**
  97211. * Sets an interger value on a uniform variable.
  97212. * @param uniformName Name of the variable.
  97213. * @param value Value to be set.
  97214. * @returns this effect.
  97215. */
  97216. setInt(uniformName: string, value: number): Effect;
  97217. /**
  97218. * Sets an int array on a uniform variable.
  97219. * @param uniformName Name of the variable.
  97220. * @param array array to be set.
  97221. * @returns this effect.
  97222. */
  97223. setIntArray(uniformName: string, array: Int32Array): Effect;
  97224. /**
  97225. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97226. * @param uniformName Name of the variable.
  97227. * @param array array to be set.
  97228. * @returns this effect.
  97229. */
  97230. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97231. /**
  97232. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97233. * @param uniformName Name of the variable.
  97234. * @param array array to be set.
  97235. * @returns this effect.
  97236. */
  97237. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97238. /**
  97239. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97240. * @param uniformName Name of the variable.
  97241. * @param array array to be set.
  97242. * @returns this effect.
  97243. */
  97244. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97245. /**
  97246. * Sets an float array on a uniform variable.
  97247. * @param uniformName Name of the variable.
  97248. * @param array array to be set.
  97249. * @returns this effect.
  97250. */
  97251. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97252. /**
  97253. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97254. * @param uniformName Name of the variable.
  97255. * @param array array to be set.
  97256. * @returns this effect.
  97257. */
  97258. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97259. /**
  97260. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97261. * @param uniformName Name of the variable.
  97262. * @param array array to be set.
  97263. * @returns this effect.
  97264. */
  97265. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97266. /**
  97267. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97268. * @param uniformName Name of the variable.
  97269. * @param array array to be set.
  97270. * @returns this effect.
  97271. */
  97272. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97273. /**
  97274. * Sets an array on a uniform variable.
  97275. * @param uniformName Name of the variable.
  97276. * @param array array to be set.
  97277. * @returns this effect.
  97278. */
  97279. setArray(uniformName: string, array: number[]): Effect;
  97280. /**
  97281. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97282. * @param uniformName Name of the variable.
  97283. * @param array array to be set.
  97284. * @returns this effect.
  97285. */
  97286. setArray2(uniformName: string, array: number[]): Effect;
  97287. /**
  97288. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97289. * @param uniformName Name of the variable.
  97290. * @param array array to be set.
  97291. * @returns this effect.
  97292. */
  97293. setArray3(uniformName: string, array: number[]): Effect;
  97294. /**
  97295. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97296. * @param uniformName Name of the variable.
  97297. * @param array array to be set.
  97298. * @returns this effect.
  97299. */
  97300. setArray4(uniformName: string, array: number[]): Effect;
  97301. /**
  97302. * Sets matrices on a uniform variable.
  97303. * @param uniformName Name of the variable.
  97304. * @param matrices matrices to be set.
  97305. * @returns this effect.
  97306. */
  97307. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97308. /**
  97309. * Sets matrix on a uniform variable.
  97310. * @param uniformName Name of the variable.
  97311. * @param matrix matrix to be set.
  97312. * @returns this effect.
  97313. */
  97314. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97315. /**
  97316. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  97317. * @param uniformName Name of the variable.
  97318. * @param matrix matrix to be set.
  97319. * @returns this effect.
  97320. */
  97321. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97322. /**
  97323. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97324. * @param uniformName Name of the variable.
  97325. * @param matrix matrix to be set.
  97326. * @returns this effect.
  97327. */
  97328. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97329. /**
  97330. * Sets a float on a uniform variable.
  97331. * @param uniformName Name of the variable.
  97332. * @param value value to be set.
  97333. * @returns this effect.
  97334. */
  97335. setFloat(uniformName: string, value: number): Effect;
  97336. /**
  97337. * Sets a boolean on a uniform variable.
  97338. * @param uniformName Name of the variable.
  97339. * @param bool value to be set.
  97340. * @returns this effect.
  97341. */
  97342. setBool(uniformName: string, bool: boolean): Effect;
  97343. /**
  97344. * Sets a Vector2 on a uniform variable.
  97345. * @param uniformName Name of the variable.
  97346. * @param vector2 vector2 to be set.
  97347. * @returns this effect.
  97348. */
  97349. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97350. /**
  97351. * Sets a float2 on a uniform variable.
  97352. * @param uniformName Name of the variable.
  97353. * @param x First float in float2.
  97354. * @param y Second float in float2.
  97355. * @returns this effect.
  97356. */
  97357. setFloat2(uniformName: string, x: number, y: number): Effect;
  97358. /**
  97359. * Sets a Vector3 on a uniform variable.
  97360. * @param uniformName Name of the variable.
  97361. * @param vector3 Value to be set.
  97362. * @returns this effect.
  97363. */
  97364. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97365. /**
  97366. * Sets a float3 on a uniform variable.
  97367. * @param uniformName Name of the variable.
  97368. * @param x First float in float3.
  97369. * @param y Second float in float3.
  97370. * @param z Third float in float3.
  97371. * @returns this effect.
  97372. */
  97373. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97374. /**
  97375. * Sets a Vector4 on a uniform variable.
  97376. * @param uniformName Name of the variable.
  97377. * @param vector4 Value to be set.
  97378. * @returns this effect.
  97379. */
  97380. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97381. /**
  97382. * Sets a float4 on a uniform variable.
  97383. * @param uniformName Name of the variable.
  97384. * @param x First float in float4.
  97385. * @param y Second float in float4.
  97386. * @param z Third float in float4.
  97387. * @param w Fourth float in float4.
  97388. * @returns this effect.
  97389. */
  97390. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97391. /**
  97392. * Sets a Color3 on a uniform variable.
  97393. * @param uniformName Name of the variable.
  97394. * @param color3 Value to be set.
  97395. * @returns this effect.
  97396. */
  97397. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97398. /**
  97399. * Sets a Color4 on a uniform variable.
  97400. * @param uniformName Name of the variable.
  97401. * @param color3 Value to be set.
  97402. * @param alpha Alpha value to be set.
  97403. * @returns this effect.
  97404. */
  97405. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97406. /**
  97407. * Sets a Color4 on a uniform variable
  97408. * @param uniformName defines the name of the variable
  97409. * @param color4 defines the value to be set
  97410. * @returns this effect.
  97411. */
  97412. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97413. /** Release all associated resources */
  97414. dispose(): void;
  97415. /**
  97416. * This function will add a new shader to the shader store
  97417. * @param name the name of the shader
  97418. * @param pixelShader optional pixel shader content
  97419. * @param vertexShader optional vertex shader content
  97420. */
  97421. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97422. /**
  97423. * Store of each shader (The can be looked up using effect.key)
  97424. */
  97425. static ShadersStore: {
  97426. [key: string]: string;
  97427. };
  97428. /**
  97429. * Store of each included file for a shader (The can be looked up using effect.key)
  97430. */
  97431. static IncludesShadersStore: {
  97432. [key: string]: string;
  97433. };
  97434. /**
  97435. * Resets the cache of effects.
  97436. */
  97437. static ResetCache(): void;
  97438. }
  97439. }
  97440. declare module BABYLON {
  97441. /**
  97442. * Interface used to describe the capabilities of the engine relatively to the current browser
  97443. */
  97444. export interface EngineCapabilities {
  97445. /** Maximum textures units per fragment shader */
  97446. maxTexturesImageUnits: number;
  97447. /** Maximum texture units per vertex shader */
  97448. maxVertexTextureImageUnits: number;
  97449. /** Maximum textures units in the entire pipeline */
  97450. maxCombinedTexturesImageUnits: number;
  97451. /** Maximum texture size */
  97452. maxTextureSize: number;
  97453. /** Maximum texture samples */
  97454. maxSamples?: number;
  97455. /** Maximum cube texture size */
  97456. maxCubemapTextureSize: number;
  97457. /** Maximum render texture size */
  97458. maxRenderTextureSize: number;
  97459. /** Maximum number of vertex attributes */
  97460. maxVertexAttribs: number;
  97461. /** Maximum number of varyings */
  97462. maxVaryingVectors: number;
  97463. /** Maximum number of uniforms per vertex shader */
  97464. maxVertexUniformVectors: number;
  97465. /** Maximum number of uniforms per fragment shader */
  97466. maxFragmentUniformVectors: number;
  97467. /** Defines if standard derivates (dx/dy) are supported */
  97468. standardDerivatives: boolean;
  97469. /** Defines if s3tc texture compression is supported */
  97470. s3tc?: WEBGL_compressed_texture_s3tc;
  97471. /** Defines if pvrtc texture compression is supported */
  97472. pvrtc: any;
  97473. /** Defines if etc1 texture compression is supported */
  97474. etc1: any;
  97475. /** Defines if etc2 texture compression is supported */
  97476. etc2: any;
  97477. /** Defines if astc texture compression is supported */
  97478. astc: any;
  97479. /** Defines if float textures are supported */
  97480. textureFloat: boolean;
  97481. /** Defines if vertex array objects are supported */
  97482. vertexArrayObject: boolean;
  97483. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97484. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97485. /** Gets the maximum level of anisotropy supported */
  97486. maxAnisotropy: number;
  97487. /** Defines if instancing is supported */
  97488. instancedArrays: boolean;
  97489. /** Defines if 32 bits indices are supported */
  97490. uintIndices: boolean;
  97491. /** Defines if high precision shaders are supported */
  97492. highPrecisionShaderSupported: boolean;
  97493. /** Defines if depth reading in the fragment shader is supported */
  97494. fragmentDepthSupported: boolean;
  97495. /** Defines if float texture linear filtering is supported*/
  97496. textureFloatLinearFiltering: boolean;
  97497. /** Defines if rendering to float textures is supported */
  97498. textureFloatRender: boolean;
  97499. /** Defines if half float textures are supported*/
  97500. textureHalfFloat: boolean;
  97501. /** Defines if half float texture linear filtering is supported*/
  97502. textureHalfFloatLinearFiltering: boolean;
  97503. /** Defines if rendering to half float textures is supported */
  97504. textureHalfFloatRender: boolean;
  97505. /** Defines if textureLOD shader command is supported */
  97506. textureLOD: boolean;
  97507. /** Defines if draw buffers extension is supported */
  97508. drawBuffersExtension: boolean;
  97509. /** Defines if depth textures are supported */
  97510. depthTextureExtension: boolean;
  97511. /** Defines if float color buffer are supported */
  97512. colorBufferFloat: boolean;
  97513. /** Gets disjoint timer query extension (null if not supported) */
  97514. timerQuery?: EXT_disjoint_timer_query;
  97515. /** Defines if timestamp can be used with timer query */
  97516. canUseTimestampForTimerQuery: boolean;
  97517. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97518. multiview?: any;
  97519. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97520. oculusMultiview?: any;
  97521. /** Function used to let the system compiles shaders in background */
  97522. parallelShaderCompile?: {
  97523. COMPLETION_STATUS_KHR: number;
  97524. };
  97525. /** Max number of texture samples for MSAA */
  97526. maxMSAASamples: number;
  97527. /** Defines if the blend min max extension is supported */
  97528. blendMinMax: boolean;
  97529. }
  97530. }
  97531. declare module BABYLON {
  97532. /**
  97533. * @hidden
  97534. **/
  97535. export class DepthCullingState {
  97536. private _isDepthTestDirty;
  97537. private _isDepthMaskDirty;
  97538. private _isDepthFuncDirty;
  97539. private _isCullFaceDirty;
  97540. private _isCullDirty;
  97541. private _isZOffsetDirty;
  97542. private _isFrontFaceDirty;
  97543. private _depthTest;
  97544. private _depthMask;
  97545. private _depthFunc;
  97546. private _cull;
  97547. private _cullFace;
  97548. private _zOffset;
  97549. private _frontFace;
  97550. /**
  97551. * Initializes the state.
  97552. */
  97553. constructor();
  97554. readonly isDirty: boolean;
  97555. zOffset: number;
  97556. cullFace: Nullable<number>;
  97557. cull: Nullable<boolean>;
  97558. depthFunc: Nullable<number>;
  97559. depthMask: boolean;
  97560. depthTest: boolean;
  97561. frontFace: Nullable<number>;
  97562. reset(): void;
  97563. apply(gl: WebGLRenderingContext): void;
  97564. }
  97565. }
  97566. declare module BABYLON {
  97567. /**
  97568. * @hidden
  97569. **/
  97570. export class StencilState {
  97571. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  97572. static readonly ALWAYS: number;
  97573. /** Passed to stencilOperation to specify that stencil value must be kept */
  97574. static readonly KEEP: number;
  97575. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97576. static readonly REPLACE: number;
  97577. private _isStencilTestDirty;
  97578. private _isStencilMaskDirty;
  97579. private _isStencilFuncDirty;
  97580. private _isStencilOpDirty;
  97581. private _stencilTest;
  97582. private _stencilMask;
  97583. private _stencilFunc;
  97584. private _stencilFuncRef;
  97585. private _stencilFuncMask;
  97586. private _stencilOpStencilFail;
  97587. private _stencilOpDepthFail;
  97588. private _stencilOpStencilDepthPass;
  97589. readonly isDirty: boolean;
  97590. stencilFunc: number;
  97591. stencilFuncRef: number;
  97592. stencilFuncMask: number;
  97593. stencilOpStencilFail: number;
  97594. stencilOpDepthFail: number;
  97595. stencilOpStencilDepthPass: number;
  97596. stencilMask: number;
  97597. stencilTest: boolean;
  97598. constructor();
  97599. reset(): void;
  97600. apply(gl: WebGLRenderingContext): void;
  97601. }
  97602. }
  97603. declare module BABYLON {
  97604. /**
  97605. * @hidden
  97606. **/
  97607. export class AlphaState {
  97608. private _isAlphaBlendDirty;
  97609. private _isBlendFunctionParametersDirty;
  97610. private _isBlendEquationParametersDirty;
  97611. private _isBlendConstantsDirty;
  97612. private _alphaBlend;
  97613. private _blendFunctionParameters;
  97614. private _blendEquationParameters;
  97615. private _blendConstants;
  97616. /**
  97617. * Initializes the state.
  97618. */
  97619. constructor();
  97620. readonly isDirty: boolean;
  97621. alphaBlend: boolean;
  97622. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97623. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97624. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97625. reset(): void;
  97626. apply(gl: WebGLRenderingContext): void;
  97627. }
  97628. }
  97629. declare module BABYLON {
  97630. /** @hidden */
  97631. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97632. attributeProcessor(attribute: string): string;
  97633. varyingProcessor(varying: string, isFragment: boolean): string;
  97634. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97635. }
  97636. }
  97637. declare module BABYLON {
  97638. /**
  97639. * Interface for attribute information associated with buffer instanciation
  97640. */
  97641. export interface InstancingAttributeInfo {
  97642. /**
  97643. * Index/offset of the attribute in the vertex shader
  97644. */
  97645. index: number;
  97646. /**
  97647. * size of the attribute, 1, 2, 3 or 4
  97648. */
  97649. attributeSize: number;
  97650. /**
  97651. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97652. * default is FLOAT
  97653. */
  97654. attributeType: number;
  97655. /**
  97656. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97657. */
  97658. normalized: boolean;
  97659. /**
  97660. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97661. */
  97662. offset: number;
  97663. /**
  97664. * Name of the GLSL attribute, for debugging purpose only
  97665. */
  97666. attributeName: string;
  97667. }
  97668. }
  97669. declare module BABYLON {
  97670. interface ThinEngine {
  97671. /**
  97672. * Update a video texture
  97673. * @param texture defines the texture to update
  97674. * @param video defines the video element to use
  97675. * @param invertY defines if data must be stored with Y axis inverted
  97676. */
  97677. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97678. }
  97679. }
  97680. declare module BABYLON {
  97681. /**
  97682. * Settings for finer control over video usage
  97683. */
  97684. export interface VideoTextureSettings {
  97685. /**
  97686. * Applies `autoplay` to video, if specified
  97687. */
  97688. autoPlay?: boolean;
  97689. /**
  97690. * Applies `loop` to video, if specified
  97691. */
  97692. loop?: boolean;
  97693. /**
  97694. * Automatically updates internal texture from video at every frame in the render loop
  97695. */
  97696. autoUpdateTexture: boolean;
  97697. /**
  97698. * Image src displayed during the video loading or until the user interacts with the video.
  97699. */
  97700. poster?: string;
  97701. }
  97702. /**
  97703. * If you want to display a video in your scene, this is the special texture for that.
  97704. * This special texture works similar to other textures, with the exception of a few parameters.
  97705. * @see https://doc.babylonjs.com/how_to/video_texture
  97706. */
  97707. export class VideoTexture extends Texture {
  97708. /**
  97709. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97710. */
  97711. readonly autoUpdateTexture: boolean;
  97712. /**
  97713. * The video instance used by the texture internally
  97714. */
  97715. readonly video: HTMLVideoElement;
  97716. private _onUserActionRequestedObservable;
  97717. /**
  97718. * Event triggerd when a dom action is required by the user to play the video.
  97719. * This happens due to recent changes in browser policies preventing video to auto start.
  97720. */
  97721. readonly onUserActionRequestedObservable: Observable<Texture>;
  97722. private _generateMipMaps;
  97723. private _engine;
  97724. private _stillImageCaptured;
  97725. private _displayingPosterTexture;
  97726. private _settings;
  97727. private _createInternalTextureOnEvent;
  97728. private _frameId;
  97729. /**
  97730. * Creates a video texture.
  97731. * If you want to display a video in your scene, this is the special texture for that.
  97732. * This special texture works similar to other textures, with the exception of a few parameters.
  97733. * @see https://doc.babylonjs.com/how_to/video_texture
  97734. * @param name optional name, will detect from video source, if not defined
  97735. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97736. * @param scene is obviously the current scene.
  97737. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97738. * @param invertY is false by default but can be used to invert video on Y axis
  97739. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97740. * @param settings allows finer control over video usage
  97741. */
  97742. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97743. private _getName;
  97744. private _getVideo;
  97745. private _createInternalTexture;
  97746. private reset;
  97747. /**
  97748. * @hidden Internal method to initiate `update`.
  97749. */
  97750. _rebuild(): void;
  97751. /**
  97752. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97753. */
  97754. update(): void;
  97755. /**
  97756. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97757. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97758. */
  97759. updateTexture(isVisible: boolean): void;
  97760. protected _updateInternalTexture: () => void;
  97761. /**
  97762. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97763. * @param url New url.
  97764. */
  97765. updateURL(url: string): void;
  97766. /**
  97767. * Dispose the texture and release its associated resources.
  97768. */
  97769. dispose(): void;
  97770. /**
  97771. * Creates a video texture straight from a stream.
  97772. * @param scene Define the scene the texture should be created in
  97773. * @param stream Define the stream the texture should be created from
  97774. * @returns The created video texture as a promise
  97775. */
  97776. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97777. /**
  97778. * Creates a video texture straight from your WebCam video feed.
  97779. * @param scene Define the scene the texture should be created in
  97780. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97781. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97782. * @returns The created video texture as a promise
  97783. */
  97784. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97785. minWidth: number;
  97786. maxWidth: number;
  97787. minHeight: number;
  97788. maxHeight: number;
  97789. deviceId: string;
  97790. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97791. /**
  97792. * Creates a video texture straight from your WebCam video feed.
  97793. * @param scene Define the scene the texture should be created in
  97794. * @param onReady Define a callback to triggered once the texture will be ready
  97795. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97796. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97797. */
  97798. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97799. minWidth: number;
  97800. maxWidth: number;
  97801. minHeight: number;
  97802. maxHeight: number;
  97803. deviceId: string;
  97804. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97805. }
  97806. }
  97807. declare module BABYLON {
  97808. /**
  97809. * Defines the interface used by objects working like Scene
  97810. * @hidden
  97811. */
  97812. interface ISceneLike {
  97813. _addPendingData(data: any): void;
  97814. _removePendingData(data: any): void;
  97815. offlineProvider: IOfflineProvider;
  97816. }
  97817. /** Interface defining initialization parameters for Engine class */
  97818. export interface EngineOptions extends WebGLContextAttributes {
  97819. /**
  97820. * Defines if the engine should no exceed a specified device ratio
  97821. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97822. */
  97823. limitDeviceRatio?: number;
  97824. /**
  97825. * Defines if webvr should be enabled automatically
  97826. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97827. */
  97828. autoEnableWebVR?: boolean;
  97829. /**
  97830. * Defines if webgl2 should be turned off even if supported
  97831. * @see http://doc.babylonjs.com/features/webgl2
  97832. */
  97833. disableWebGL2Support?: boolean;
  97834. /**
  97835. * Defines if webaudio should be initialized as well
  97836. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97837. */
  97838. audioEngine?: boolean;
  97839. /**
  97840. * Defines if animations should run using a deterministic lock step
  97841. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97842. */
  97843. deterministicLockstep?: boolean;
  97844. /** Defines the maximum steps to use with deterministic lock step mode */
  97845. lockstepMaxSteps?: number;
  97846. /** Defines the seconds between each deterministic lock step */
  97847. timeStep?: number;
  97848. /**
  97849. * Defines that engine should ignore context lost events
  97850. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97851. */
  97852. doNotHandleContextLost?: boolean;
  97853. /**
  97854. * Defines that engine should ignore modifying touch action attribute and style
  97855. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97856. */
  97857. doNotHandleTouchAction?: boolean;
  97858. /**
  97859. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97860. */
  97861. useHighPrecisionFloats?: boolean;
  97862. }
  97863. /**
  97864. * The base engine class (root of all engines)
  97865. */
  97866. export class ThinEngine {
  97867. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97868. static ExceptionList: ({
  97869. key: string;
  97870. capture: string;
  97871. captureConstraint: number;
  97872. targets: string[];
  97873. } | {
  97874. key: string;
  97875. capture: null;
  97876. captureConstraint: null;
  97877. targets: string[];
  97878. })[];
  97879. /** @hidden */
  97880. static _TextureLoaders: IInternalTextureLoader[];
  97881. /**
  97882. * Returns the current npm package of the sdk
  97883. */
  97884. static readonly NpmPackage: string;
  97885. /**
  97886. * Returns the current version of the framework
  97887. */
  97888. static readonly Version: string;
  97889. /**
  97890. * Returns a string describing the current engine
  97891. */
  97892. readonly description: string;
  97893. /**
  97894. * Gets or sets the epsilon value used by collision engine
  97895. */
  97896. static CollisionsEpsilon: number;
  97897. /**
  97898. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97899. */
  97900. static ShadersRepository: string;
  97901. /** @hidden */
  97902. _shaderProcessor: IShaderProcessor;
  97903. /**
  97904. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97905. */
  97906. forcePOTTextures: boolean;
  97907. /**
  97908. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97909. */
  97910. isFullscreen: boolean;
  97911. /**
  97912. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97913. */
  97914. cullBackFaces: boolean;
  97915. /**
  97916. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97917. */
  97918. renderEvenInBackground: boolean;
  97919. /**
  97920. * Gets or sets a boolean indicating that cache can be kept between frames
  97921. */
  97922. preventCacheWipeBetweenFrames: boolean;
  97923. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97924. validateShaderPrograms: boolean;
  97925. /**
  97926. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  97927. * This can provide greater z depth for distant objects.
  97928. */
  97929. useReverseDepthBuffer: boolean;
  97930. /**
  97931. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97932. */
  97933. disableUniformBuffers: boolean;
  97934. /** @hidden */
  97935. _uniformBuffers: UniformBuffer[];
  97936. /**
  97937. * Gets a boolean indicating that the engine supports uniform buffers
  97938. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97939. */
  97940. readonly supportsUniformBuffers: boolean;
  97941. /** @hidden */
  97942. _gl: WebGLRenderingContext;
  97943. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97944. protected _windowIsBackground: boolean;
  97945. protected _webGLVersion: number;
  97946. protected _creationOptions: EngineOptions;
  97947. protected _highPrecisionShadersAllowed: boolean;
  97948. /** @hidden */
  97949. readonly _shouldUseHighPrecisionShader: boolean;
  97950. /**
  97951. * Gets a boolean indicating that only power of 2 textures are supported
  97952. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97953. */
  97954. readonly needPOTTextures: boolean;
  97955. /** @hidden */
  97956. _badOS: boolean;
  97957. /** @hidden */
  97958. _badDesktopOS: boolean;
  97959. private _hardwareScalingLevel;
  97960. /** @hidden */
  97961. _caps: EngineCapabilities;
  97962. private _isStencilEnable;
  97963. protected _colorWrite: boolean;
  97964. private _glVersion;
  97965. private _glRenderer;
  97966. private _glVendor;
  97967. /** @hidden */
  97968. _videoTextureSupported: boolean;
  97969. protected _renderingQueueLaunched: boolean;
  97970. protected _activeRenderLoops: (() => void)[];
  97971. /**
  97972. * Observable signaled when a context lost event is raised
  97973. */
  97974. onContextLostObservable: Observable<ThinEngine>;
  97975. /**
  97976. * Observable signaled when a context restored event is raised
  97977. */
  97978. onContextRestoredObservable: Observable<ThinEngine>;
  97979. private _onContextLost;
  97980. private _onContextRestored;
  97981. protected _contextWasLost: boolean;
  97982. /** @hidden */
  97983. _doNotHandleContextLost: boolean;
  97984. /**
  97985. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97987. */
  97988. doNotHandleContextLost: boolean;
  97989. /**
  97990. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97991. */
  97992. disableVertexArrayObjects: boolean;
  97993. /** @hidden */
  97994. protected _depthCullingState: DepthCullingState;
  97995. /** @hidden */
  97996. protected _stencilState: StencilState;
  97997. /** @hidden */
  97998. protected _alphaState: AlphaState;
  97999. /** @hidden */
  98000. _internalTexturesCache: InternalTexture[];
  98001. /** @hidden */
  98002. protected _activeChannel: number;
  98003. private _currentTextureChannel;
  98004. /** @hidden */
  98005. protected _boundTexturesCache: {
  98006. [key: string]: Nullable<InternalTexture>;
  98007. };
  98008. /** @hidden */
  98009. protected _currentEffect: Nullable<Effect>;
  98010. /** @hidden */
  98011. protected _currentProgram: Nullable<WebGLProgram>;
  98012. private _compiledEffects;
  98013. private _vertexAttribArraysEnabled;
  98014. /** @hidden */
  98015. protected _cachedViewport: Nullable<IViewportLike>;
  98016. private _cachedVertexArrayObject;
  98017. /** @hidden */
  98018. protected _cachedVertexBuffers: any;
  98019. /** @hidden */
  98020. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  98021. /** @hidden */
  98022. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  98023. /** @hidden */
  98024. _currentRenderTarget: Nullable<InternalTexture>;
  98025. private _uintIndicesCurrentlySet;
  98026. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  98027. /** @hidden */
  98028. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  98029. private _currentBufferPointers;
  98030. private _currentInstanceLocations;
  98031. private _currentInstanceBuffers;
  98032. private _textureUnits;
  98033. /** @hidden */
  98034. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98035. /** @hidden */
  98036. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98037. /** @hidden */
  98038. _boundRenderFunction: any;
  98039. private _vaoRecordInProgress;
  98040. private _mustWipeVertexAttributes;
  98041. private _emptyTexture;
  98042. private _emptyCubeTexture;
  98043. private _emptyTexture3D;
  98044. private _emptyTexture2DArray;
  98045. /** @hidden */
  98046. _frameHandler: number;
  98047. private _nextFreeTextureSlots;
  98048. private _maxSimultaneousTextures;
  98049. private _activeRequests;
  98050. protected _texturesSupported: string[];
  98051. /** @hidden */
  98052. _textureFormatInUse: Nullable<string>;
  98053. protected readonly _supportsHardwareTextureRescaling: boolean;
  98054. /**
  98055. * Gets the list of texture formats supported
  98056. */
  98057. readonly texturesSupported: Array<string>;
  98058. /**
  98059. * Gets the list of texture formats in use
  98060. */
  98061. readonly textureFormatInUse: Nullable<string>;
  98062. /**
  98063. * Gets the current viewport
  98064. */
  98065. readonly currentViewport: Nullable<IViewportLike>;
  98066. /**
  98067. * Gets the default empty texture
  98068. */
  98069. readonly emptyTexture: InternalTexture;
  98070. /**
  98071. * Gets the default empty 3D texture
  98072. */
  98073. readonly emptyTexture3D: InternalTexture;
  98074. /**
  98075. * Gets the default empty 2D array texture
  98076. */
  98077. readonly emptyTexture2DArray: InternalTexture;
  98078. /**
  98079. * Gets the default empty cube texture
  98080. */
  98081. readonly emptyCubeTexture: InternalTexture;
  98082. /**
  98083. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  98084. */
  98085. readonly premultipliedAlpha: boolean;
  98086. /**
  98087. * Observable event triggered before each texture is initialized
  98088. */
  98089. onBeforeTextureInitObservable: Observable<Texture>;
  98090. /**
  98091. * Creates a new engine
  98092. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  98093. * @param antialias defines enable antialiasing (default: false)
  98094. * @param options defines further options to be sent to the getContext() function
  98095. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98096. */
  98097. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98098. private _rebuildInternalTextures;
  98099. private _rebuildEffects;
  98100. /**
  98101. * Gets a boolean indicating if all created effects are ready
  98102. * @returns true if all effects are ready
  98103. */
  98104. areAllEffectsReady(): boolean;
  98105. protected _rebuildBuffers(): void;
  98106. private _initGLContext;
  98107. /**
  98108. * Gets version of the current webGL context
  98109. */
  98110. readonly webGLVersion: number;
  98111. /**
  98112. * Gets a string idenfifying the name of the class
  98113. * @returns "Engine" string
  98114. */
  98115. getClassName(): string;
  98116. /**
  98117. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  98118. */
  98119. readonly isStencilEnable: boolean;
  98120. /** @hidden */
  98121. _prepareWorkingCanvas(): void;
  98122. /**
  98123. * Reset the texture cache to empty state
  98124. */
  98125. resetTextureCache(): void;
  98126. /**
  98127. * Gets an object containing information about the current webGL context
  98128. * @returns an object containing the vender, the renderer and the version of the current webGL context
  98129. */
  98130. getGlInfo(): {
  98131. vendor: string;
  98132. renderer: string;
  98133. version: string;
  98134. };
  98135. /**
  98136. * Defines the hardware scaling level.
  98137. * By default the hardware scaling level is computed from the window device ratio.
  98138. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  98139. * @param level defines the level to use
  98140. */
  98141. setHardwareScalingLevel(level: number): void;
  98142. /**
  98143. * Gets the current hardware scaling level.
  98144. * By default the hardware scaling level is computed from the window device ratio.
  98145. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  98146. * @returns a number indicating the current hardware scaling level
  98147. */
  98148. getHardwareScalingLevel(): number;
  98149. /**
  98150. * Gets the list of loaded textures
  98151. * @returns an array containing all loaded textures
  98152. */
  98153. getLoadedTexturesCache(): InternalTexture[];
  98154. /**
  98155. * Gets the object containing all engine capabilities
  98156. * @returns the EngineCapabilities object
  98157. */
  98158. getCaps(): EngineCapabilities;
  98159. /**
  98160. * stop executing a render loop function and remove it from the execution array
  98161. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  98162. */
  98163. stopRenderLoop(renderFunction?: () => void): void;
  98164. /** @hidden */
  98165. _renderLoop(): void;
  98166. /**
  98167. * Gets the HTML canvas attached with the current webGL context
  98168. * @returns a HTML canvas
  98169. */
  98170. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  98171. /**
  98172. * Gets host window
  98173. * @returns the host window object
  98174. */
  98175. getHostWindow(): Nullable<Window>;
  98176. /**
  98177. * Gets the current render width
  98178. * @param useScreen defines if screen size must be used (or the current render target if any)
  98179. * @returns a number defining the current render width
  98180. */
  98181. getRenderWidth(useScreen?: boolean): number;
  98182. /**
  98183. * Gets the current render height
  98184. * @param useScreen defines if screen size must be used (or the current render target if any)
  98185. * @returns a number defining the current render height
  98186. */
  98187. getRenderHeight(useScreen?: boolean): number;
  98188. /**
  98189. * Can be used to override the current requestAnimationFrame requester.
  98190. * @hidden
  98191. */
  98192. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  98193. /**
  98194. * Register and execute a render loop. The engine can have more than one render function
  98195. * @param renderFunction defines the function to continuously execute
  98196. */
  98197. runRenderLoop(renderFunction: () => void): void;
  98198. /**
  98199. * Clear the current render buffer or the current render target (if any is set up)
  98200. * @param color defines the color to use
  98201. * @param backBuffer defines if the back buffer must be cleared
  98202. * @param depth defines if the depth buffer must be cleared
  98203. * @param stencil defines if the stencil buffer must be cleared
  98204. */
  98205. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  98206. private _viewportCached;
  98207. /** @hidden */
  98208. _viewport(x: number, y: number, width: number, height: number): void;
  98209. /**
  98210. * Set the WebGL's viewport
  98211. * @param viewport defines the viewport element to be used
  98212. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  98213. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  98214. */
  98215. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  98216. /**
  98217. * Begin a new frame
  98218. */
  98219. beginFrame(): void;
  98220. /**
  98221. * Enf the current frame
  98222. */
  98223. endFrame(): void;
  98224. /**
  98225. * Resize the view according to the canvas' size
  98226. */
  98227. resize(): void;
  98228. /**
  98229. * Force a specific size of the canvas
  98230. * @param width defines the new canvas' width
  98231. * @param height defines the new canvas' height
  98232. */
  98233. setSize(width: number, height: number): void;
  98234. /**
  98235. * Binds the frame buffer to the specified texture.
  98236. * @param texture The texture to render to or null for the default canvas
  98237. * @param faceIndex The face of the texture to render to in case of cube texture
  98238. * @param requiredWidth The width of the target to render to
  98239. * @param requiredHeight The height of the target to render to
  98240. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98241. * @param depthStencilTexture The depth stencil texture to use to render
  98242. * @param lodLevel defines le lod level to bind to the frame buffer
  98243. */
  98244. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98245. /** @hidden */
  98246. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98247. /**
  98248. * Unbind the current render target texture from the webGL context
  98249. * @param texture defines the render target texture to unbind
  98250. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98251. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98252. */
  98253. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98254. /**
  98255. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98256. */
  98257. flushFramebuffer(): void;
  98258. /**
  98259. * Unbind the current render target and bind the default framebuffer
  98260. */
  98261. restoreDefaultFramebuffer(): void;
  98262. /** @hidden */
  98263. protected _resetVertexBufferBinding(): void;
  98264. /**
  98265. * Creates a vertex buffer
  98266. * @param data the data for the vertex buffer
  98267. * @returns the new WebGL static buffer
  98268. */
  98269. createVertexBuffer(data: DataArray): DataBuffer;
  98270. private _createVertexBuffer;
  98271. /**
  98272. * Creates a dynamic vertex buffer
  98273. * @param data the data for the dynamic vertex buffer
  98274. * @returns the new WebGL dynamic buffer
  98275. */
  98276. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98277. protected _resetIndexBufferBinding(): void;
  98278. /**
  98279. * Creates a new index buffer
  98280. * @param indices defines the content of the index buffer
  98281. * @param updatable defines if the index buffer must be updatable
  98282. * @returns a new webGL buffer
  98283. */
  98284. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98285. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98286. /**
  98287. * Bind a webGL buffer to the webGL context
  98288. * @param buffer defines the buffer to bind
  98289. */
  98290. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98291. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98292. private bindBuffer;
  98293. /**
  98294. * update the bound buffer with the given data
  98295. * @param data defines the data to update
  98296. */
  98297. updateArrayBuffer(data: Float32Array): void;
  98298. private _vertexAttribPointer;
  98299. private _bindIndexBufferWithCache;
  98300. private _bindVertexBuffersAttributes;
  98301. /**
  98302. * Records a vertex array object
  98303. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98304. * @param vertexBuffers defines the list of vertex buffers to store
  98305. * @param indexBuffer defines the index buffer to store
  98306. * @param effect defines the effect to store
  98307. * @returns the new vertex array object
  98308. */
  98309. recordVertexArrayObject(vertexBuffers: {
  98310. [key: string]: VertexBuffer;
  98311. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98312. /**
  98313. * Bind a specific vertex array object
  98314. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98315. * @param vertexArrayObject defines the vertex array object to bind
  98316. * @param indexBuffer defines the index buffer to bind
  98317. */
  98318. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98319. /**
  98320. * Bind webGl buffers directly to the webGL context
  98321. * @param vertexBuffer defines the vertex buffer to bind
  98322. * @param indexBuffer defines the index buffer to bind
  98323. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98324. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98325. * @param effect defines the effect associated with the vertex buffer
  98326. */
  98327. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98328. private _unbindVertexArrayObject;
  98329. /**
  98330. * Bind a list of vertex buffers to the webGL context
  98331. * @param vertexBuffers defines the list of vertex buffers to bind
  98332. * @param indexBuffer defines the index buffer to bind
  98333. * @param effect defines the effect associated with the vertex buffers
  98334. */
  98335. bindBuffers(vertexBuffers: {
  98336. [key: string]: Nullable<VertexBuffer>;
  98337. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98338. /**
  98339. * Unbind all instance attributes
  98340. */
  98341. unbindInstanceAttributes(): void;
  98342. /**
  98343. * Release and free the memory of a vertex array object
  98344. * @param vao defines the vertex array object to delete
  98345. */
  98346. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98347. /** @hidden */
  98348. _releaseBuffer(buffer: DataBuffer): boolean;
  98349. protected _deleteBuffer(buffer: DataBuffer): void;
  98350. /**
  98351. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98352. * @param instancesBuffer defines the webGL buffer to update and bind
  98353. * @param data defines the data to store in the buffer
  98354. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98355. */
  98356. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98357. /**
  98358. * Apply all cached states (depth, culling, stencil and alpha)
  98359. */
  98360. applyStates(): void;
  98361. /**
  98362. * Send a draw order
  98363. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98364. * @param indexStart defines the starting index
  98365. * @param indexCount defines the number of index to draw
  98366. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98367. */
  98368. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98369. /**
  98370. * Draw a list of points
  98371. * @param verticesStart defines the index of first vertex to draw
  98372. * @param verticesCount defines the count of vertices to draw
  98373. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98374. */
  98375. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98376. /**
  98377. * Draw a list of unindexed primitives
  98378. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98379. * @param verticesStart defines the index of first vertex to draw
  98380. * @param verticesCount defines the count of vertices to draw
  98381. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98382. */
  98383. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98384. /**
  98385. * Draw a list of indexed primitives
  98386. * @param fillMode defines the primitive to use
  98387. * @param indexStart defines the starting index
  98388. * @param indexCount defines the number of index to draw
  98389. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98390. */
  98391. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98392. /**
  98393. * Draw a list of unindexed primitives
  98394. * @param fillMode defines the primitive to use
  98395. * @param verticesStart defines the index of first vertex to draw
  98396. * @param verticesCount defines the count of vertices to draw
  98397. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98398. */
  98399. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98400. private _drawMode;
  98401. /** @hidden */
  98402. protected _reportDrawCall(): void;
  98403. /** @hidden */
  98404. _releaseEffect(effect: Effect): void;
  98405. /** @hidden */
  98406. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98407. /**
  98408. * Create a new effect (used to store vertex/fragment shaders)
  98409. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98410. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98411. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98412. * @param samplers defines an array of string used to represent textures
  98413. * @param defines defines the string containing the defines to use to compile the shaders
  98414. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98415. * @param onCompiled defines a function to call when the effect creation is successful
  98416. * @param onError defines a function to call when the effect creation has failed
  98417. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98418. * @returns the new Effect
  98419. */
  98420. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  98421. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98422. private _compileShader;
  98423. private _compileRawShader;
  98424. /**
  98425. * Directly creates a webGL program
  98426. * @param pipelineContext defines the pipeline context to attach to
  98427. * @param vertexCode defines the vertex shader code to use
  98428. * @param fragmentCode defines the fragment shader code to use
  98429. * @param context defines the webGL context to use (if not set, the current one will be used)
  98430. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98431. * @returns the new webGL program
  98432. */
  98433. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98434. /**
  98435. * Creates a webGL program
  98436. * @param pipelineContext defines the pipeline context to attach to
  98437. * @param vertexCode defines the vertex shader code to use
  98438. * @param fragmentCode defines the fragment shader code to use
  98439. * @param defines defines the string containing the defines to use to compile the shaders
  98440. * @param context defines the webGL context to use (if not set, the current one will be used)
  98441. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98442. * @returns the new webGL program
  98443. */
  98444. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98445. /**
  98446. * Creates a new pipeline context
  98447. * @returns the new pipeline
  98448. */
  98449. createPipelineContext(): IPipelineContext;
  98450. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98451. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98452. /** @hidden */
  98453. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98454. /** @hidden */
  98455. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98456. /** @hidden */
  98457. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98458. /**
  98459. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98460. * @param pipelineContext defines the pipeline context to use
  98461. * @param uniformsNames defines the list of uniform names
  98462. * @returns an array of webGL uniform locations
  98463. */
  98464. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98465. /**
  98466. * Gets the lsit of active attributes for a given webGL program
  98467. * @param pipelineContext defines the pipeline context to use
  98468. * @param attributesNames defines the list of attribute names to get
  98469. * @returns an array of indices indicating the offset of each attribute
  98470. */
  98471. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98472. /**
  98473. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98474. * @param effect defines the effect to activate
  98475. */
  98476. enableEffect(effect: Nullable<Effect>): void;
  98477. /**
  98478. * Set the value of an uniform to a number (int)
  98479. * @param uniform defines the webGL uniform location where to store the value
  98480. * @param value defines the int number to store
  98481. */
  98482. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98483. /**
  98484. * Set the value of an uniform to an array of int32
  98485. * @param uniform defines the webGL uniform location where to store the value
  98486. * @param array defines the array of int32 to store
  98487. */
  98488. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98489. /**
  98490. * Set the value of an uniform to an array of int32 (stored as vec2)
  98491. * @param uniform defines the webGL uniform location where to store the value
  98492. * @param array defines the array of int32 to store
  98493. */
  98494. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98495. /**
  98496. * Set the value of an uniform to an array of int32 (stored as vec3)
  98497. * @param uniform defines the webGL uniform location where to store the value
  98498. * @param array defines the array of int32 to store
  98499. */
  98500. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98501. /**
  98502. * Set the value of an uniform to an array of int32 (stored as vec4)
  98503. * @param uniform defines the webGL uniform location where to store the value
  98504. * @param array defines the array of int32 to store
  98505. */
  98506. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98507. /**
  98508. * Set the value of an uniform to an array of number
  98509. * @param uniform defines the webGL uniform location where to store the value
  98510. * @param array defines the array of number to store
  98511. */
  98512. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98513. /**
  98514. * Set the value of an uniform to an array of number (stored as vec2)
  98515. * @param uniform defines the webGL uniform location where to store the value
  98516. * @param array defines the array of number to store
  98517. */
  98518. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98519. /**
  98520. * Set the value of an uniform to an array of number (stored as vec3)
  98521. * @param uniform defines the webGL uniform location where to store the value
  98522. * @param array defines the array of number to store
  98523. */
  98524. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98525. /**
  98526. * Set the value of an uniform to an array of number (stored as vec4)
  98527. * @param uniform defines the webGL uniform location where to store the value
  98528. * @param array defines the array of number to store
  98529. */
  98530. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98531. /**
  98532. * Set the value of an uniform to an array of float32 (stored as matrices)
  98533. * @param uniform defines the webGL uniform location where to store the value
  98534. * @param matrices defines the array of float32 to store
  98535. */
  98536. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98537. /**
  98538. * Set the value of an uniform to a matrix (3x3)
  98539. * @param uniform defines the webGL uniform location where to store the value
  98540. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98541. */
  98542. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98543. /**
  98544. * Set the value of an uniform to a matrix (2x2)
  98545. * @param uniform defines the webGL uniform location where to store the value
  98546. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98547. */
  98548. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98549. /**
  98550. * Set the value of an uniform to a number (float)
  98551. * @param uniform defines the webGL uniform location where to store the value
  98552. * @param value defines the float number to store
  98553. */
  98554. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98555. /**
  98556. * Set the value of an uniform to a vec2
  98557. * @param uniform defines the webGL uniform location where to store the value
  98558. * @param x defines the 1st component of the value
  98559. * @param y defines the 2nd component of the value
  98560. */
  98561. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98562. /**
  98563. * Set the value of an uniform to a vec3
  98564. * @param uniform defines the webGL uniform location where to store the value
  98565. * @param x defines the 1st component of the value
  98566. * @param y defines the 2nd component of the value
  98567. * @param z defines the 3rd component of the value
  98568. */
  98569. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98570. /**
  98571. * Set the value of an uniform to a vec4
  98572. * @param uniform defines the webGL uniform location where to store the value
  98573. * @param x defines the 1st component of the value
  98574. * @param y defines the 2nd component of the value
  98575. * @param z defines the 3rd component of the value
  98576. * @param w defines the 4th component of the value
  98577. */
  98578. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98579. /**
  98580. * Gets the depth culling state manager
  98581. */
  98582. readonly depthCullingState: DepthCullingState;
  98583. /**
  98584. * Gets the alpha state manager
  98585. */
  98586. readonly alphaState: AlphaState;
  98587. /**
  98588. * Gets the stencil state manager
  98589. */
  98590. readonly stencilState: StencilState;
  98591. /**
  98592. * Clears the list of texture accessible through engine.
  98593. * This can help preventing texture load conflict due to name collision.
  98594. */
  98595. clearInternalTexturesCache(): void;
  98596. /**
  98597. * Force the entire cache to be cleared
  98598. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98599. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98600. */
  98601. wipeCaches(bruteForce?: boolean): void;
  98602. /** @hidden */
  98603. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98604. min: number;
  98605. mag: number;
  98606. };
  98607. /** @hidden */
  98608. _createTexture(): WebGLTexture;
  98609. /**
  98610. * Usually called from Texture.ts.
  98611. * Passed information to create a WebGLTexture
  98612. * @param urlArg defines a value which contains one of the following:
  98613. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98614. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98615. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98616. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98617. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  98618. * @param scene needed for loading to the correct scene
  98619. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98620. * @param onLoad optional callback to be called upon successful completion
  98621. * @param onError optional callback to be called upon failure
  98622. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  98623. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98624. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98625. * @param forcedExtension defines the extension to use to pick the right loader
  98626. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98627. * @param mimeType defines an optional mime type
  98628. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98629. */
  98630. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  98631. /**
  98632. * @hidden
  98633. */
  98634. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98635. /**
  98636. * Creates a raw texture
  98637. * @param data defines the data to store in the texture
  98638. * @param width defines the width of the texture
  98639. * @param height defines the height of the texture
  98640. * @param format defines the format of the data
  98641. * @param generateMipMaps defines if the engine should generate the mip levels
  98642. * @param invertY defines if data must be stored with Y axis inverted
  98643. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98644. * @param compression defines the compression used (null by default)
  98645. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98646. * @returns the raw texture inside an InternalTexture
  98647. */
  98648. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98649. /**
  98650. * Creates a new raw cube texture
  98651. * @param data defines the array of data to use to create each face
  98652. * @param size defines the size of the textures
  98653. * @param format defines the format of the data
  98654. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98655. * @param generateMipMaps defines if the engine should generate the mip levels
  98656. * @param invertY defines if data must be stored with Y axis inverted
  98657. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98658. * @param compression defines the compression used (null by default)
  98659. * @returns the cube texture as an InternalTexture
  98660. */
  98661. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98662. /**
  98663. * Creates a new raw 3D texture
  98664. * @param data defines the data used to create the texture
  98665. * @param width defines the width of the texture
  98666. * @param height defines the height of the texture
  98667. * @param depth defines the depth of the texture
  98668. * @param format defines the format of the texture
  98669. * @param generateMipMaps defines if the engine must generate mip levels
  98670. * @param invertY defines if data must be stored with Y axis inverted
  98671. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98672. * @param compression defines the compressed used (can be null)
  98673. * @param textureType defines the compressed used (can be null)
  98674. * @returns a new raw 3D texture (stored in an InternalTexture)
  98675. */
  98676. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98677. /**
  98678. * Creates a new raw 2D array texture
  98679. * @param data defines the data used to create the texture
  98680. * @param width defines the width of the texture
  98681. * @param height defines the height of the texture
  98682. * @param depth defines the number of layers of the texture
  98683. * @param format defines the format of the texture
  98684. * @param generateMipMaps defines if the engine must generate mip levels
  98685. * @param invertY defines if data must be stored with Y axis inverted
  98686. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98687. * @param compression defines the compressed used (can be null)
  98688. * @param textureType defines the compressed used (can be null)
  98689. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98690. */
  98691. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98692. private _unpackFlipYCached;
  98693. /**
  98694. * In case you are sharing the context with other applications, it might
  98695. * be interested to not cache the unpack flip y state to ensure a consistent
  98696. * value would be set.
  98697. */
  98698. enableUnpackFlipYCached: boolean;
  98699. /** @hidden */
  98700. _unpackFlipY(value: boolean): void;
  98701. /** @hidden */
  98702. _getUnpackAlignement(): number;
  98703. /**
  98704. * Update the sampling mode of a given texture
  98705. * @param samplingMode defines the required sampling mode
  98706. * @param texture defines the texture to update
  98707. */
  98708. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98709. /** @hidden */
  98710. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98711. width: number;
  98712. height: number;
  98713. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98714. /** @hidden */
  98715. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98716. /** @hidden */
  98717. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98718. /** @hidden */
  98719. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98720. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98721. private _prepareWebGLTexture;
  98722. /** @hidden */
  98723. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98724. /** @hidden */
  98725. _releaseFramebufferObjects(texture: InternalTexture): void;
  98726. /** @hidden */
  98727. _releaseTexture(texture: InternalTexture): void;
  98728. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98729. protected _setProgram(program: WebGLProgram): void;
  98730. protected _boundUniforms: {
  98731. [key: number]: WebGLUniformLocation;
  98732. };
  98733. /**
  98734. * Binds an effect to the webGL context
  98735. * @param effect defines the effect to bind
  98736. */
  98737. bindSamplers(effect: Effect): void;
  98738. private _activateCurrentTexture;
  98739. /** @hidden */
  98740. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98741. /** @hidden */
  98742. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98743. /**
  98744. * Unbind all textures from the webGL context
  98745. */
  98746. unbindAllTextures(): void;
  98747. /**
  98748. * Sets a texture to the according uniform.
  98749. * @param channel The texture channel
  98750. * @param uniform The uniform to set
  98751. * @param texture The texture to apply
  98752. */
  98753. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98754. private _bindSamplerUniformToChannel;
  98755. private _getTextureWrapMode;
  98756. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98757. /**
  98758. * Sets an array of texture to the webGL context
  98759. * @param channel defines the channel where the texture array must be set
  98760. * @param uniform defines the associated uniform location
  98761. * @param textures defines the array of textures to bind
  98762. */
  98763. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98764. /** @hidden */
  98765. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98766. private _setTextureParameterFloat;
  98767. private _setTextureParameterInteger;
  98768. /**
  98769. * Unbind all vertex attributes from the webGL context
  98770. */
  98771. unbindAllAttributes(): void;
  98772. /**
  98773. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  98774. */
  98775. releaseEffects(): void;
  98776. /**
  98777. * Dispose and release all associated resources
  98778. */
  98779. dispose(): void;
  98780. /**
  98781. * Attach a new callback raised when context lost event is fired
  98782. * @param callback defines the callback to call
  98783. */
  98784. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98785. /**
  98786. * Attach a new callback raised when context restored event is fired
  98787. * @param callback defines the callback to call
  98788. */
  98789. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98790. /**
  98791. * Get the current error code of the webGL context
  98792. * @returns the error code
  98793. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98794. */
  98795. getError(): number;
  98796. private _canRenderToFloatFramebuffer;
  98797. private _canRenderToHalfFloatFramebuffer;
  98798. private _canRenderToFramebuffer;
  98799. /** @hidden */
  98800. _getWebGLTextureType(type: number): number;
  98801. /** @hidden */
  98802. _getInternalFormat(format: number): number;
  98803. /** @hidden */
  98804. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98805. /** @hidden */
  98806. _getRGBAMultiSampleBufferFormat(type: number): number;
  98807. /** @hidden */
  98808. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  98809. /**
  98810. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98811. * @returns true if the engine can be created
  98812. * @ignorenaming
  98813. */
  98814. static isSupported(): boolean;
  98815. /**
  98816. * Find the next highest power of two.
  98817. * @param x Number to start search from.
  98818. * @return Next highest power of two.
  98819. */
  98820. static CeilingPOT(x: number): number;
  98821. /**
  98822. * Find the next lowest power of two.
  98823. * @param x Number to start search from.
  98824. * @return Next lowest power of two.
  98825. */
  98826. static FloorPOT(x: number): number;
  98827. /**
  98828. * Find the nearest power of two.
  98829. * @param x Number to start search from.
  98830. * @return Next nearest power of two.
  98831. */
  98832. static NearestPOT(x: number): number;
  98833. /**
  98834. * Get the closest exponent of two
  98835. * @param value defines the value to approximate
  98836. * @param max defines the maximum value to return
  98837. * @param mode defines how to define the closest value
  98838. * @returns closest exponent of two of the given value
  98839. */
  98840. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98841. /**
  98842. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98843. * @param func - the function to be called
  98844. * @param requester - the object that will request the next frame. Falls back to window.
  98845. * @returns frame number
  98846. */
  98847. static QueueNewFrame(func: () => void, requester?: any): number;
  98848. /**
  98849. * Gets host document
  98850. * @returns the host document object
  98851. */
  98852. getHostDocument(): Document;
  98853. }
  98854. }
  98855. declare module BABYLON {
  98856. /**
  98857. * Class representing spherical harmonics coefficients to the 3rd degree
  98858. */
  98859. export class SphericalHarmonics {
  98860. /**
  98861. * Defines whether or not the harmonics have been prescaled for rendering.
  98862. */
  98863. preScaled: boolean;
  98864. /**
  98865. * The l0,0 coefficients of the spherical harmonics
  98866. */
  98867. l00: Vector3;
  98868. /**
  98869. * The l1,-1 coefficients of the spherical harmonics
  98870. */
  98871. l1_1: Vector3;
  98872. /**
  98873. * The l1,0 coefficients of the spherical harmonics
  98874. */
  98875. l10: Vector3;
  98876. /**
  98877. * The l1,1 coefficients of the spherical harmonics
  98878. */
  98879. l11: Vector3;
  98880. /**
  98881. * The l2,-2 coefficients of the spherical harmonics
  98882. */
  98883. l2_2: Vector3;
  98884. /**
  98885. * The l2,-1 coefficients of the spherical harmonics
  98886. */
  98887. l2_1: Vector3;
  98888. /**
  98889. * The l2,0 coefficients of the spherical harmonics
  98890. */
  98891. l20: Vector3;
  98892. /**
  98893. * The l2,1 coefficients of the spherical harmonics
  98894. */
  98895. l21: Vector3;
  98896. /**
  98897. * The l2,2 coefficients of the spherical harmonics
  98898. */
  98899. l22: Vector3;
  98900. /**
  98901. * Adds a light to the spherical harmonics
  98902. * @param direction the direction of the light
  98903. * @param color the color of the light
  98904. * @param deltaSolidAngle the delta solid angle of the light
  98905. */
  98906. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98907. /**
  98908. * Scales the spherical harmonics by the given amount
  98909. * @param scale the amount to scale
  98910. */
  98911. scaleInPlace(scale: number): void;
  98912. /**
  98913. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98914. *
  98915. * ```
  98916. * E_lm = A_l * L_lm
  98917. * ```
  98918. *
  98919. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98920. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98921. * the scaling factors are given in equation 9.
  98922. */
  98923. convertIncidentRadianceToIrradiance(): void;
  98924. /**
  98925. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98926. *
  98927. * ```
  98928. * L = (1/pi) * E * rho
  98929. * ```
  98930. *
  98931. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98932. */
  98933. convertIrradianceToLambertianRadiance(): void;
  98934. /**
  98935. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98936. * required operations at run time.
  98937. *
  98938. * This is simply done by scaling back the SH with Ylm constants parameter.
  98939. * The trigonometric part being applied by the shader at run time.
  98940. */
  98941. preScaleForRendering(): void;
  98942. /**
  98943. * Constructs a spherical harmonics from an array.
  98944. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98945. * @returns the spherical harmonics
  98946. */
  98947. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98948. /**
  98949. * Gets the spherical harmonics from polynomial
  98950. * @param polynomial the spherical polynomial
  98951. * @returns the spherical harmonics
  98952. */
  98953. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98954. }
  98955. /**
  98956. * Class representing spherical polynomial coefficients to the 3rd degree
  98957. */
  98958. export class SphericalPolynomial {
  98959. private _harmonics;
  98960. /**
  98961. * The spherical harmonics used to create the polynomials.
  98962. */
  98963. readonly preScaledHarmonics: SphericalHarmonics;
  98964. /**
  98965. * The x coefficients of the spherical polynomial
  98966. */
  98967. x: Vector3;
  98968. /**
  98969. * The y coefficients of the spherical polynomial
  98970. */
  98971. y: Vector3;
  98972. /**
  98973. * The z coefficients of the spherical polynomial
  98974. */
  98975. z: Vector3;
  98976. /**
  98977. * The xx coefficients of the spherical polynomial
  98978. */
  98979. xx: Vector3;
  98980. /**
  98981. * The yy coefficients of the spherical polynomial
  98982. */
  98983. yy: Vector3;
  98984. /**
  98985. * The zz coefficients of the spherical polynomial
  98986. */
  98987. zz: Vector3;
  98988. /**
  98989. * The xy coefficients of the spherical polynomial
  98990. */
  98991. xy: Vector3;
  98992. /**
  98993. * The yz coefficients of the spherical polynomial
  98994. */
  98995. yz: Vector3;
  98996. /**
  98997. * The zx coefficients of the spherical polynomial
  98998. */
  98999. zx: Vector3;
  99000. /**
  99001. * Adds an ambient color to the spherical polynomial
  99002. * @param color the color to add
  99003. */
  99004. addAmbient(color: Color3): void;
  99005. /**
  99006. * Scales the spherical polynomial by the given amount
  99007. * @param scale the amount to scale
  99008. */
  99009. scaleInPlace(scale: number): void;
  99010. /**
  99011. * Gets the spherical polynomial from harmonics
  99012. * @param harmonics the spherical harmonics
  99013. * @returns the spherical polynomial
  99014. */
  99015. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  99016. /**
  99017. * Constructs a spherical polynomial from an array.
  99018. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  99019. * @returns the spherical polynomial
  99020. */
  99021. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  99022. }
  99023. }
  99024. declare module BABYLON {
  99025. /**
  99026. * Defines the source of the internal texture
  99027. */
  99028. export enum InternalTextureSource {
  99029. /**
  99030. * The source of the texture data is unknown
  99031. */
  99032. Unknown = 0,
  99033. /**
  99034. * Texture data comes from an URL
  99035. */
  99036. Url = 1,
  99037. /**
  99038. * Texture data is only used for temporary storage
  99039. */
  99040. Temp = 2,
  99041. /**
  99042. * Texture data comes from raw data (ArrayBuffer)
  99043. */
  99044. Raw = 3,
  99045. /**
  99046. * Texture content is dynamic (video or dynamic texture)
  99047. */
  99048. Dynamic = 4,
  99049. /**
  99050. * Texture content is generated by rendering to it
  99051. */
  99052. RenderTarget = 5,
  99053. /**
  99054. * Texture content is part of a multi render target process
  99055. */
  99056. MultiRenderTarget = 6,
  99057. /**
  99058. * Texture data comes from a cube data file
  99059. */
  99060. Cube = 7,
  99061. /**
  99062. * Texture data comes from a raw cube data
  99063. */
  99064. CubeRaw = 8,
  99065. /**
  99066. * Texture data come from a prefiltered cube data file
  99067. */
  99068. CubePrefiltered = 9,
  99069. /**
  99070. * Texture content is raw 3D data
  99071. */
  99072. Raw3D = 10,
  99073. /**
  99074. * Texture content is raw 2D array data
  99075. */
  99076. Raw2DArray = 11,
  99077. /**
  99078. * Texture content is a depth texture
  99079. */
  99080. Depth = 12,
  99081. /**
  99082. * Texture data comes from a raw cube data encoded with RGBD
  99083. */
  99084. CubeRawRGBD = 13
  99085. }
  99086. /**
  99087. * Class used to store data associated with WebGL texture data for the engine
  99088. * This class should not be used directly
  99089. */
  99090. export class InternalTexture {
  99091. /** @hidden */
  99092. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  99093. /**
  99094. * Defines if the texture is ready
  99095. */
  99096. isReady: boolean;
  99097. /**
  99098. * Defines if the texture is a cube texture
  99099. */
  99100. isCube: boolean;
  99101. /**
  99102. * Defines if the texture contains 3D data
  99103. */
  99104. is3D: boolean;
  99105. /**
  99106. * Defines if the texture contains 2D array data
  99107. */
  99108. is2DArray: boolean;
  99109. /**
  99110. * Defines if the texture contains multiview data
  99111. */
  99112. isMultiview: boolean;
  99113. /**
  99114. * Gets the URL used to load this texture
  99115. */
  99116. url: string;
  99117. /**
  99118. * Gets the sampling mode of the texture
  99119. */
  99120. samplingMode: number;
  99121. /**
  99122. * Gets a boolean indicating if the texture needs mipmaps generation
  99123. */
  99124. generateMipMaps: boolean;
  99125. /**
  99126. * Gets the number of samples used by the texture (WebGL2+ only)
  99127. */
  99128. samples: number;
  99129. /**
  99130. * Gets the type of the texture (int, float...)
  99131. */
  99132. type: number;
  99133. /**
  99134. * Gets the format of the texture (RGB, RGBA...)
  99135. */
  99136. format: number;
  99137. /**
  99138. * Observable called when the texture is loaded
  99139. */
  99140. onLoadedObservable: Observable<InternalTexture>;
  99141. /**
  99142. * Gets the width of the texture
  99143. */
  99144. width: number;
  99145. /**
  99146. * Gets the height of the texture
  99147. */
  99148. height: number;
  99149. /**
  99150. * Gets the depth of the texture
  99151. */
  99152. depth: number;
  99153. /**
  99154. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  99155. */
  99156. baseWidth: number;
  99157. /**
  99158. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  99159. */
  99160. baseHeight: number;
  99161. /**
  99162. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  99163. */
  99164. baseDepth: number;
  99165. /**
  99166. * Gets a boolean indicating if the texture is inverted on Y axis
  99167. */
  99168. invertY: boolean;
  99169. /** @hidden */
  99170. _invertVScale: boolean;
  99171. /** @hidden */
  99172. _associatedChannel: number;
  99173. /** @hidden */
  99174. _source: InternalTextureSource;
  99175. /** @hidden */
  99176. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  99177. /** @hidden */
  99178. _bufferView: Nullable<ArrayBufferView>;
  99179. /** @hidden */
  99180. _bufferViewArray: Nullable<ArrayBufferView[]>;
  99181. /** @hidden */
  99182. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  99183. /** @hidden */
  99184. _size: number;
  99185. /** @hidden */
  99186. _extension: string;
  99187. /** @hidden */
  99188. _files: Nullable<string[]>;
  99189. /** @hidden */
  99190. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  99191. /** @hidden */
  99192. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  99193. /** @hidden */
  99194. _framebuffer: Nullable<WebGLFramebuffer>;
  99195. /** @hidden */
  99196. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  99197. /** @hidden */
  99198. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  99199. /** @hidden */
  99200. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  99201. /** @hidden */
  99202. _attachments: Nullable<number[]>;
  99203. /** @hidden */
  99204. _cachedCoordinatesMode: Nullable<number>;
  99205. /** @hidden */
  99206. _cachedWrapU: Nullable<number>;
  99207. /** @hidden */
  99208. _cachedWrapV: Nullable<number>;
  99209. /** @hidden */
  99210. _cachedWrapR: Nullable<number>;
  99211. /** @hidden */
  99212. _cachedAnisotropicFilteringLevel: Nullable<number>;
  99213. /** @hidden */
  99214. _isDisabled: boolean;
  99215. /** @hidden */
  99216. _compression: Nullable<string>;
  99217. /** @hidden */
  99218. _generateStencilBuffer: boolean;
  99219. /** @hidden */
  99220. _generateDepthBuffer: boolean;
  99221. /** @hidden */
  99222. _comparisonFunction: number;
  99223. /** @hidden */
  99224. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99225. /** @hidden */
  99226. _lodGenerationScale: number;
  99227. /** @hidden */
  99228. _lodGenerationOffset: number;
  99229. /** @hidden */
  99230. _colorTextureArray: Nullable<WebGLTexture>;
  99231. /** @hidden */
  99232. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99233. /** @hidden */
  99234. _lodTextureHigh: Nullable<BaseTexture>;
  99235. /** @hidden */
  99236. _lodTextureMid: Nullable<BaseTexture>;
  99237. /** @hidden */
  99238. _lodTextureLow: Nullable<BaseTexture>;
  99239. /** @hidden */
  99240. _isRGBD: boolean;
  99241. /** @hidden */
  99242. _linearSpecularLOD: boolean;
  99243. /** @hidden */
  99244. _irradianceTexture: Nullable<BaseTexture>;
  99245. /** @hidden */
  99246. _webGLTexture: Nullable<WebGLTexture>;
  99247. /** @hidden */
  99248. _references: number;
  99249. private _engine;
  99250. /**
  99251. * Gets the Engine the texture belongs to.
  99252. * @returns The babylon engine
  99253. */
  99254. getEngine(): ThinEngine;
  99255. /**
  99256. * Gets the data source type of the texture
  99257. */
  99258. readonly source: InternalTextureSource;
  99259. /**
  99260. * Creates a new InternalTexture
  99261. * @param engine defines the engine to use
  99262. * @param source defines the type of data that will be used
  99263. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99264. */
  99265. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99266. /**
  99267. * Increments the number of references (ie. the number of Texture that point to it)
  99268. */
  99269. incrementReferences(): void;
  99270. /**
  99271. * Change the size of the texture (not the size of the content)
  99272. * @param width defines the new width
  99273. * @param height defines the new height
  99274. * @param depth defines the new depth (1 by default)
  99275. */
  99276. updateSize(width: int, height: int, depth?: int): void;
  99277. /** @hidden */
  99278. _rebuild(): void;
  99279. /** @hidden */
  99280. _swapAndDie(target: InternalTexture): void;
  99281. /**
  99282. * Dispose the current allocated resources
  99283. */
  99284. dispose(): void;
  99285. }
  99286. }
  99287. declare module BABYLON {
  99288. /**
  99289. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99291. */
  99292. export class Analyser {
  99293. /**
  99294. * Gets or sets the smoothing
  99295. * @ignorenaming
  99296. */
  99297. SMOOTHING: number;
  99298. /**
  99299. * Gets or sets the FFT table size
  99300. * @ignorenaming
  99301. */
  99302. FFT_SIZE: number;
  99303. /**
  99304. * Gets or sets the bar graph amplitude
  99305. * @ignorenaming
  99306. */
  99307. BARGRAPHAMPLITUDE: number;
  99308. /**
  99309. * Gets or sets the position of the debug canvas
  99310. * @ignorenaming
  99311. */
  99312. DEBUGCANVASPOS: {
  99313. x: number;
  99314. y: number;
  99315. };
  99316. /**
  99317. * Gets or sets the debug canvas size
  99318. * @ignorenaming
  99319. */
  99320. DEBUGCANVASSIZE: {
  99321. width: number;
  99322. height: number;
  99323. };
  99324. private _byteFreqs;
  99325. private _byteTime;
  99326. private _floatFreqs;
  99327. private _webAudioAnalyser;
  99328. private _debugCanvas;
  99329. private _debugCanvasContext;
  99330. private _scene;
  99331. private _registerFunc;
  99332. private _audioEngine;
  99333. /**
  99334. * Creates a new analyser
  99335. * @param scene defines hosting scene
  99336. */
  99337. constructor(scene: Scene);
  99338. /**
  99339. * Get the number of data values you will have to play with for the visualization
  99340. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99341. * @returns a number
  99342. */
  99343. getFrequencyBinCount(): number;
  99344. /**
  99345. * Gets the current frequency data as a byte array
  99346. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99347. * @returns a Uint8Array
  99348. */
  99349. getByteFrequencyData(): Uint8Array;
  99350. /**
  99351. * Gets the current waveform as a byte array
  99352. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99353. * @returns a Uint8Array
  99354. */
  99355. getByteTimeDomainData(): Uint8Array;
  99356. /**
  99357. * Gets the current frequency data as a float array
  99358. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99359. * @returns a Float32Array
  99360. */
  99361. getFloatFrequencyData(): Float32Array;
  99362. /**
  99363. * Renders the debug canvas
  99364. */
  99365. drawDebugCanvas(): void;
  99366. /**
  99367. * Stops rendering the debug canvas and removes it
  99368. */
  99369. stopDebugCanvas(): void;
  99370. /**
  99371. * Connects two audio nodes
  99372. * @param inputAudioNode defines first node to connect
  99373. * @param outputAudioNode defines second node to connect
  99374. */
  99375. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99376. /**
  99377. * Releases all associated resources
  99378. */
  99379. dispose(): void;
  99380. }
  99381. }
  99382. declare module BABYLON {
  99383. /**
  99384. * This represents an audio engine and it is responsible
  99385. * to play, synchronize and analyse sounds throughout the application.
  99386. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99387. */
  99388. export interface IAudioEngine extends IDisposable {
  99389. /**
  99390. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99391. */
  99392. readonly canUseWebAudio: boolean;
  99393. /**
  99394. * Gets the current AudioContext if available.
  99395. */
  99396. readonly audioContext: Nullable<AudioContext>;
  99397. /**
  99398. * The master gain node defines the global audio volume of your audio engine.
  99399. */
  99400. readonly masterGain: GainNode;
  99401. /**
  99402. * Gets whether or not mp3 are supported by your browser.
  99403. */
  99404. readonly isMP3supported: boolean;
  99405. /**
  99406. * Gets whether or not ogg are supported by your browser.
  99407. */
  99408. readonly isOGGsupported: boolean;
  99409. /**
  99410. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99411. * @ignoreNaming
  99412. */
  99413. WarnedWebAudioUnsupported: boolean;
  99414. /**
  99415. * Defines if the audio engine relies on a custom unlocked button.
  99416. * In this case, the embedded button will not be displayed.
  99417. */
  99418. useCustomUnlockedButton: boolean;
  99419. /**
  99420. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99421. */
  99422. readonly unlocked: boolean;
  99423. /**
  99424. * Event raised when audio has been unlocked on the browser.
  99425. */
  99426. onAudioUnlockedObservable: Observable<AudioEngine>;
  99427. /**
  99428. * Event raised when audio has been locked on the browser.
  99429. */
  99430. onAudioLockedObservable: Observable<AudioEngine>;
  99431. /**
  99432. * Flags the audio engine in Locked state.
  99433. * This happens due to new browser policies preventing audio to autoplay.
  99434. */
  99435. lock(): void;
  99436. /**
  99437. * Unlocks the audio engine once a user action has been done on the dom.
  99438. * This is helpful to resume play once browser policies have been satisfied.
  99439. */
  99440. unlock(): void;
  99441. }
  99442. /**
  99443. * This represents the default audio engine used in babylon.
  99444. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99445. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99446. */
  99447. export class AudioEngine implements IAudioEngine {
  99448. private _audioContext;
  99449. private _audioContextInitialized;
  99450. private _muteButton;
  99451. private _hostElement;
  99452. /**
  99453. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99454. */
  99455. canUseWebAudio: boolean;
  99456. /**
  99457. * The master gain node defines the global audio volume of your audio engine.
  99458. */
  99459. masterGain: GainNode;
  99460. /**
  99461. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99462. * @ignoreNaming
  99463. */
  99464. WarnedWebAudioUnsupported: boolean;
  99465. /**
  99466. * Gets whether or not mp3 are supported by your browser.
  99467. */
  99468. isMP3supported: boolean;
  99469. /**
  99470. * Gets whether or not ogg are supported by your browser.
  99471. */
  99472. isOGGsupported: boolean;
  99473. /**
  99474. * Gets whether audio has been unlocked on the device.
  99475. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99476. * a user interaction has happened.
  99477. */
  99478. unlocked: boolean;
  99479. /**
  99480. * Defines if the audio engine relies on a custom unlocked button.
  99481. * In this case, the embedded button will not be displayed.
  99482. */
  99483. useCustomUnlockedButton: boolean;
  99484. /**
  99485. * Event raised when audio has been unlocked on the browser.
  99486. */
  99487. onAudioUnlockedObservable: Observable<AudioEngine>;
  99488. /**
  99489. * Event raised when audio has been locked on the browser.
  99490. */
  99491. onAudioLockedObservable: Observable<AudioEngine>;
  99492. /**
  99493. * Gets the current AudioContext if available.
  99494. */
  99495. readonly audioContext: Nullable<AudioContext>;
  99496. private _connectedAnalyser;
  99497. /**
  99498. * Instantiates a new audio engine.
  99499. *
  99500. * There should be only one per page as some browsers restrict the number
  99501. * of audio contexts you can create.
  99502. * @param hostElement defines the host element where to display the mute icon if necessary
  99503. */
  99504. constructor(hostElement?: Nullable<HTMLElement>);
  99505. /**
  99506. * Flags the audio engine in Locked state.
  99507. * This happens due to new browser policies preventing audio to autoplay.
  99508. */
  99509. lock(): void;
  99510. /**
  99511. * Unlocks the audio engine once a user action has been done on the dom.
  99512. * This is helpful to resume play once browser policies have been satisfied.
  99513. */
  99514. unlock(): void;
  99515. private _resumeAudioContext;
  99516. private _initializeAudioContext;
  99517. private _tryToRun;
  99518. private _triggerRunningState;
  99519. private _triggerSuspendedState;
  99520. private _displayMuteButton;
  99521. private _moveButtonToTopLeft;
  99522. private _onResize;
  99523. private _hideMuteButton;
  99524. /**
  99525. * Destroy and release the resources associated with the audio ccontext.
  99526. */
  99527. dispose(): void;
  99528. /**
  99529. * Gets the global volume sets on the master gain.
  99530. * @returns the global volume if set or -1 otherwise
  99531. */
  99532. getGlobalVolume(): number;
  99533. /**
  99534. * Sets the global volume of your experience (sets on the master gain).
  99535. * @param newVolume Defines the new global volume of the application
  99536. */
  99537. setGlobalVolume(newVolume: number): void;
  99538. /**
  99539. * Connect the audio engine to an audio analyser allowing some amazing
  99540. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99542. * @param analyser The analyser to connect to the engine
  99543. */
  99544. connectToAnalyser(analyser: Analyser): void;
  99545. }
  99546. }
  99547. declare module BABYLON {
  99548. /**
  99549. * Interface used to present a loading screen while loading a scene
  99550. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99551. */
  99552. export interface ILoadingScreen {
  99553. /**
  99554. * Function called to display the loading screen
  99555. */
  99556. displayLoadingUI: () => void;
  99557. /**
  99558. * Function called to hide the loading screen
  99559. */
  99560. hideLoadingUI: () => void;
  99561. /**
  99562. * Gets or sets the color to use for the background
  99563. */
  99564. loadingUIBackgroundColor: string;
  99565. /**
  99566. * Gets or sets the text to display while loading
  99567. */
  99568. loadingUIText: string;
  99569. }
  99570. /**
  99571. * Class used for the default loading screen
  99572. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99573. */
  99574. export class DefaultLoadingScreen implements ILoadingScreen {
  99575. private _renderingCanvas;
  99576. private _loadingText;
  99577. private _loadingDivBackgroundColor;
  99578. private _loadingDiv;
  99579. private _loadingTextDiv;
  99580. /** Gets or sets the logo url to use for the default loading screen */
  99581. static DefaultLogoUrl: string;
  99582. /** Gets or sets the spinner url to use for the default loading screen */
  99583. static DefaultSpinnerUrl: string;
  99584. /**
  99585. * Creates a new default loading screen
  99586. * @param _renderingCanvas defines the canvas used to render the scene
  99587. * @param _loadingText defines the default text to display
  99588. * @param _loadingDivBackgroundColor defines the default background color
  99589. */
  99590. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99591. /**
  99592. * Function called to display the loading screen
  99593. */
  99594. displayLoadingUI(): void;
  99595. /**
  99596. * Function called to hide the loading screen
  99597. */
  99598. hideLoadingUI(): void;
  99599. /**
  99600. * Gets or sets the text to display while loading
  99601. */
  99602. loadingUIText: string;
  99603. /**
  99604. * Gets or sets the color to use for the background
  99605. */
  99606. loadingUIBackgroundColor: string;
  99607. private _resizeLoadingUI;
  99608. }
  99609. }
  99610. declare module BABYLON {
  99611. /**
  99612. * Interface for any object that can request an animation frame
  99613. */
  99614. export interface ICustomAnimationFrameRequester {
  99615. /**
  99616. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99617. */
  99618. renderFunction?: Function;
  99619. /**
  99620. * Called to request the next frame to render to
  99621. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99622. */
  99623. requestAnimationFrame: Function;
  99624. /**
  99625. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99626. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99627. */
  99628. requestID?: number;
  99629. }
  99630. }
  99631. declare module BABYLON {
  99632. /**
  99633. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99634. */
  99635. export class PerformanceMonitor {
  99636. private _enabled;
  99637. private _rollingFrameTime;
  99638. private _lastFrameTimeMs;
  99639. /**
  99640. * constructor
  99641. * @param frameSampleSize The number of samples required to saturate the sliding window
  99642. */
  99643. constructor(frameSampleSize?: number);
  99644. /**
  99645. * Samples current frame
  99646. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99647. */
  99648. sampleFrame(timeMs?: number): void;
  99649. /**
  99650. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99651. */
  99652. readonly averageFrameTime: number;
  99653. /**
  99654. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99655. */
  99656. readonly averageFrameTimeVariance: number;
  99657. /**
  99658. * Returns the frame time of the most recent frame
  99659. */
  99660. readonly instantaneousFrameTime: number;
  99661. /**
  99662. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99663. */
  99664. readonly averageFPS: number;
  99665. /**
  99666. * Returns the average framerate in frames per second using the most recent frame time
  99667. */
  99668. readonly instantaneousFPS: number;
  99669. /**
  99670. * Returns true if enough samples have been taken to completely fill the sliding window
  99671. */
  99672. readonly isSaturated: boolean;
  99673. /**
  99674. * Enables contributions to the sliding window sample set
  99675. */
  99676. enable(): void;
  99677. /**
  99678. * Disables contributions to the sliding window sample set
  99679. * Samples will not be interpolated over the disabled period
  99680. */
  99681. disable(): void;
  99682. /**
  99683. * Returns true if sampling is enabled
  99684. */
  99685. readonly isEnabled: boolean;
  99686. /**
  99687. * Resets performance monitor
  99688. */
  99689. reset(): void;
  99690. }
  99691. /**
  99692. * RollingAverage
  99693. *
  99694. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99695. */
  99696. export class RollingAverage {
  99697. /**
  99698. * Current average
  99699. */
  99700. average: number;
  99701. /**
  99702. * Current variance
  99703. */
  99704. variance: number;
  99705. protected _samples: Array<number>;
  99706. protected _sampleCount: number;
  99707. protected _pos: number;
  99708. protected _m2: number;
  99709. /**
  99710. * constructor
  99711. * @param length The number of samples required to saturate the sliding window
  99712. */
  99713. constructor(length: number);
  99714. /**
  99715. * Adds a sample to the sample set
  99716. * @param v The sample value
  99717. */
  99718. add(v: number): void;
  99719. /**
  99720. * Returns previously added values or null if outside of history or outside the sliding window domain
  99721. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99722. * @return Value previously recorded with add() or null if outside of range
  99723. */
  99724. history(i: number): number;
  99725. /**
  99726. * Returns true if enough samples have been taken to completely fill the sliding window
  99727. * @return true if sample-set saturated
  99728. */
  99729. isSaturated(): boolean;
  99730. /**
  99731. * Resets the rolling average (equivalent to 0 samples taken so far)
  99732. */
  99733. reset(): void;
  99734. /**
  99735. * Wraps a value around the sample range boundaries
  99736. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99737. * @return Wrapped position in sample range
  99738. */
  99739. protected _wrapPosition(i: number): number;
  99740. }
  99741. }
  99742. declare module BABYLON {
  99743. /**
  99744. * This class is used to track a performance counter which is number based.
  99745. * The user has access to many properties which give statistics of different nature.
  99746. *
  99747. * The implementer can track two kinds of Performance Counter: time and count.
  99748. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  99749. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  99750. */
  99751. export class PerfCounter {
  99752. /**
  99753. * Gets or sets a global boolean to turn on and off all the counters
  99754. */
  99755. static Enabled: boolean;
  99756. /**
  99757. * Returns the smallest value ever
  99758. */
  99759. readonly min: number;
  99760. /**
  99761. * Returns the biggest value ever
  99762. */
  99763. readonly max: number;
  99764. /**
  99765. * Returns the average value since the performance counter is running
  99766. */
  99767. readonly average: number;
  99768. /**
  99769. * Returns the average value of the last second the counter was monitored
  99770. */
  99771. readonly lastSecAverage: number;
  99772. /**
  99773. * Returns the current value
  99774. */
  99775. readonly current: number;
  99776. /**
  99777. * Gets the accumulated total
  99778. */
  99779. readonly total: number;
  99780. /**
  99781. * Gets the total value count
  99782. */
  99783. readonly count: number;
  99784. /**
  99785. * Creates a new counter
  99786. */
  99787. constructor();
  99788. /**
  99789. * Call this method to start monitoring a new frame.
  99790. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  99791. */
  99792. fetchNewFrame(): void;
  99793. /**
  99794. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99795. * @param newCount the count value to add to the monitored count
  99796. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  99797. */
  99798. addCount(newCount: number, fetchResult: boolean): void;
  99799. /**
  99800. * Start monitoring this performance counter
  99801. */
  99802. beginMonitoring(): void;
  99803. /**
  99804. * Compute the time lapsed since the previous beginMonitoring() call.
  99805. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  99806. */
  99807. endMonitoring(newFrame?: boolean): void;
  99808. private _fetchResult;
  99809. private _startMonitoringTime;
  99810. private _min;
  99811. private _max;
  99812. private _average;
  99813. private _current;
  99814. private _totalValueCount;
  99815. private _totalAccumulated;
  99816. private _lastSecAverage;
  99817. private _lastSecAccumulated;
  99818. private _lastSecTime;
  99819. private _lastSecValueCount;
  99820. }
  99821. }
  99822. declare module BABYLON {
  99823. /**
  99824. * Defines the interface used by display changed events
  99825. */
  99826. export interface IDisplayChangedEventArgs {
  99827. /** Gets the vrDisplay object (if any) */
  99828. vrDisplay: Nullable<any>;
  99829. /** Gets a boolean indicating if webVR is supported */
  99830. vrSupported: boolean;
  99831. }
  99832. /**
  99833. * Defines the interface used by objects containing a viewport (like a camera)
  99834. */
  99835. interface IViewportOwnerLike {
  99836. /**
  99837. * Gets or sets the viewport
  99838. */
  99839. viewport: IViewportLike;
  99840. }
  99841. /**
  99842. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99843. */
  99844. export class Engine extends ThinEngine {
  99845. /** Defines that alpha blending is disabled */
  99846. static readonly ALPHA_DISABLE: number;
  99847. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99848. static readonly ALPHA_ADD: number;
  99849. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99850. static readonly ALPHA_COMBINE: number;
  99851. /** Defines that alpha blending to DEST - SRC * DEST */
  99852. static readonly ALPHA_SUBTRACT: number;
  99853. /** Defines that alpha blending to SRC * DEST */
  99854. static readonly ALPHA_MULTIPLY: number;
  99855. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99856. static readonly ALPHA_MAXIMIZED: number;
  99857. /** Defines that alpha blending to SRC + DEST */
  99858. static readonly ALPHA_ONEONE: number;
  99859. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99860. static readonly ALPHA_PREMULTIPLIED: number;
  99861. /**
  99862. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99863. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99864. */
  99865. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99866. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99867. static readonly ALPHA_INTERPOLATE: number;
  99868. /**
  99869. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99870. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99871. */
  99872. static readonly ALPHA_SCREENMODE: number;
  99873. /** Defines that the ressource is not delayed*/
  99874. static readonly DELAYLOADSTATE_NONE: number;
  99875. /** Defines that the ressource was successfully delay loaded */
  99876. static readonly DELAYLOADSTATE_LOADED: number;
  99877. /** Defines that the ressource is currently delay loading */
  99878. static readonly DELAYLOADSTATE_LOADING: number;
  99879. /** Defines that the ressource is delayed and has not started loading */
  99880. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99881. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99882. static readonly NEVER: number;
  99883. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  99884. static readonly ALWAYS: number;
  99885. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99886. static readonly LESS: number;
  99887. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99888. static readonly EQUAL: number;
  99889. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  99890. static readonly LEQUAL: number;
  99891. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99892. static readonly GREATER: number;
  99893. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  99894. static readonly GEQUAL: number;
  99895. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  99896. static readonly NOTEQUAL: number;
  99897. /** Passed to stencilOperation to specify that stencil value must be kept */
  99898. static readonly KEEP: number;
  99899. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99900. static readonly REPLACE: number;
  99901. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99902. static readonly INCR: number;
  99903. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99904. static readonly DECR: number;
  99905. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99906. static readonly INVERT: number;
  99907. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99908. static readonly INCR_WRAP: number;
  99909. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99910. static readonly DECR_WRAP: number;
  99911. /** Texture is not repeating outside of 0..1 UVs */
  99912. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99913. /** Texture is repeating outside of 0..1 UVs */
  99914. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99915. /** Texture is repeating and mirrored */
  99916. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99917. /** ALPHA */
  99918. static readonly TEXTUREFORMAT_ALPHA: number;
  99919. /** LUMINANCE */
  99920. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99921. /** LUMINANCE_ALPHA */
  99922. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99923. /** RGB */
  99924. static readonly TEXTUREFORMAT_RGB: number;
  99925. /** RGBA */
  99926. static readonly TEXTUREFORMAT_RGBA: number;
  99927. /** RED */
  99928. static readonly TEXTUREFORMAT_RED: number;
  99929. /** RED (2nd reference) */
  99930. static readonly TEXTUREFORMAT_R: number;
  99931. /** RG */
  99932. static readonly TEXTUREFORMAT_RG: number;
  99933. /** RED_INTEGER */
  99934. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99935. /** RED_INTEGER (2nd reference) */
  99936. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99937. /** RG_INTEGER */
  99938. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99939. /** RGB_INTEGER */
  99940. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99941. /** RGBA_INTEGER */
  99942. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99943. /** UNSIGNED_BYTE */
  99944. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99945. /** UNSIGNED_BYTE (2nd reference) */
  99946. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99947. /** FLOAT */
  99948. static readonly TEXTURETYPE_FLOAT: number;
  99949. /** HALF_FLOAT */
  99950. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99951. /** BYTE */
  99952. static readonly TEXTURETYPE_BYTE: number;
  99953. /** SHORT */
  99954. static readonly TEXTURETYPE_SHORT: number;
  99955. /** UNSIGNED_SHORT */
  99956. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99957. /** INT */
  99958. static readonly TEXTURETYPE_INT: number;
  99959. /** UNSIGNED_INT */
  99960. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99961. /** UNSIGNED_SHORT_4_4_4_4 */
  99962. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99963. /** UNSIGNED_SHORT_5_5_5_1 */
  99964. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99965. /** UNSIGNED_SHORT_5_6_5 */
  99966. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99967. /** UNSIGNED_INT_2_10_10_10_REV */
  99968. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99969. /** UNSIGNED_INT_24_8 */
  99970. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99971. /** UNSIGNED_INT_10F_11F_11F_REV */
  99972. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99973. /** UNSIGNED_INT_5_9_9_9_REV */
  99974. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99975. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99976. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99977. /** nearest is mag = nearest and min = nearest and mip = linear */
  99978. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99979. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99980. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99981. /** Trilinear is mag = linear and min = linear and mip = linear */
  99982. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99983. /** nearest is mag = nearest and min = nearest and mip = linear */
  99984. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99985. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99986. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99987. /** Trilinear is mag = linear and min = linear and mip = linear */
  99988. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99989. /** mag = nearest and min = nearest and mip = nearest */
  99990. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99991. /** mag = nearest and min = linear and mip = nearest */
  99992. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99993. /** mag = nearest and min = linear and mip = linear */
  99994. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99995. /** mag = nearest and min = linear and mip = none */
  99996. static readonly TEXTURE_NEAREST_LINEAR: number;
  99997. /** mag = nearest and min = nearest and mip = none */
  99998. static readonly TEXTURE_NEAREST_NEAREST: number;
  99999. /** mag = linear and min = nearest and mip = nearest */
  100000. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  100001. /** mag = linear and min = nearest and mip = linear */
  100002. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  100003. /** mag = linear and min = linear and mip = none */
  100004. static readonly TEXTURE_LINEAR_LINEAR: number;
  100005. /** mag = linear and min = nearest and mip = none */
  100006. static readonly TEXTURE_LINEAR_NEAREST: number;
  100007. /** Explicit coordinates mode */
  100008. static readonly TEXTURE_EXPLICIT_MODE: number;
  100009. /** Spherical coordinates mode */
  100010. static readonly TEXTURE_SPHERICAL_MODE: number;
  100011. /** Planar coordinates mode */
  100012. static readonly TEXTURE_PLANAR_MODE: number;
  100013. /** Cubic coordinates mode */
  100014. static readonly TEXTURE_CUBIC_MODE: number;
  100015. /** Projection coordinates mode */
  100016. static readonly TEXTURE_PROJECTION_MODE: number;
  100017. /** Skybox coordinates mode */
  100018. static readonly TEXTURE_SKYBOX_MODE: number;
  100019. /** Inverse Cubic coordinates mode */
  100020. static readonly TEXTURE_INVCUBIC_MODE: number;
  100021. /** Equirectangular coordinates mode */
  100022. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  100023. /** Equirectangular Fixed coordinates mode */
  100024. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  100025. /** Equirectangular Fixed Mirrored coordinates mode */
  100026. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  100027. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  100028. static readonly SCALEMODE_FLOOR: number;
  100029. /** Defines that texture rescaling will look for the nearest power of 2 size */
  100030. static readonly SCALEMODE_NEAREST: number;
  100031. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  100032. static readonly SCALEMODE_CEILING: number;
  100033. /**
  100034. * Returns the current npm package of the sdk
  100035. */
  100036. static readonly NpmPackage: string;
  100037. /**
  100038. * Returns the current version of the framework
  100039. */
  100040. static readonly Version: string;
  100041. /** Gets the list of created engines */
  100042. static readonly Instances: Engine[];
  100043. /**
  100044. * Gets the latest created engine
  100045. */
  100046. static readonly LastCreatedEngine: Nullable<Engine>;
  100047. /**
  100048. * Gets the latest created scene
  100049. */
  100050. static readonly LastCreatedScene: Nullable<Scene>;
  100051. /**
  100052. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  100053. * @param flag defines which part of the materials must be marked as dirty
  100054. * @param predicate defines a predicate used to filter which materials should be affected
  100055. */
  100056. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100057. /**
  100058. * Method called to create the default loading screen.
  100059. * This can be overriden in your own app.
  100060. * @param canvas The rendering canvas element
  100061. * @returns The loading screen
  100062. */
  100063. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  100064. /**
  100065. * Method called to create the default rescale post process on each engine.
  100066. */
  100067. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  100068. /**
  100069. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  100070. **/
  100071. enableOfflineSupport: boolean;
  100072. /**
  100073. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  100074. **/
  100075. disableManifestCheck: boolean;
  100076. /**
  100077. * Gets the list of created scenes
  100078. */
  100079. scenes: Scene[];
  100080. /**
  100081. * Event raised when a new scene is created
  100082. */
  100083. onNewSceneAddedObservable: Observable<Scene>;
  100084. /**
  100085. * Gets the list of created postprocesses
  100086. */
  100087. postProcesses: PostProcess[];
  100088. /**
  100089. * Gets a boolean indicating if the pointer is currently locked
  100090. */
  100091. isPointerLock: boolean;
  100092. /**
  100093. * Observable event triggered each time the rendering canvas is resized
  100094. */
  100095. onResizeObservable: Observable<Engine>;
  100096. /**
  100097. * Observable event triggered each time the canvas loses focus
  100098. */
  100099. onCanvasBlurObservable: Observable<Engine>;
  100100. /**
  100101. * Observable event triggered each time the canvas gains focus
  100102. */
  100103. onCanvasFocusObservable: Observable<Engine>;
  100104. /**
  100105. * Observable event triggered each time the canvas receives pointerout event
  100106. */
  100107. onCanvasPointerOutObservable: Observable<PointerEvent>;
  100108. /**
  100109. * Observable raised when the engine begins a new frame
  100110. */
  100111. onBeginFrameObservable: Observable<Engine>;
  100112. /**
  100113. * If set, will be used to request the next animation frame for the render loop
  100114. */
  100115. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  100116. /**
  100117. * Observable raised when the engine ends the current frame
  100118. */
  100119. onEndFrameObservable: Observable<Engine>;
  100120. /**
  100121. * Observable raised when the engine is about to compile a shader
  100122. */
  100123. onBeforeShaderCompilationObservable: Observable<Engine>;
  100124. /**
  100125. * Observable raised when the engine has jsut compiled a shader
  100126. */
  100127. onAfterShaderCompilationObservable: Observable<Engine>;
  100128. /**
  100129. * Gets the audio engine
  100130. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100131. * @ignorenaming
  100132. */
  100133. static audioEngine: IAudioEngine;
  100134. /**
  100135. * Default AudioEngine factory responsible of creating the Audio Engine.
  100136. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  100137. */
  100138. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  100139. /**
  100140. * Default offline support factory responsible of creating a tool used to store data locally.
  100141. * By default, this will create a Database object if the workload has been embedded.
  100142. */
  100143. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  100144. private _loadingScreen;
  100145. private _pointerLockRequested;
  100146. private _dummyFramebuffer;
  100147. private _rescalePostProcess;
  100148. /** @hidden */
  100149. protected _alphaMode: number;
  100150. /** @hidden */
  100151. protected _alphaEquation: number;
  100152. private _deterministicLockstep;
  100153. private _lockstepMaxSteps;
  100154. private _timeStep;
  100155. protected readonly _supportsHardwareTextureRescaling: boolean;
  100156. private _fps;
  100157. private _deltaTime;
  100158. /** @hidden */
  100159. _drawCalls: PerfCounter;
  100160. /**
  100161. * Turn this value on if you want to pause FPS computation when in background
  100162. */
  100163. disablePerformanceMonitorInBackground: boolean;
  100164. private _performanceMonitor;
  100165. /**
  100166. * Gets the performance monitor attached to this engine
  100167. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  100168. */
  100169. readonly performanceMonitor: PerformanceMonitor;
  100170. private _onFocus;
  100171. private _onBlur;
  100172. private _onCanvasPointerOut;
  100173. private _onCanvasBlur;
  100174. private _onCanvasFocus;
  100175. private _onFullscreenChange;
  100176. private _onPointerLockChange;
  100177. /**
  100178. * Gets the HTML element used to attach event listeners
  100179. * @returns a HTML element
  100180. */
  100181. getInputElement(): Nullable<HTMLElement>;
  100182. /**
  100183. * Creates a new engine
  100184. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  100185. * @param antialias defines enable antialiasing (default: false)
  100186. * @param options defines further options to be sent to the getContext() function
  100187. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  100188. */
  100189. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  100190. /**
  100191. * Gets current aspect ratio
  100192. * @param viewportOwner defines the camera to use to get the aspect ratio
  100193. * @param useScreen defines if screen size must be used (or the current render target if any)
  100194. * @returns a number defining the aspect ratio
  100195. */
  100196. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  100197. /**
  100198. * Gets current screen aspect ratio
  100199. * @returns a number defining the aspect ratio
  100200. */
  100201. getScreenAspectRatio(): number;
  100202. /**
  100203. * Gets the client rect of the HTML canvas attached with the current webGL context
  100204. * @returns a client rectanglee
  100205. */
  100206. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  100207. /**
  100208. * Gets the client rect of the HTML element used for events
  100209. * @returns a client rectanglee
  100210. */
  100211. getInputElementClientRect(): Nullable<ClientRect>;
  100212. /**
  100213. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  100214. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100215. * @returns true if engine is in deterministic lock step mode
  100216. */
  100217. isDeterministicLockStep(): boolean;
  100218. /**
  100219. * Gets the max steps when engine is running in deterministic lock step
  100220. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100221. * @returns the max steps
  100222. */
  100223. getLockstepMaxSteps(): number;
  100224. /**
  100225. * Returns the time in ms between steps when using deterministic lock step.
  100226. * @returns time step in (ms)
  100227. */
  100228. getTimeStep(): number;
  100229. /**
  100230. * Force the mipmap generation for the given render target texture
  100231. * @param texture defines the render target texture to use
  100232. */
  100233. generateMipMapsForCubemap(texture: InternalTexture): void;
  100234. /** States */
  100235. /**
  100236. * Set various states to the webGL context
  100237. * @param culling defines backface culling state
  100238. * @param zOffset defines the value to apply to zOffset (0 by default)
  100239. * @param force defines if states must be applied even if cache is up to date
  100240. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100241. */
  100242. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100243. /**
  100244. * Set the z offset to apply to current rendering
  100245. * @param value defines the offset to apply
  100246. */
  100247. setZOffset(value: number): void;
  100248. /**
  100249. * Gets the current value of the zOffset
  100250. * @returns the current zOffset state
  100251. */
  100252. getZOffset(): number;
  100253. /**
  100254. * Enable or disable depth buffering
  100255. * @param enable defines the state to set
  100256. */
  100257. setDepthBuffer(enable: boolean): void;
  100258. /**
  100259. * Gets a boolean indicating if depth writing is enabled
  100260. * @returns the current depth writing state
  100261. */
  100262. getDepthWrite(): boolean;
  100263. /**
  100264. * Enable or disable depth writing
  100265. * @param enable defines the state to set
  100266. */
  100267. setDepthWrite(enable: boolean): void;
  100268. /**
  100269. * Enable or disable color writing
  100270. * @param enable defines the state to set
  100271. */
  100272. setColorWrite(enable: boolean): void;
  100273. /**
  100274. * Gets a boolean indicating if color writing is enabled
  100275. * @returns the current color writing state
  100276. */
  100277. getColorWrite(): boolean;
  100278. /**
  100279. * Sets alpha constants used by some alpha blending modes
  100280. * @param r defines the red component
  100281. * @param g defines the green component
  100282. * @param b defines the blue component
  100283. * @param a defines the alpha component
  100284. */
  100285. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100286. /**
  100287. * Sets the current alpha mode
  100288. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100289. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100290. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100291. */
  100292. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100293. /**
  100294. * Gets the current alpha mode
  100295. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100296. * @returns the current alpha mode
  100297. */
  100298. getAlphaMode(): number;
  100299. /**
  100300. * Sets the current alpha equation
  100301. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100302. */
  100303. setAlphaEquation(equation: number): void;
  100304. /**
  100305. * Gets the current alpha equation.
  100306. * @returns the current alpha equation
  100307. */
  100308. getAlphaEquation(): number;
  100309. /**
  100310. * Gets a boolean indicating if stencil buffer is enabled
  100311. * @returns the current stencil buffer state
  100312. */
  100313. getStencilBuffer(): boolean;
  100314. /**
  100315. * Enable or disable the stencil buffer
  100316. * @param enable defines if the stencil buffer must be enabled or disabled
  100317. */
  100318. setStencilBuffer(enable: boolean): void;
  100319. /**
  100320. * Gets the current stencil mask
  100321. * @returns a number defining the new stencil mask to use
  100322. */
  100323. getStencilMask(): number;
  100324. /**
  100325. * Sets the current stencil mask
  100326. * @param mask defines the new stencil mask to use
  100327. */
  100328. setStencilMask(mask: number): void;
  100329. /**
  100330. * Gets the current stencil function
  100331. * @returns a number defining the stencil function to use
  100332. */
  100333. getStencilFunction(): number;
  100334. /**
  100335. * Gets the current stencil reference value
  100336. * @returns a number defining the stencil reference value to use
  100337. */
  100338. getStencilFunctionReference(): number;
  100339. /**
  100340. * Gets the current stencil mask
  100341. * @returns a number defining the stencil mask to use
  100342. */
  100343. getStencilFunctionMask(): number;
  100344. /**
  100345. * Sets the current stencil function
  100346. * @param stencilFunc defines the new stencil function to use
  100347. */
  100348. setStencilFunction(stencilFunc: number): void;
  100349. /**
  100350. * Sets the current stencil reference
  100351. * @param reference defines the new stencil reference to use
  100352. */
  100353. setStencilFunctionReference(reference: number): void;
  100354. /**
  100355. * Sets the current stencil mask
  100356. * @param mask defines the new stencil mask to use
  100357. */
  100358. setStencilFunctionMask(mask: number): void;
  100359. /**
  100360. * Gets the current stencil operation when stencil fails
  100361. * @returns a number defining stencil operation to use when stencil fails
  100362. */
  100363. getStencilOperationFail(): number;
  100364. /**
  100365. * Gets the current stencil operation when depth fails
  100366. * @returns a number defining stencil operation to use when depth fails
  100367. */
  100368. getStencilOperationDepthFail(): number;
  100369. /**
  100370. * Gets the current stencil operation when stencil passes
  100371. * @returns a number defining stencil operation to use when stencil passes
  100372. */
  100373. getStencilOperationPass(): number;
  100374. /**
  100375. * Sets the stencil operation to use when stencil fails
  100376. * @param operation defines the stencil operation to use when stencil fails
  100377. */
  100378. setStencilOperationFail(operation: number): void;
  100379. /**
  100380. * Sets the stencil operation to use when depth fails
  100381. * @param operation defines the stencil operation to use when depth fails
  100382. */
  100383. setStencilOperationDepthFail(operation: number): void;
  100384. /**
  100385. * Sets the stencil operation to use when stencil passes
  100386. * @param operation defines the stencil operation to use when stencil passes
  100387. */
  100388. setStencilOperationPass(operation: number): void;
  100389. /**
  100390. * Sets a boolean indicating if the dithering state is enabled or disabled
  100391. * @param value defines the dithering state
  100392. */
  100393. setDitheringState(value: boolean): void;
  100394. /**
  100395. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100396. * @param value defines the rasterizer state
  100397. */
  100398. setRasterizerState(value: boolean): void;
  100399. /**
  100400. * Gets the current depth function
  100401. * @returns a number defining the depth function
  100402. */
  100403. getDepthFunction(): Nullable<number>;
  100404. /**
  100405. * Sets the current depth function
  100406. * @param depthFunc defines the function to use
  100407. */
  100408. setDepthFunction(depthFunc: number): void;
  100409. /**
  100410. * Sets the current depth function to GREATER
  100411. */
  100412. setDepthFunctionToGreater(): void;
  100413. /**
  100414. * Sets the current depth function to GEQUAL
  100415. */
  100416. setDepthFunctionToGreaterOrEqual(): void;
  100417. /**
  100418. * Sets the current depth function to LESS
  100419. */
  100420. setDepthFunctionToLess(): void;
  100421. /**
  100422. * Sets the current depth function to LEQUAL
  100423. */
  100424. setDepthFunctionToLessOrEqual(): void;
  100425. private _cachedStencilBuffer;
  100426. private _cachedStencilFunction;
  100427. private _cachedStencilMask;
  100428. private _cachedStencilOperationPass;
  100429. private _cachedStencilOperationFail;
  100430. private _cachedStencilOperationDepthFail;
  100431. private _cachedStencilReference;
  100432. /**
  100433. * Caches the the state of the stencil buffer
  100434. */
  100435. cacheStencilState(): void;
  100436. /**
  100437. * Restores the state of the stencil buffer
  100438. */
  100439. restoreStencilState(): void;
  100440. /**
  100441. * Directly set the WebGL Viewport
  100442. * @param x defines the x coordinate of the viewport (in screen space)
  100443. * @param y defines the y coordinate of the viewport (in screen space)
  100444. * @param width defines the width of the viewport (in screen space)
  100445. * @param height defines the height of the viewport (in screen space)
  100446. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  100447. */
  100448. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100449. /**
  100450. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100451. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100452. * @param y defines the y-coordinate of the corner of the clear rectangle
  100453. * @param width defines the width of the clear rectangle
  100454. * @param height defines the height of the clear rectangle
  100455. * @param clearColor defines the clear color
  100456. */
  100457. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100458. /**
  100459. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100460. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100461. * @param y defines the y-coordinate of the corner of the clear rectangle
  100462. * @param width defines the width of the clear rectangle
  100463. * @param height defines the height of the clear rectangle
  100464. */
  100465. enableScissor(x: number, y: number, width: number, height: number): void;
  100466. /**
  100467. * Disable previously set scissor test rectangle
  100468. */
  100469. disableScissor(): void;
  100470. protected _reportDrawCall(): void;
  100471. /**
  100472. * Initializes a webVR display and starts listening to display change events
  100473. * The onVRDisplayChangedObservable will be notified upon these changes
  100474. * @returns The onVRDisplayChangedObservable
  100475. */
  100476. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100477. /** @hidden */
  100478. _prepareVRComponent(): void;
  100479. /** @hidden */
  100480. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100481. /** @hidden */
  100482. _submitVRFrame(): void;
  100483. /**
  100484. * Call this function to leave webVR mode
  100485. * Will do nothing if webVR is not supported or if there is no webVR device
  100486. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100487. */
  100488. disableVR(): void;
  100489. /**
  100490. * Gets a boolean indicating that the system is in VR mode and is presenting
  100491. * @returns true if VR mode is engaged
  100492. */
  100493. isVRPresenting(): boolean;
  100494. /** @hidden */
  100495. _requestVRFrame(): void;
  100496. /** @hidden */
  100497. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100498. /**
  100499. * Gets the source code of the vertex shader associated with a specific webGL program
  100500. * @param program defines the program to use
  100501. * @returns a string containing the source code of the vertex shader associated with the program
  100502. */
  100503. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100504. /**
  100505. * Gets the source code of the fragment shader associated with a specific webGL program
  100506. * @param program defines the program to use
  100507. * @returns a string containing the source code of the fragment shader associated with the program
  100508. */
  100509. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100510. /**
  100511. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100512. * @param x defines the x coordinate of the rectangle where pixels must be read
  100513. * @param y defines the y coordinate of the rectangle where pixels must be read
  100514. * @param width defines the width of the rectangle where pixels must be read
  100515. * @param height defines the height of the rectangle where pixels must be read
  100516. * @returns a Uint8Array containing RGBA colors
  100517. */
  100518. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100519. /**
  100520. * Sets a depth stencil texture from a render target to the according uniform.
  100521. * @param channel The texture channel
  100522. * @param uniform The uniform to set
  100523. * @param texture The render target texture containing the depth stencil texture to apply
  100524. */
  100525. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100526. /**
  100527. * Sets a texture to the webGL context from a postprocess
  100528. * @param channel defines the channel to use
  100529. * @param postProcess defines the source postprocess
  100530. */
  100531. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100532. /**
  100533. * Binds the output of the passed in post process to the texture channel specified
  100534. * @param channel The channel the texture should be bound to
  100535. * @param postProcess The post process which's output should be bound
  100536. */
  100537. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100538. /** @hidden */
  100539. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100540. protected _rebuildBuffers(): void;
  100541. /** @hidden */
  100542. _renderFrame(): void;
  100543. _renderLoop(): void;
  100544. /** @hidden */
  100545. _renderViews(): boolean;
  100546. /**
  100547. * Toggle full screen mode
  100548. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100549. */
  100550. switchFullscreen(requestPointerLock: boolean): void;
  100551. /**
  100552. * Enters full screen mode
  100553. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100554. */
  100555. enterFullscreen(requestPointerLock: boolean): void;
  100556. /**
  100557. * Exits full screen mode
  100558. */
  100559. exitFullscreen(): void;
  100560. /**
  100561. * Enters Pointerlock mode
  100562. */
  100563. enterPointerlock(): void;
  100564. /**
  100565. * Exits Pointerlock mode
  100566. */
  100567. exitPointerlock(): void;
  100568. /**
  100569. * Begin a new frame
  100570. */
  100571. beginFrame(): void;
  100572. /**
  100573. * Enf the current frame
  100574. */
  100575. endFrame(): void;
  100576. resize(): void;
  100577. /**
  100578. * Set the compressed texture format to use, based on the formats you have, and the formats
  100579. * supported by the hardware / browser.
  100580. *
  100581. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100582. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100583. * to API arguments needed to compressed textures. This puts the burden on the container
  100584. * generator to house the arcane code for determining these for current & future formats.
  100585. *
  100586. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100587. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100588. *
  100589. * Note: The result of this call is not taken into account when a texture is base64.
  100590. *
  100591. * @param formatsAvailable defines the list of those format families you have created
  100592. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100593. *
  100594. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100595. * @returns The extension selected.
  100596. */
  100597. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100598. /**
  100599. * Force a specific size of the canvas
  100600. * @param width defines the new canvas' width
  100601. * @param height defines the new canvas' height
  100602. */
  100603. setSize(width: number, height: number): void;
  100604. /**
  100605. * Updates a dynamic vertex buffer.
  100606. * @param vertexBuffer the vertex buffer to update
  100607. * @param data the data used to update the vertex buffer
  100608. * @param byteOffset the byte offset of the data
  100609. * @param byteLength the byte length of the data
  100610. */
  100611. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100612. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100613. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100614. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100615. _releaseTexture(texture: InternalTexture): void;
  100616. /**
  100617. * @hidden
  100618. * Rescales a texture
  100619. * @param source input texutre
  100620. * @param destination destination texture
  100621. * @param scene scene to use to render the resize
  100622. * @param internalFormat format to use when resizing
  100623. * @param onComplete callback to be called when resize has completed
  100624. */
  100625. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100626. /**
  100627. * Gets the current framerate
  100628. * @returns a number representing the framerate
  100629. */
  100630. getFps(): number;
  100631. /**
  100632. * Gets the time spent between current and previous frame
  100633. * @returns a number representing the delta time in ms
  100634. */
  100635. getDeltaTime(): number;
  100636. private _measureFps;
  100637. /** @hidden */
  100638. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100639. /**
  100640. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100641. * @param renderTarget The render target to set the frame buffer for
  100642. */
  100643. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100644. /**
  100645. * Update a dynamic index buffer
  100646. * @param indexBuffer defines the target index buffer
  100647. * @param indices defines the data to update
  100648. * @param offset defines the offset in the target index buffer where update should start
  100649. */
  100650. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100651. /**
  100652. * Updates the sample count of a render target texture
  100653. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100654. * @param texture defines the texture to update
  100655. * @param samples defines the sample count to set
  100656. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100657. */
  100658. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100659. /**
  100660. * Updates a depth texture Comparison Mode and Function.
  100661. * If the comparison Function is equal to 0, the mode will be set to none.
  100662. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100663. * @param texture The texture to set the comparison function for
  100664. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100665. */
  100666. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100667. /**
  100668. * Creates a webGL buffer to use with instanciation
  100669. * @param capacity defines the size of the buffer
  100670. * @returns the webGL buffer
  100671. */
  100672. createInstancesBuffer(capacity: number): DataBuffer;
  100673. /**
  100674. * Delete a webGL buffer used with instanciation
  100675. * @param buffer defines the webGL buffer to delete
  100676. */
  100677. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100678. /** @hidden */
  100679. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100680. dispose(): void;
  100681. private _disableTouchAction;
  100682. /**
  100683. * Display the loading screen
  100684. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100685. */
  100686. displayLoadingUI(): void;
  100687. /**
  100688. * Hide the loading screen
  100689. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100690. */
  100691. hideLoadingUI(): void;
  100692. /**
  100693. * Gets the current loading screen object
  100694. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100695. */
  100696. /**
  100697. * Sets the current loading screen object
  100698. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100699. */
  100700. loadingScreen: ILoadingScreen;
  100701. /**
  100702. * Sets the current loading screen text
  100703. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100704. */
  100705. loadingUIText: string;
  100706. /**
  100707. * Sets the current loading screen background color
  100708. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100709. */
  100710. loadingUIBackgroundColor: string;
  100711. /** Pointerlock and fullscreen */
  100712. /**
  100713. * Ask the browser to promote the current element to pointerlock mode
  100714. * @param element defines the DOM element to promote
  100715. */
  100716. static _RequestPointerlock(element: HTMLElement): void;
  100717. /**
  100718. * Asks the browser to exit pointerlock mode
  100719. */
  100720. static _ExitPointerlock(): void;
  100721. /**
  100722. * Ask the browser to promote the current element to fullscreen rendering mode
  100723. * @param element defines the DOM element to promote
  100724. */
  100725. static _RequestFullscreen(element: HTMLElement): void;
  100726. /**
  100727. * Asks the browser to exit fullscreen mode
  100728. */
  100729. static _ExitFullscreen(): void;
  100730. }
  100731. }
  100732. declare module BABYLON {
  100733. /**
  100734. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100735. * during the life time of the application.
  100736. */
  100737. export class EngineStore {
  100738. /** Gets the list of created engines */
  100739. static Instances: Engine[];
  100740. /** @hidden */
  100741. static _LastCreatedScene: Nullable<Scene>;
  100742. /**
  100743. * Gets the latest created engine
  100744. */
  100745. static readonly LastCreatedEngine: Nullable<Engine>;
  100746. /**
  100747. * Gets the latest created scene
  100748. */
  100749. static readonly LastCreatedScene: Nullable<Scene>;
  100750. /**
  100751. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100752. * @ignorenaming
  100753. */
  100754. static UseFallbackTexture: boolean;
  100755. /**
  100756. * Texture content used if a texture cannot loaded
  100757. * @ignorenaming
  100758. */
  100759. static FallbackTexture: string;
  100760. }
  100761. }
  100762. declare module BABYLON {
  100763. /**
  100764. * Helper class that provides a small promise polyfill
  100765. */
  100766. export class PromisePolyfill {
  100767. /**
  100768. * Static function used to check if the polyfill is required
  100769. * If this is the case then the function will inject the polyfill to window.Promise
  100770. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100771. */
  100772. static Apply(force?: boolean): void;
  100773. }
  100774. }
  100775. declare module BABYLON {
  100776. /**
  100777. * Interface for screenshot methods with describe argument called `size` as object with options
  100778. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100779. */
  100780. export interface IScreenshotSize {
  100781. /**
  100782. * number in pixels for canvas height
  100783. */
  100784. height?: number;
  100785. /**
  100786. * multiplier allowing render at a higher or lower resolution
  100787. * If value is defined then height and width will be ignored and taken from camera
  100788. */
  100789. precision?: number;
  100790. /**
  100791. * number in pixels for canvas width
  100792. */
  100793. width?: number;
  100794. }
  100795. }
  100796. declare module BABYLON {
  100797. interface IColor4Like {
  100798. r: float;
  100799. g: float;
  100800. b: float;
  100801. a: float;
  100802. }
  100803. /**
  100804. * Class containing a set of static utilities functions
  100805. */
  100806. export class Tools {
  100807. /**
  100808. * Gets or sets the base URL to use to load assets
  100809. */
  100810. static BaseUrl: string;
  100811. /**
  100812. * Enable/Disable Custom HTTP Request Headers globally.
  100813. * default = false
  100814. * @see CustomRequestHeaders
  100815. */
  100816. static UseCustomRequestHeaders: boolean;
  100817. /**
  100818. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100819. * i.e. when loading files, where the server/service expects an Authorization header
  100820. */
  100821. static CustomRequestHeaders: {
  100822. [key: string]: string;
  100823. };
  100824. /**
  100825. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100826. */
  100827. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100828. /**
  100829. * Default behaviour for cors in the application.
  100830. * It can be a string if the expected behavior is identical in the entire app.
  100831. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100832. */
  100833. static CorsBehavior: string | ((url: string | string[]) => string);
  100834. /**
  100835. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100836. * @ignorenaming
  100837. */
  100838. static UseFallbackTexture: boolean;
  100839. /**
  100840. * Use this object to register external classes like custom textures or material
  100841. * to allow the laoders to instantiate them
  100842. */
  100843. static RegisteredExternalClasses: {
  100844. [key: string]: Object;
  100845. };
  100846. /**
  100847. * Texture content used if a texture cannot loaded
  100848. * @ignorenaming
  100849. */
  100850. static fallbackTexture: string;
  100851. /**
  100852. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100853. * @param u defines the coordinate on X axis
  100854. * @param v defines the coordinate on Y axis
  100855. * @param width defines the width of the source data
  100856. * @param height defines the height of the source data
  100857. * @param pixels defines the source byte array
  100858. * @param color defines the output color
  100859. */
  100860. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100861. /**
  100862. * Interpolates between a and b via alpha
  100863. * @param a The lower value (returned when alpha = 0)
  100864. * @param b The upper value (returned when alpha = 1)
  100865. * @param alpha The interpolation-factor
  100866. * @return The mixed value
  100867. */
  100868. static Mix(a: number, b: number, alpha: number): number;
  100869. /**
  100870. * Tries to instantiate a new object from a given class name
  100871. * @param className defines the class name to instantiate
  100872. * @returns the new object or null if the system was not able to do the instantiation
  100873. */
  100874. static Instantiate(className: string): any;
  100875. /**
  100876. * Provides a slice function that will work even on IE
  100877. * @param data defines the array to slice
  100878. * @param start defines the start of the data (optional)
  100879. * @param end defines the end of the data (optional)
  100880. * @returns the new sliced array
  100881. */
  100882. static Slice<T>(data: T, start?: number, end?: number): T;
  100883. /**
  100884. * Polyfill for setImmediate
  100885. * @param action defines the action to execute after the current execution block
  100886. */
  100887. static SetImmediate(action: () => void): void;
  100888. /**
  100889. * Function indicating if a number is an exponent of 2
  100890. * @param value defines the value to test
  100891. * @returns true if the value is an exponent of 2
  100892. */
  100893. static IsExponentOfTwo(value: number): boolean;
  100894. private static _tmpFloatArray;
  100895. /**
  100896. * Returns the nearest 32-bit single precision float representation of a Number
  100897. * @param value A Number. If the parameter is of a different type, it will get converted
  100898. * to a number or to NaN if it cannot be converted
  100899. * @returns number
  100900. */
  100901. static FloatRound(value: number): number;
  100902. /**
  100903. * Extracts the filename from a path
  100904. * @param path defines the path to use
  100905. * @returns the filename
  100906. */
  100907. static GetFilename(path: string): string;
  100908. /**
  100909. * Extracts the "folder" part of a path (everything before the filename).
  100910. * @param uri The URI to extract the info from
  100911. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100912. * @returns The "folder" part of the path
  100913. */
  100914. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100915. /**
  100916. * Extracts text content from a DOM element hierarchy
  100917. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100918. */
  100919. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100920. /**
  100921. * Convert an angle in radians to degrees
  100922. * @param angle defines the angle to convert
  100923. * @returns the angle in degrees
  100924. */
  100925. static ToDegrees(angle: number): number;
  100926. /**
  100927. * Convert an angle in degrees to radians
  100928. * @param angle defines the angle to convert
  100929. * @returns the angle in radians
  100930. */
  100931. static ToRadians(angle: number): number;
  100932. /**
  100933. * Returns an array if obj is not an array
  100934. * @param obj defines the object to evaluate as an array
  100935. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100936. * @returns either obj directly if obj is an array or a new array containing obj
  100937. */
  100938. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100939. /**
  100940. * Gets the pointer prefix to use
  100941. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100942. */
  100943. static GetPointerPrefix(): string;
  100944. /**
  100945. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100946. * @param url define the url we are trying
  100947. * @param element define the dom element where to configure the cors policy
  100948. */
  100949. static SetCorsBehavior(url: string | string[], element: {
  100950. crossOrigin: string | null;
  100951. }): void;
  100952. /**
  100953. * Removes unwanted characters from an url
  100954. * @param url defines the url to clean
  100955. * @returns the cleaned url
  100956. */
  100957. static CleanUrl(url: string): string;
  100958. /**
  100959. * Gets or sets a function used to pre-process url before using them to load assets
  100960. */
  100961. static PreprocessUrl: (url: string) => string;
  100962. /**
  100963. * Loads an image as an HTMLImageElement.
  100964. * @param input url string, ArrayBuffer, or Blob to load
  100965. * @param onLoad callback called when the image successfully loads
  100966. * @param onError callback called when the image fails to load
  100967. * @param offlineProvider offline provider for caching
  100968. * @param mimeType optional mime type
  100969. * @returns the HTMLImageElement of the loaded image
  100970. */
  100971. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100972. /**
  100973. * Loads a file from a url
  100974. * @param url url string, ArrayBuffer, or Blob to load
  100975. * @param onSuccess callback called when the file successfully loads
  100976. * @param onProgress callback called while file is loading (if the server supports this mode)
  100977. * @param offlineProvider defines the offline provider for caching
  100978. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100979. * @param onError callback called when the file fails to load
  100980. * @returns a file request object
  100981. */
  100982. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  100983. /**
  100984. * Loads a file from a url
  100985. * @param url the file url to load
  100986. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100987. */
  100988. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100989. /**
  100990. * Load a script (identified by an url). When the url returns, the
  100991. * content of this file is added into a new script element, attached to the DOM (body element)
  100992. * @param scriptUrl defines the url of the script to laod
  100993. * @param onSuccess defines the callback called when the script is loaded
  100994. * @param onError defines the callback to call if an error occurs
  100995. * @param scriptId defines the id of the script element
  100996. */
  100997. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100998. /**
  100999. * Load an asynchronous script (identified by an url). When the url returns, the
  101000. * content of this file is added into a new script element, attached to the DOM (body element)
  101001. * @param scriptUrl defines the url of the script to laod
  101002. * @param scriptId defines the id of the script element
  101003. * @returns a promise request object
  101004. */
  101005. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  101006. /**
  101007. * Loads a file from a blob
  101008. * @param fileToLoad defines the blob to use
  101009. * @param callback defines the callback to call when data is loaded
  101010. * @param progressCallback defines the callback to call during loading process
  101011. * @returns a file request object
  101012. */
  101013. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  101014. /**
  101015. * Reads a file from a File object
  101016. * @param file defines the file to load
  101017. * @param onSuccess defines the callback to call when data is loaded
  101018. * @param onProgress defines the callback to call during loading process
  101019. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  101020. * @param onError defines the callback to call when an error occurs
  101021. * @returns a file request object
  101022. */
  101023. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  101024. /**
  101025. * Creates a data url from a given string content
  101026. * @param content defines the content to convert
  101027. * @returns the new data url link
  101028. */
  101029. static FileAsURL(content: string): string;
  101030. /**
  101031. * Format the given number to a specific decimal format
  101032. * @param value defines the number to format
  101033. * @param decimals defines the number of decimals to use
  101034. * @returns the formatted string
  101035. */
  101036. static Format(value: number, decimals?: number): string;
  101037. /**
  101038. * Tries to copy an object by duplicating every property
  101039. * @param source defines the source object
  101040. * @param destination defines the target object
  101041. * @param doNotCopyList defines a list of properties to avoid
  101042. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  101043. */
  101044. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  101045. /**
  101046. * Gets a boolean indicating if the given object has no own property
  101047. * @param obj defines the object to test
  101048. * @returns true if object has no own property
  101049. */
  101050. static IsEmpty(obj: any): boolean;
  101051. /**
  101052. * Function used to register events at window level
  101053. * @param windowElement defines the Window object to use
  101054. * @param events defines the events to register
  101055. */
  101056. static RegisterTopRootEvents(windowElement: Window, events: {
  101057. name: string;
  101058. handler: Nullable<(e: FocusEvent) => any>;
  101059. }[]): void;
  101060. /**
  101061. * Function used to unregister events from window level
  101062. * @param windowElement defines the Window object to use
  101063. * @param events defines the events to unregister
  101064. */
  101065. static UnregisterTopRootEvents(windowElement: Window, events: {
  101066. name: string;
  101067. handler: Nullable<(e: FocusEvent) => any>;
  101068. }[]): void;
  101069. /**
  101070. * @ignore
  101071. */
  101072. static _ScreenshotCanvas: HTMLCanvasElement;
  101073. /**
  101074. * Dumps the current bound framebuffer
  101075. * @param width defines the rendering width
  101076. * @param height defines the rendering height
  101077. * @param engine defines the hosting engine
  101078. * @param successCallback defines the callback triggered once the data are available
  101079. * @param mimeType defines the mime type of the result
  101080. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  101081. */
  101082. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101083. /**
  101084. * Converts the canvas data to blob.
  101085. * This acts as a polyfill for browsers not supporting the to blob function.
  101086. * @param canvas Defines the canvas to extract the data from
  101087. * @param successCallback Defines the callback triggered once the data are available
  101088. * @param mimeType Defines the mime type of the result
  101089. */
  101090. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  101091. /**
  101092. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  101093. * @param successCallback defines the callback triggered once the data are available
  101094. * @param mimeType defines the mime type of the result
  101095. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  101096. */
  101097. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101098. /**
  101099. * Downloads a blob in the browser
  101100. * @param blob defines the blob to download
  101101. * @param fileName defines the name of the downloaded file
  101102. */
  101103. static Download(blob: Blob, fileName: string): void;
  101104. /**
  101105. * Captures a screenshot of the current rendering
  101106. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101107. * @param engine defines the rendering engine
  101108. * @param camera defines the source camera
  101109. * @param size This parameter can be set to a single number or to an object with the
  101110. * following (optional) properties: precision, width, height. If a single number is passed,
  101111. * it will be used for both width and height. If an object is passed, the screenshot size
  101112. * will be derived from the parameters. The precision property is a multiplier allowing
  101113. * rendering at a higher or lower resolution
  101114. * @param successCallback defines the callback receives a single parameter which contains the
  101115. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101116. * src parameter of an <img> to display it
  101117. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101118. * Check your browser for supported MIME types
  101119. */
  101120. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  101121. /**
  101122. * Captures a screenshot of the current rendering
  101123. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101124. * @param engine defines the rendering engine
  101125. * @param camera defines the source camera
  101126. * @param size This parameter can be set to a single number or to an object with the
  101127. * following (optional) properties: precision, width, height. If a single number is passed,
  101128. * it will be used for both width and height. If an object is passed, the screenshot size
  101129. * will be derived from the parameters. The precision property is a multiplier allowing
  101130. * rendering at a higher or lower resolution
  101131. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101132. * Check your browser for supported MIME types
  101133. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101134. * to the src parameter of an <img> to display it
  101135. */
  101136. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  101137. /**
  101138. * Generates an image screenshot from the specified camera.
  101139. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101140. * @param engine The engine to use for rendering
  101141. * @param camera The camera to use for rendering
  101142. * @param size This parameter can be set to a single number or to an object with the
  101143. * following (optional) properties: precision, width, height. If a single number is passed,
  101144. * it will be used for both width and height. If an object is passed, the screenshot size
  101145. * will be derived from the parameters. The precision property is a multiplier allowing
  101146. * rendering at a higher or lower resolution
  101147. * @param successCallback The callback receives a single parameter which contains the
  101148. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101149. * src parameter of an <img> to display it
  101150. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101151. * Check your browser for supported MIME types
  101152. * @param samples Texture samples (default: 1)
  101153. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101154. * @param fileName A name for for the downloaded file.
  101155. */
  101156. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  101157. /**
  101158. * Generates an image screenshot from the specified camera.
  101159. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101160. * @param engine The engine to use for rendering
  101161. * @param camera The camera to use for rendering
  101162. * @param size This parameter can be set to a single number or to an object with the
  101163. * following (optional) properties: precision, width, height. If a single number is passed,
  101164. * it will be used for both width and height. If an object is passed, the screenshot size
  101165. * will be derived from the parameters. The precision property is a multiplier allowing
  101166. * rendering at a higher or lower resolution
  101167. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101168. * Check your browser for supported MIME types
  101169. * @param samples Texture samples (default: 1)
  101170. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101171. * @param fileName A name for for the downloaded file.
  101172. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101173. * to the src parameter of an <img> to display it
  101174. */
  101175. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  101176. /**
  101177. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  101178. * Be aware Math.random() could cause collisions, but:
  101179. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  101180. * @returns a pseudo random id
  101181. */
  101182. static RandomId(): string;
  101183. /**
  101184. * Test if the given uri is a base64 string
  101185. * @param uri The uri to test
  101186. * @return True if the uri is a base64 string or false otherwise
  101187. */
  101188. static IsBase64(uri: string): boolean;
  101189. /**
  101190. * Decode the given base64 uri.
  101191. * @param uri The uri to decode
  101192. * @return The decoded base64 data.
  101193. */
  101194. static DecodeBase64(uri: string): ArrayBuffer;
  101195. /**
  101196. * Gets the absolute url.
  101197. * @param url the input url
  101198. * @return the absolute url
  101199. */
  101200. static GetAbsoluteUrl(url: string): string;
  101201. /**
  101202. * No log
  101203. */
  101204. static readonly NoneLogLevel: number;
  101205. /**
  101206. * Only message logs
  101207. */
  101208. static readonly MessageLogLevel: number;
  101209. /**
  101210. * Only warning logs
  101211. */
  101212. static readonly WarningLogLevel: number;
  101213. /**
  101214. * Only error logs
  101215. */
  101216. static readonly ErrorLogLevel: number;
  101217. /**
  101218. * All logs
  101219. */
  101220. static readonly AllLogLevel: number;
  101221. /**
  101222. * Gets a value indicating the number of loading errors
  101223. * @ignorenaming
  101224. */
  101225. static readonly errorsCount: number;
  101226. /**
  101227. * Callback called when a new log is added
  101228. */
  101229. static OnNewCacheEntry: (entry: string) => void;
  101230. /**
  101231. * Log a message to the console
  101232. * @param message defines the message to log
  101233. */
  101234. static Log(message: string): void;
  101235. /**
  101236. * Write a warning message to the console
  101237. * @param message defines the message to log
  101238. */
  101239. static Warn(message: string): void;
  101240. /**
  101241. * Write an error message to the console
  101242. * @param message defines the message to log
  101243. */
  101244. static Error(message: string): void;
  101245. /**
  101246. * Gets current log cache (list of logs)
  101247. */
  101248. static readonly LogCache: string;
  101249. /**
  101250. * Clears the log cache
  101251. */
  101252. static ClearLogCache(): void;
  101253. /**
  101254. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101255. */
  101256. static LogLevels: number;
  101257. /**
  101258. * Checks if the window object exists
  101259. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101260. */
  101261. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101262. /**
  101263. * No performance log
  101264. */
  101265. static readonly PerformanceNoneLogLevel: number;
  101266. /**
  101267. * Use user marks to log performance
  101268. */
  101269. static readonly PerformanceUserMarkLogLevel: number;
  101270. /**
  101271. * Log performance to the console
  101272. */
  101273. static readonly PerformanceConsoleLogLevel: number;
  101274. private static _performance;
  101275. /**
  101276. * Sets the current performance log level
  101277. */
  101278. static PerformanceLogLevel: number;
  101279. private static _StartPerformanceCounterDisabled;
  101280. private static _EndPerformanceCounterDisabled;
  101281. private static _StartUserMark;
  101282. private static _EndUserMark;
  101283. private static _StartPerformanceConsole;
  101284. private static _EndPerformanceConsole;
  101285. /**
  101286. * Starts a performance counter
  101287. */
  101288. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101289. /**
  101290. * Ends a specific performance coutner
  101291. */
  101292. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101293. /**
  101294. * Gets either window.performance.now() if supported or Date.now() else
  101295. */
  101296. static readonly Now: number;
  101297. /**
  101298. * This method will return the name of the class used to create the instance of the given object.
  101299. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101300. * @param object the object to get the class name from
  101301. * @param isType defines if the object is actually a type
  101302. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101303. */
  101304. static GetClassName(object: any, isType?: boolean): string;
  101305. /**
  101306. * Gets the first element of an array satisfying a given predicate
  101307. * @param array defines the array to browse
  101308. * @param predicate defines the predicate to use
  101309. * @returns null if not found or the element
  101310. */
  101311. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101312. /**
  101313. * This method will return the name of the full name of the class, including its owning module (if any).
  101314. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  101315. * @param object the object to get the class name from
  101316. * @param isType defines if the object is actually a type
  101317. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  101318. * @ignorenaming
  101319. */
  101320. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101321. /**
  101322. * Returns a promise that resolves after the given amount of time.
  101323. * @param delay Number of milliseconds to delay
  101324. * @returns Promise that resolves after the given amount of time
  101325. */
  101326. static DelayAsync(delay: number): Promise<void>;
  101327. }
  101328. /**
  101329. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101330. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101331. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101332. * @param name The name of the class, case should be preserved
  101333. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101334. */
  101335. export function className(name: string, module?: string): (target: Object) => void;
  101336. /**
  101337. * An implementation of a loop for asynchronous functions.
  101338. */
  101339. export class AsyncLoop {
  101340. /**
  101341. * Defines the number of iterations for the loop
  101342. */
  101343. iterations: number;
  101344. /**
  101345. * Defines the current index of the loop.
  101346. */
  101347. index: number;
  101348. private _done;
  101349. private _fn;
  101350. private _successCallback;
  101351. /**
  101352. * Constructor.
  101353. * @param iterations the number of iterations.
  101354. * @param func the function to run each iteration
  101355. * @param successCallback the callback that will be called upon succesful execution
  101356. * @param offset starting offset.
  101357. */
  101358. constructor(
  101359. /**
  101360. * Defines the number of iterations for the loop
  101361. */
  101362. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101363. /**
  101364. * Execute the next iteration. Must be called after the last iteration was finished.
  101365. */
  101366. executeNext(): void;
  101367. /**
  101368. * Break the loop and run the success callback.
  101369. */
  101370. breakLoop(): void;
  101371. /**
  101372. * Create and run an async loop.
  101373. * @param iterations the number of iterations.
  101374. * @param fn the function to run each iteration
  101375. * @param successCallback the callback that will be called upon succesful execution
  101376. * @param offset starting offset.
  101377. * @returns the created async loop object
  101378. */
  101379. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101380. /**
  101381. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101382. * @param iterations total number of iterations
  101383. * @param syncedIterations number of synchronous iterations in each async iteration.
  101384. * @param fn the function to call each iteration.
  101385. * @param callback a success call back that will be called when iterating stops.
  101386. * @param breakFunction a break condition (optional)
  101387. * @param timeout timeout settings for the setTimeout function. default - 0.
  101388. * @returns the created async loop object
  101389. */
  101390. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101391. }
  101392. }
  101393. declare module BABYLON {
  101394. /**
  101395. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101396. * The underlying implementation relies on an associative array to ensure the best performances.
  101397. * The value can be anything including 'null' but except 'undefined'
  101398. */
  101399. export class StringDictionary<T> {
  101400. /**
  101401. * This will clear this dictionary and copy the content from the 'source' one.
  101402. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101403. * @param source the dictionary to take the content from and copy to this dictionary
  101404. */
  101405. copyFrom(source: StringDictionary<T>): void;
  101406. /**
  101407. * Get a value based from its key
  101408. * @param key the given key to get the matching value from
  101409. * @return the value if found, otherwise undefined is returned
  101410. */
  101411. get(key: string): T | undefined;
  101412. /**
  101413. * Get a value from its key or add it if it doesn't exist.
  101414. * This method will ensure you that a given key/data will be present in the dictionary.
  101415. * @param key the given key to get the matching value from
  101416. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101417. * The factory will only be invoked if there's no data for the given key.
  101418. * @return the value corresponding to the key.
  101419. */
  101420. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101421. /**
  101422. * Get a value from its key if present in the dictionary otherwise add it
  101423. * @param key the key to get the value from
  101424. * @param val if there's no such key/value pair in the dictionary add it with this value
  101425. * @return the value corresponding to the key
  101426. */
  101427. getOrAdd(key: string, val: T): T;
  101428. /**
  101429. * Check if there's a given key in the dictionary
  101430. * @param key the key to check for
  101431. * @return true if the key is present, false otherwise
  101432. */
  101433. contains(key: string): boolean;
  101434. /**
  101435. * Add a new key and its corresponding value
  101436. * @param key the key to add
  101437. * @param value the value corresponding to the key
  101438. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  101439. */
  101440. add(key: string, value: T): boolean;
  101441. /**
  101442. * Update a specific value associated to a key
  101443. * @param key defines the key to use
  101444. * @param value defines the value to store
  101445. * @returns true if the value was updated (or false if the key was not found)
  101446. */
  101447. set(key: string, value: T): boolean;
  101448. /**
  101449. * Get the element of the given key and remove it from the dictionary
  101450. * @param key defines the key to search
  101451. * @returns the value associated with the key or null if not found
  101452. */
  101453. getAndRemove(key: string): Nullable<T>;
  101454. /**
  101455. * Remove a key/value from the dictionary.
  101456. * @param key the key to remove
  101457. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101458. */
  101459. remove(key: string): boolean;
  101460. /**
  101461. * Clear the whole content of the dictionary
  101462. */
  101463. clear(): void;
  101464. /**
  101465. * Gets the current count
  101466. */
  101467. readonly count: number;
  101468. /**
  101469. * Execute a callback on each key/val of the dictionary.
  101470. * Note that you can remove any element in this dictionary in the callback implementation
  101471. * @param callback the callback to execute on a given key/value pair
  101472. */
  101473. forEach(callback: (key: string, val: T) => void): void;
  101474. /**
  101475. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101476. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101477. * Note that you can remove any element in this dictionary in the callback implementation
  101478. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101479. * @returns the first item
  101480. */
  101481. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101482. private _count;
  101483. private _data;
  101484. }
  101485. }
  101486. declare module BABYLON {
  101487. /** @hidden */
  101488. export interface ICollisionCoordinator {
  101489. createCollider(): Collider;
  101490. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101491. init(scene: Scene): void;
  101492. }
  101493. /** @hidden */
  101494. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101495. private _scene;
  101496. private _scaledPosition;
  101497. private _scaledVelocity;
  101498. private _finalPosition;
  101499. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101500. createCollider(): Collider;
  101501. init(scene: Scene): void;
  101502. private _collideWithWorld;
  101503. }
  101504. }
  101505. declare module BABYLON {
  101506. /**
  101507. * Class used to manage all inputs for the scene.
  101508. */
  101509. export class InputManager {
  101510. /** The distance in pixel that you have to move to prevent some events */
  101511. static DragMovementThreshold: number;
  101512. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101513. static LongPressDelay: number;
  101514. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101515. static DoubleClickDelay: number;
  101516. /** If you need to check double click without raising a single click at first click, enable this flag */
  101517. static ExclusiveDoubleClickMode: boolean;
  101518. private _wheelEventName;
  101519. private _onPointerMove;
  101520. private _onPointerDown;
  101521. private _onPointerUp;
  101522. private _initClickEvent;
  101523. private _initActionManager;
  101524. private _delayedSimpleClick;
  101525. private _delayedSimpleClickTimeout;
  101526. private _previousDelayedSimpleClickTimeout;
  101527. private _meshPickProceed;
  101528. private _previousButtonPressed;
  101529. private _currentPickResult;
  101530. private _previousPickResult;
  101531. private _totalPointersPressed;
  101532. private _doubleClickOccured;
  101533. private _pointerOverMesh;
  101534. private _pickedDownMesh;
  101535. private _pickedUpMesh;
  101536. private _pointerX;
  101537. private _pointerY;
  101538. private _unTranslatedPointerX;
  101539. private _unTranslatedPointerY;
  101540. private _startingPointerPosition;
  101541. private _previousStartingPointerPosition;
  101542. private _startingPointerTime;
  101543. private _previousStartingPointerTime;
  101544. private _pointerCaptures;
  101545. private _onKeyDown;
  101546. private _onKeyUp;
  101547. private _onCanvasFocusObserver;
  101548. private _onCanvasBlurObserver;
  101549. private _scene;
  101550. /**
  101551. * Creates a new InputManager
  101552. * @param scene defines the hosting scene
  101553. */
  101554. constructor(scene: Scene);
  101555. /**
  101556. * Gets the mesh that is currently under the pointer
  101557. */
  101558. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101559. /**
  101560. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101561. */
  101562. readonly unTranslatedPointer: Vector2;
  101563. /**
  101564. * Gets or sets the current on-screen X position of the pointer
  101565. */
  101566. pointerX: number;
  101567. /**
  101568. * Gets or sets the current on-screen Y position of the pointer
  101569. */
  101570. pointerY: number;
  101571. private _updatePointerPosition;
  101572. private _processPointerMove;
  101573. private _setRayOnPointerInfo;
  101574. private _checkPrePointerObservable;
  101575. /**
  101576. * Use this method to simulate a pointer move on a mesh
  101577. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101578. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101579. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101580. */
  101581. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101582. /**
  101583. * Use this method to simulate a pointer down on a mesh
  101584. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101585. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101586. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101587. */
  101588. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101589. private _processPointerDown;
  101590. /** @hidden */
  101591. _isPointerSwiping(): boolean;
  101592. /**
  101593. * Use this method to simulate a pointer up on a mesh
  101594. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101595. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101596. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101597. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101598. */
  101599. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101600. private _processPointerUp;
  101601. /**
  101602. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101603. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101604. * @returns true if the pointer was captured
  101605. */
  101606. isPointerCaptured(pointerId?: number): boolean;
  101607. /**
  101608. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101609. * @param attachUp defines if you want to attach events to pointerup
  101610. * @param attachDown defines if you want to attach events to pointerdown
  101611. * @param attachMove defines if you want to attach events to pointermove
  101612. */
  101613. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101614. /**
  101615. * Detaches all event handlers
  101616. */
  101617. detachControl(): void;
  101618. /**
  101619. * Force the value of meshUnderPointer
  101620. * @param mesh defines the mesh to use
  101621. */
  101622. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101623. /**
  101624. * Gets the mesh under the pointer
  101625. * @returns a Mesh or null if no mesh is under the pointer
  101626. */
  101627. getPointerOverMesh(): Nullable<AbstractMesh>;
  101628. }
  101629. }
  101630. declare module BABYLON {
  101631. /**
  101632. * Helper class used to generate session unique ID
  101633. */
  101634. export class UniqueIdGenerator {
  101635. private static _UniqueIdCounter;
  101636. /**
  101637. * Gets an unique (relatively to the current scene) Id
  101638. */
  101639. static readonly UniqueId: number;
  101640. }
  101641. }
  101642. declare module BABYLON {
  101643. /**
  101644. * This class defines the direct association between an animation and a target
  101645. */
  101646. export class TargetedAnimation {
  101647. /**
  101648. * Animation to perform
  101649. */
  101650. animation: Animation;
  101651. /**
  101652. * Target to animate
  101653. */
  101654. target: any;
  101655. /**
  101656. * Serialize the object
  101657. * @returns the JSON object representing the current entity
  101658. */
  101659. serialize(): any;
  101660. }
  101661. /**
  101662. * Use this class to create coordinated animations on multiple targets
  101663. */
  101664. export class AnimationGroup implements IDisposable {
  101665. /** The name of the animation group */
  101666. name: string;
  101667. private _scene;
  101668. private _targetedAnimations;
  101669. private _animatables;
  101670. private _from;
  101671. private _to;
  101672. private _isStarted;
  101673. private _isPaused;
  101674. private _speedRatio;
  101675. private _loopAnimation;
  101676. /**
  101677. * Gets or sets the unique id of the node
  101678. */
  101679. uniqueId: number;
  101680. /**
  101681. * This observable will notify when one animation have ended
  101682. */
  101683. onAnimationEndObservable: Observable<TargetedAnimation>;
  101684. /**
  101685. * Observer raised when one animation loops
  101686. */
  101687. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101688. /**
  101689. * Observer raised when all animations have looped
  101690. */
  101691. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101692. /**
  101693. * This observable will notify when all animations have ended.
  101694. */
  101695. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101696. /**
  101697. * This observable will notify when all animations have paused.
  101698. */
  101699. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101700. /**
  101701. * This observable will notify when all animations are playing.
  101702. */
  101703. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101704. /**
  101705. * Gets the first frame
  101706. */
  101707. readonly from: number;
  101708. /**
  101709. * Gets the last frame
  101710. */
  101711. readonly to: number;
  101712. /**
  101713. * Define if the animations are started
  101714. */
  101715. readonly isStarted: boolean;
  101716. /**
  101717. * Gets a value indicating that the current group is playing
  101718. */
  101719. readonly isPlaying: boolean;
  101720. /**
  101721. * Gets or sets the speed ratio to use for all animations
  101722. */
  101723. /**
  101724. * Gets or sets the speed ratio to use for all animations
  101725. */
  101726. speedRatio: number;
  101727. /**
  101728. * Gets or sets if all animations should loop or not
  101729. */
  101730. loopAnimation: boolean;
  101731. /**
  101732. * Gets the targeted animations for this animation group
  101733. */
  101734. readonly targetedAnimations: Array<TargetedAnimation>;
  101735. /**
  101736. * returning the list of animatables controlled by this animation group.
  101737. */
  101738. readonly animatables: Array<Animatable>;
  101739. /**
  101740. * Instantiates a new Animation Group.
  101741. * This helps managing several animations at once.
  101742. * @see http://doc.babylonjs.com/how_to/group
  101743. * @param name Defines the name of the group
  101744. * @param scene Defines the scene the group belongs to
  101745. */
  101746. constructor(
  101747. /** The name of the animation group */
  101748. name: string, scene?: Nullable<Scene>);
  101749. /**
  101750. * Add an animation (with its target) in the group
  101751. * @param animation defines the animation we want to add
  101752. * @param target defines the target of the animation
  101753. * @returns the TargetedAnimation object
  101754. */
  101755. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101756. /**
  101757. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101758. * It can add constant keys at begin or end
  101759. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101760. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101761. * @returns the animation group
  101762. */
  101763. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101764. private _animationLoopCount;
  101765. private _animationLoopFlags;
  101766. private _processLoop;
  101767. /**
  101768. * Start all animations on given targets
  101769. * @param loop defines if animations must loop
  101770. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101771. * @param from defines the from key (optional)
  101772. * @param to defines the to key (optional)
  101773. * @returns the current animation group
  101774. */
  101775. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101776. /**
  101777. * Pause all animations
  101778. * @returns the animation group
  101779. */
  101780. pause(): AnimationGroup;
  101781. /**
  101782. * Play all animations to initial state
  101783. * This function will start() the animations if they were not started or will restart() them if they were paused
  101784. * @param loop defines if animations must loop
  101785. * @returns the animation group
  101786. */
  101787. play(loop?: boolean): AnimationGroup;
  101788. /**
  101789. * Reset all animations to initial state
  101790. * @returns the animation group
  101791. */
  101792. reset(): AnimationGroup;
  101793. /**
  101794. * Restart animations from key 0
  101795. * @returns the animation group
  101796. */
  101797. restart(): AnimationGroup;
  101798. /**
  101799. * Stop all animations
  101800. * @returns the animation group
  101801. */
  101802. stop(): AnimationGroup;
  101803. /**
  101804. * Set animation weight for all animatables
  101805. * @param weight defines the weight to use
  101806. * @return the animationGroup
  101807. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101808. */
  101809. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101810. /**
  101811. * Synchronize and normalize all animatables with a source animatable
  101812. * @param root defines the root animatable to synchronize with
  101813. * @return the animationGroup
  101814. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101815. */
  101816. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101817. /**
  101818. * Goes to a specific frame in this animation group
  101819. * @param frame the frame number to go to
  101820. * @return the animationGroup
  101821. */
  101822. goToFrame(frame: number): AnimationGroup;
  101823. /**
  101824. * Dispose all associated resources
  101825. */
  101826. dispose(): void;
  101827. private _checkAnimationGroupEnded;
  101828. /**
  101829. * Clone the current animation group and returns a copy
  101830. * @param newName defines the name of the new group
  101831. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101832. * @returns the new aniamtion group
  101833. */
  101834. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101835. /**
  101836. * Serializes the animationGroup to an object
  101837. * @returns Serialized object
  101838. */
  101839. serialize(): any;
  101840. /**
  101841. * Returns a new AnimationGroup object parsed from the source provided.
  101842. * @param parsedAnimationGroup defines the source
  101843. * @param scene defines the scene that will receive the animationGroup
  101844. * @returns a new AnimationGroup
  101845. */
  101846. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101847. /**
  101848. * Returns the string "AnimationGroup"
  101849. * @returns "AnimationGroup"
  101850. */
  101851. getClassName(): string;
  101852. /**
  101853. * Creates a detailled string about the object
  101854. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101855. * @returns a string representing the object
  101856. */
  101857. toString(fullDetails?: boolean): string;
  101858. }
  101859. }
  101860. declare module BABYLON {
  101861. /**
  101862. * Define an interface for all classes that will hold resources
  101863. */
  101864. export interface IDisposable {
  101865. /**
  101866. * Releases all held resources
  101867. */
  101868. dispose(): void;
  101869. }
  101870. /** Interface defining initialization parameters for Scene class */
  101871. export interface SceneOptions {
  101872. /**
  101873. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101874. * It will improve performance when the number of geometries becomes important.
  101875. */
  101876. useGeometryUniqueIdsMap?: boolean;
  101877. /**
  101878. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101879. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101880. */
  101881. useMaterialMeshMap?: boolean;
  101882. /**
  101883. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101884. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101885. */
  101886. useClonedMeshhMap?: boolean;
  101887. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101888. virtual?: boolean;
  101889. }
  101890. /**
  101891. * Represents a scene to be rendered by the engine.
  101892. * @see http://doc.babylonjs.com/features/scene
  101893. */
  101894. export class Scene extends AbstractScene implements IAnimatable {
  101895. /** The fog is deactivated */
  101896. static readonly FOGMODE_NONE: number;
  101897. /** The fog density is following an exponential function */
  101898. static readonly FOGMODE_EXP: number;
  101899. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101900. static readonly FOGMODE_EXP2: number;
  101901. /** The fog density is following a linear function. */
  101902. static readonly FOGMODE_LINEAR: number;
  101903. /**
  101904. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101905. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101906. */
  101907. static MinDeltaTime: number;
  101908. /**
  101909. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101910. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101911. */
  101912. static MaxDeltaTime: number;
  101913. /**
  101914. * Factory used to create the default material.
  101915. * @param name The name of the material to create
  101916. * @param scene The scene to create the material for
  101917. * @returns The default material
  101918. */
  101919. static DefaultMaterialFactory(scene: Scene): Material;
  101920. /**
  101921. * Factory used to create the a collision coordinator.
  101922. * @returns The collision coordinator
  101923. */
  101924. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101925. /** @hidden */
  101926. _inputManager: InputManager;
  101927. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101928. cameraToUseForPointers: Nullable<Camera>;
  101929. /** @hidden */
  101930. readonly _isScene: boolean;
  101931. /**
  101932. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101933. */
  101934. autoClear: boolean;
  101935. /**
  101936. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101937. */
  101938. autoClearDepthAndStencil: boolean;
  101939. /**
  101940. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101941. */
  101942. clearColor: Color4;
  101943. /**
  101944. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101945. */
  101946. ambientColor: Color3;
  101947. /**
  101948. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101949. * It should only be one of the following (if not the default embedded one):
  101950. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101951. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101952. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101953. * The material properties need to be setup according to the type of texture in use.
  101954. */
  101955. environmentBRDFTexture: BaseTexture;
  101956. /** @hidden */
  101957. protected _environmentTexture: Nullable<BaseTexture>;
  101958. /**
  101959. * Texture used in all pbr material as the reflection texture.
  101960. * As in the majority of the scene they are the same (exception for multi room and so on),
  101961. * this is easier to reference from here than from all the materials.
  101962. */
  101963. /**
  101964. * Texture used in all pbr material as the reflection texture.
  101965. * As in the majority of the scene they are the same (exception for multi room and so on),
  101966. * this is easier to set here than in all the materials.
  101967. */
  101968. environmentTexture: Nullable<BaseTexture>;
  101969. /** @hidden */
  101970. protected _environmentIntensity: number;
  101971. /**
  101972. * Intensity of the environment in all pbr material.
  101973. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101974. * As in the majority of the scene they are the same (exception for multi room and so on),
  101975. * this is easier to reference from here than from all the materials.
  101976. */
  101977. /**
  101978. * Intensity of the environment in all pbr material.
  101979. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101980. * As in the majority of the scene they are the same (exception for multi room and so on),
  101981. * this is easier to set here than in all the materials.
  101982. */
  101983. environmentIntensity: number;
  101984. /** @hidden */
  101985. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101986. /**
  101987. * Default image processing configuration used either in the rendering
  101988. * Forward main pass or through the imageProcessingPostProcess if present.
  101989. * As in the majority of the scene they are the same (exception for multi camera),
  101990. * this is easier to reference from here than from all the materials and post process.
  101991. *
  101992. * No setter as we it is a shared configuration, you can set the values instead.
  101993. */
  101994. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101995. private _forceWireframe;
  101996. /**
  101997. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101998. */
  101999. forceWireframe: boolean;
  102000. private _forcePointsCloud;
  102001. /**
  102002. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  102003. */
  102004. forcePointsCloud: boolean;
  102005. /**
  102006. * Gets or sets the active clipplane 1
  102007. */
  102008. clipPlane: Nullable<Plane>;
  102009. /**
  102010. * Gets or sets the active clipplane 2
  102011. */
  102012. clipPlane2: Nullable<Plane>;
  102013. /**
  102014. * Gets or sets the active clipplane 3
  102015. */
  102016. clipPlane3: Nullable<Plane>;
  102017. /**
  102018. * Gets or sets the active clipplane 4
  102019. */
  102020. clipPlane4: Nullable<Plane>;
  102021. /**
  102022. * Gets or sets a boolean indicating if animations are enabled
  102023. */
  102024. animationsEnabled: boolean;
  102025. private _animationPropertiesOverride;
  102026. /**
  102027. * Gets or sets the animation properties override
  102028. */
  102029. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  102030. /**
  102031. * Gets or sets a boolean indicating if a constant deltatime has to be used
  102032. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  102033. */
  102034. useConstantAnimationDeltaTime: boolean;
  102035. /**
  102036. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  102037. * Please note that it requires to run a ray cast through the scene on every frame
  102038. */
  102039. constantlyUpdateMeshUnderPointer: boolean;
  102040. /**
  102041. * Defines the HTML cursor to use when hovering over interactive elements
  102042. */
  102043. hoverCursor: string;
  102044. /**
  102045. * Defines the HTML default cursor to use (empty by default)
  102046. */
  102047. defaultCursor: string;
  102048. /**
  102049. * Defines wether cursors are handled by the scene.
  102050. */
  102051. doNotHandleCursors: boolean;
  102052. /**
  102053. * This is used to call preventDefault() on pointer down
  102054. * in order to block unwanted artifacts like system double clicks
  102055. */
  102056. preventDefaultOnPointerDown: boolean;
  102057. /**
  102058. * This is used to call preventDefault() on pointer up
  102059. * in order to block unwanted artifacts like system double clicks
  102060. */
  102061. preventDefaultOnPointerUp: boolean;
  102062. /**
  102063. * Gets or sets user defined metadata
  102064. */
  102065. metadata: any;
  102066. /**
  102067. * For internal use only. Please do not use.
  102068. */
  102069. reservedDataStore: any;
  102070. /**
  102071. * Gets the name of the plugin used to load this scene (null by default)
  102072. */
  102073. loadingPluginName: string;
  102074. /**
  102075. * Use this array to add regular expressions used to disable offline support for specific urls
  102076. */
  102077. disableOfflineSupportExceptionRules: RegExp[];
  102078. /**
  102079. * An event triggered when the scene is disposed.
  102080. */
  102081. onDisposeObservable: Observable<Scene>;
  102082. private _onDisposeObserver;
  102083. /** Sets a function to be executed when this scene is disposed. */
  102084. onDispose: () => void;
  102085. /**
  102086. * An event triggered before rendering the scene (right after animations and physics)
  102087. */
  102088. onBeforeRenderObservable: Observable<Scene>;
  102089. private _onBeforeRenderObserver;
  102090. /** Sets a function to be executed before rendering this scene */
  102091. beforeRender: Nullable<() => void>;
  102092. /**
  102093. * An event triggered after rendering the scene
  102094. */
  102095. onAfterRenderObservable: Observable<Scene>;
  102096. /**
  102097. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  102098. */
  102099. onAfterRenderCameraObservable: Observable<Camera>;
  102100. private _onAfterRenderObserver;
  102101. /** Sets a function to be executed after rendering this scene */
  102102. afterRender: Nullable<() => void>;
  102103. /**
  102104. * An event triggered before animating the scene
  102105. */
  102106. onBeforeAnimationsObservable: Observable<Scene>;
  102107. /**
  102108. * An event triggered after animations processing
  102109. */
  102110. onAfterAnimationsObservable: Observable<Scene>;
  102111. /**
  102112. * An event triggered before draw calls are ready to be sent
  102113. */
  102114. onBeforeDrawPhaseObservable: Observable<Scene>;
  102115. /**
  102116. * An event triggered after draw calls have been sent
  102117. */
  102118. onAfterDrawPhaseObservable: Observable<Scene>;
  102119. /**
  102120. * An event triggered when the scene is ready
  102121. */
  102122. onReadyObservable: Observable<Scene>;
  102123. /**
  102124. * An event triggered before rendering a camera
  102125. */
  102126. onBeforeCameraRenderObservable: Observable<Camera>;
  102127. private _onBeforeCameraRenderObserver;
  102128. /** Sets a function to be executed before rendering a camera*/
  102129. beforeCameraRender: () => void;
  102130. /**
  102131. * An event triggered after rendering a camera
  102132. */
  102133. onAfterCameraRenderObservable: Observable<Camera>;
  102134. private _onAfterCameraRenderObserver;
  102135. /** Sets a function to be executed after rendering a camera*/
  102136. afterCameraRender: () => void;
  102137. /**
  102138. * An event triggered when active meshes evaluation is about to start
  102139. */
  102140. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  102141. /**
  102142. * An event triggered when active meshes evaluation is done
  102143. */
  102144. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  102145. /**
  102146. * An event triggered when particles rendering is about to start
  102147. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102148. */
  102149. onBeforeParticlesRenderingObservable: Observable<Scene>;
  102150. /**
  102151. * An event triggered when particles rendering is done
  102152. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102153. */
  102154. onAfterParticlesRenderingObservable: Observable<Scene>;
  102155. /**
  102156. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  102157. */
  102158. onDataLoadedObservable: Observable<Scene>;
  102159. /**
  102160. * An event triggered when a camera is created
  102161. */
  102162. onNewCameraAddedObservable: Observable<Camera>;
  102163. /**
  102164. * An event triggered when a camera is removed
  102165. */
  102166. onCameraRemovedObservable: Observable<Camera>;
  102167. /**
  102168. * An event triggered when a light is created
  102169. */
  102170. onNewLightAddedObservable: Observable<Light>;
  102171. /**
  102172. * An event triggered when a light is removed
  102173. */
  102174. onLightRemovedObservable: Observable<Light>;
  102175. /**
  102176. * An event triggered when a geometry is created
  102177. */
  102178. onNewGeometryAddedObservable: Observable<Geometry>;
  102179. /**
  102180. * An event triggered when a geometry is removed
  102181. */
  102182. onGeometryRemovedObservable: Observable<Geometry>;
  102183. /**
  102184. * An event triggered when a transform node is created
  102185. */
  102186. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  102187. /**
  102188. * An event triggered when a transform node is removed
  102189. */
  102190. onTransformNodeRemovedObservable: Observable<TransformNode>;
  102191. /**
  102192. * An event triggered when a mesh is created
  102193. */
  102194. onNewMeshAddedObservable: Observable<AbstractMesh>;
  102195. /**
  102196. * An event triggered when a mesh is removed
  102197. */
  102198. onMeshRemovedObservable: Observable<AbstractMesh>;
  102199. /**
  102200. * An event triggered when a skeleton is created
  102201. */
  102202. onNewSkeletonAddedObservable: Observable<Skeleton>;
  102203. /**
  102204. * An event triggered when a skeleton is removed
  102205. */
  102206. onSkeletonRemovedObservable: Observable<Skeleton>;
  102207. /**
  102208. * An event triggered when a material is created
  102209. */
  102210. onNewMaterialAddedObservable: Observable<Material>;
  102211. /**
  102212. * An event triggered when a material is removed
  102213. */
  102214. onMaterialRemovedObservable: Observable<Material>;
  102215. /**
  102216. * An event triggered when a texture is created
  102217. */
  102218. onNewTextureAddedObservable: Observable<BaseTexture>;
  102219. /**
  102220. * An event triggered when a texture is removed
  102221. */
  102222. onTextureRemovedObservable: Observable<BaseTexture>;
  102223. /**
  102224. * An event triggered when render targets are about to be rendered
  102225. * Can happen multiple times per frame.
  102226. */
  102227. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102228. /**
  102229. * An event triggered when render targets were rendered.
  102230. * Can happen multiple times per frame.
  102231. */
  102232. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102233. /**
  102234. * An event triggered before calculating deterministic simulation step
  102235. */
  102236. onBeforeStepObservable: Observable<Scene>;
  102237. /**
  102238. * An event triggered after calculating deterministic simulation step
  102239. */
  102240. onAfterStepObservable: Observable<Scene>;
  102241. /**
  102242. * An event triggered when the activeCamera property is updated
  102243. */
  102244. onActiveCameraChanged: Observable<Scene>;
  102245. /**
  102246. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102247. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102248. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  102249. */
  102250. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102251. /**
  102252. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102253. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102254. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  102255. */
  102256. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102257. /**
  102258. * This Observable will when a mesh has been imported into the scene.
  102259. */
  102260. onMeshImportedObservable: Observable<AbstractMesh>;
  102261. /**
  102262. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102263. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102264. */
  102265. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102266. /** @hidden */
  102267. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102268. /**
  102269. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102270. */
  102271. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102272. /**
  102273. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102274. */
  102275. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102276. /**
  102277. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102278. */
  102279. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102280. /** Callback called when a pointer move is detected */
  102281. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102282. /** Callback called when a pointer down is detected */
  102283. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102284. /** Callback called when a pointer up is detected */
  102285. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102286. /** Callback called when a pointer pick is detected */
  102287. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102288. /**
  102289. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  102290. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102291. */
  102292. onPrePointerObservable: Observable<PointerInfoPre>;
  102293. /**
  102294. * Observable event triggered each time an input event is received from the rendering canvas
  102295. */
  102296. onPointerObservable: Observable<PointerInfo>;
  102297. /**
  102298. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102299. */
  102300. readonly unTranslatedPointer: Vector2;
  102301. /**
  102302. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102303. */
  102304. static DragMovementThreshold: number;
  102305. /**
  102306. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102307. */
  102308. static LongPressDelay: number;
  102309. /**
  102310. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102311. */
  102312. static DoubleClickDelay: number;
  102313. /** If you need to check double click without raising a single click at first click, enable this flag */
  102314. static ExclusiveDoubleClickMode: boolean;
  102315. /** @hidden */
  102316. _mirroredCameraPosition: Nullable<Vector3>;
  102317. /**
  102318. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102319. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102320. */
  102321. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102322. /**
  102323. * Observable event triggered each time an keyboard event is received from the hosting window
  102324. */
  102325. onKeyboardObservable: Observable<KeyboardInfo>;
  102326. private _useRightHandedSystem;
  102327. /**
  102328. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102329. */
  102330. useRightHandedSystem: boolean;
  102331. private _timeAccumulator;
  102332. private _currentStepId;
  102333. private _currentInternalStep;
  102334. /**
  102335. * Sets the step Id used by deterministic lock step
  102336. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102337. * @param newStepId defines the step Id
  102338. */
  102339. setStepId(newStepId: number): void;
  102340. /**
  102341. * Gets the step Id used by deterministic lock step
  102342. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102343. * @returns the step Id
  102344. */
  102345. getStepId(): number;
  102346. /**
  102347. * Gets the internal step used by deterministic lock step
  102348. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102349. * @returns the internal step
  102350. */
  102351. getInternalStep(): number;
  102352. private _fogEnabled;
  102353. /**
  102354. * Gets or sets a boolean indicating if fog is enabled on this scene
  102355. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102356. * (Default is true)
  102357. */
  102358. fogEnabled: boolean;
  102359. private _fogMode;
  102360. /**
  102361. * Gets or sets the fog mode to use
  102362. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102363. * | mode | value |
  102364. * | --- | --- |
  102365. * | FOGMODE_NONE | 0 |
  102366. * | FOGMODE_EXP | 1 |
  102367. * | FOGMODE_EXP2 | 2 |
  102368. * | FOGMODE_LINEAR | 3 |
  102369. */
  102370. fogMode: number;
  102371. /**
  102372. * Gets or sets the fog color to use
  102373. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102374. * (Default is Color3(0.2, 0.2, 0.3))
  102375. */
  102376. fogColor: Color3;
  102377. /**
  102378. * Gets or sets the fog density to use
  102379. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102380. * (Default is 0.1)
  102381. */
  102382. fogDensity: number;
  102383. /**
  102384. * Gets or sets the fog start distance to use
  102385. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102386. * (Default is 0)
  102387. */
  102388. fogStart: number;
  102389. /**
  102390. * Gets or sets the fog end distance to use
  102391. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102392. * (Default is 1000)
  102393. */
  102394. fogEnd: number;
  102395. private _shadowsEnabled;
  102396. /**
  102397. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102398. */
  102399. shadowsEnabled: boolean;
  102400. private _lightsEnabled;
  102401. /**
  102402. * Gets or sets a boolean indicating if lights are enabled on this scene
  102403. */
  102404. lightsEnabled: boolean;
  102405. /** All of the active cameras added to this scene. */
  102406. activeCameras: Camera[];
  102407. /** @hidden */
  102408. _activeCamera: Nullable<Camera>;
  102409. /** Gets or sets the current active camera */
  102410. activeCamera: Nullable<Camera>;
  102411. private _defaultMaterial;
  102412. /** The default material used on meshes when no material is affected */
  102413. /** The default material used on meshes when no material is affected */
  102414. defaultMaterial: Material;
  102415. private _texturesEnabled;
  102416. /**
  102417. * Gets or sets a boolean indicating if textures are enabled on this scene
  102418. */
  102419. texturesEnabled: boolean;
  102420. /**
  102421. * Gets or sets a boolean indicating if particles are enabled on this scene
  102422. */
  102423. particlesEnabled: boolean;
  102424. /**
  102425. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102426. */
  102427. spritesEnabled: boolean;
  102428. private _skeletonsEnabled;
  102429. /**
  102430. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102431. */
  102432. skeletonsEnabled: boolean;
  102433. /**
  102434. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102435. */
  102436. lensFlaresEnabled: boolean;
  102437. /**
  102438. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102439. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102440. */
  102441. collisionsEnabled: boolean;
  102442. private _collisionCoordinator;
  102443. /** @hidden */
  102444. readonly collisionCoordinator: ICollisionCoordinator;
  102445. /**
  102446. * Defines the gravity applied to this scene (used only for collisions)
  102447. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102448. */
  102449. gravity: Vector3;
  102450. /**
  102451. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102452. */
  102453. postProcessesEnabled: boolean;
  102454. /**
  102455. * The list of postprocesses added to the scene
  102456. */
  102457. postProcesses: PostProcess[];
  102458. /**
  102459. * Gets the current postprocess manager
  102460. */
  102461. postProcessManager: PostProcessManager;
  102462. /**
  102463. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102464. */
  102465. renderTargetsEnabled: boolean;
  102466. /**
  102467. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102468. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102469. */
  102470. dumpNextRenderTargets: boolean;
  102471. /**
  102472. * The list of user defined render targets added to the scene
  102473. */
  102474. customRenderTargets: RenderTargetTexture[];
  102475. /**
  102476. * Defines if texture loading must be delayed
  102477. * If true, textures will only be loaded when they need to be rendered
  102478. */
  102479. useDelayedTextureLoading: boolean;
  102480. /**
  102481. * Gets the list of meshes imported to the scene through SceneLoader
  102482. */
  102483. importedMeshesFiles: String[];
  102484. /**
  102485. * Gets or sets a boolean indicating if probes are enabled on this scene
  102486. */
  102487. probesEnabled: boolean;
  102488. /**
  102489. * Gets or sets the current offline provider to use to store scene data
  102490. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102491. */
  102492. offlineProvider: IOfflineProvider;
  102493. /**
  102494. * Gets or sets the action manager associated with the scene
  102495. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102496. */
  102497. actionManager: AbstractActionManager;
  102498. private _meshesForIntersections;
  102499. /**
  102500. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102501. */
  102502. proceduralTexturesEnabled: boolean;
  102503. private _engine;
  102504. private _totalVertices;
  102505. /** @hidden */
  102506. _activeIndices: PerfCounter;
  102507. /** @hidden */
  102508. _activeParticles: PerfCounter;
  102509. /** @hidden */
  102510. _activeBones: PerfCounter;
  102511. private _animationRatio;
  102512. /** @hidden */
  102513. _animationTimeLast: number;
  102514. /** @hidden */
  102515. _animationTime: number;
  102516. /**
  102517. * Gets or sets a general scale for animation speed
  102518. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102519. */
  102520. animationTimeScale: number;
  102521. /** @hidden */
  102522. _cachedMaterial: Nullable<Material>;
  102523. /** @hidden */
  102524. _cachedEffect: Nullable<Effect>;
  102525. /** @hidden */
  102526. _cachedVisibility: Nullable<number>;
  102527. private _renderId;
  102528. private _frameId;
  102529. private _executeWhenReadyTimeoutId;
  102530. private _intermediateRendering;
  102531. private _viewUpdateFlag;
  102532. private _projectionUpdateFlag;
  102533. /** @hidden */
  102534. _toBeDisposed: Nullable<IDisposable>[];
  102535. private _activeRequests;
  102536. /** @hidden */
  102537. _pendingData: any[];
  102538. private _isDisposed;
  102539. /**
  102540. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102541. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102542. */
  102543. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102544. private _activeMeshes;
  102545. private _processedMaterials;
  102546. private _renderTargets;
  102547. /** @hidden */
  102548. _activeParticleSystems: SmartArray<IParticleSystem>;
  102549. private _activeSkeletons;
  102550. private _softwareSkinnedMeshes;
  102551. private _renderingManager;
  102552. /** @hidden */
  102553. _activeAnimatables: Animatable[];
  102554. private _transformMatrix;
  102555. private _sceneUbo;
  102556. /** @hidden */
  102557. _viewMatrix: Matrix;
  102558. private _projectionMatrix;
  102559. /** @hidden */
  102560. _forcedViewPosition: Nullable<Vector3>;
  102561. /** @hidden */
  102562. _frustumPlanes: Plane[];
  102563. /**
  102564. * Gets the list of frustum planes (built from the active camera)
  102565. */
  102566. readonly frustumPlanes: Plane[];
  102567. /**
  102568. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102569. * This is useful if there are more lights that the maximum simulteanous authorized
  102570. */
  102571. requireLightSorting: boolean;
  102572. /** @hidden */
  102573. readonly useMaterialMeshMap: boolean;
  102574. /** @hidden */
  102575. readonly useClonedMeshhMap: boolean;
  102576. private _externalData;
  102577. private _uid;
  102578. /**
  102579. * @hidden
  102580. * Backing store of defined scene components.
  102581. */
  102582. _components: ISceneComponent[];
  102583. /**
  102584. * @hidden
  102585. * Backing store of defined scene components.
  102586. */
  102587. _serializableComponents: ISceneSerializableComponent[];
  102588. /**
  102589. * List of components to register on the next registration step.
  102590. */
  102591. private _transientComponents;
  102592. /**
  102593. * Registers the transient components if needed.
  102594. */
  102595. private _registerTransientComponents;
  102596. /**
  102597. * @hidden
  102598. * Add a component to the scene.
  102599. * Note that the ccomponent could be registered on th next frame if this is called after
  102600. * the register component stage.
  102601. * @param component Defines the component to add to the scene
  102602. */
  102603. _addComponent(component: ISceneComponent): void;
  102604. /**
  102605. * @hidden
  102606. * Gets a component from the scene.
  102607. * @param name defines the name of the component to retrieve
  102608. * @returns the component or null if not present
  102609. */
  102610. _getComponent(name: string): Nullable<ISceneComponent>;
  102611. /**
  102612. * @hidden
  102613. * Defines the actions happening before camera updates.
  102614. */
  102615. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102616. /**
  102617. * @hidden
  102618. * Defines the actions happening before clear the canvas.
  102619. */
  102620. _beforeClearStage: Stage<SimpleStageAction>;
  102621. /**
  102622. * @hidden
  102623. * Defines the actions when collecting render targets for the frame.
  102624. */
  102625. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102626. /**
  102627. * @hidden
  102628. * Defines the actions happening for one camera in the frame.
  102629. */
  102630. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102631. /**
  102632. * @hidden
  102633. * Defines the actions happening during the per mesh ready checks.
  102634. */
  102635. _isReadyForMeshStage: Stage<MeshStageAction>;
  102636. /**
  102637. * @hidden
  102638. * Defines the actions happening before evaluate active mesh checks.
  102639. */
  102640. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102641. /**
  102642. * @hidden
  102643. * Defines the actions happening during the evaluate sub mesh checks.
  102644. */
  102645. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102646. /**
  102647. * @hidden
  102648. * Defines the actions happening during the active mesh stage.
  102649. */
  102650. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102651. /**
  102652. * @hidden
  102653. * Defines the actions happening during the per camera render target step.
  102654. */
  102655. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102656. /**
  102657. * @hidden
  102658. * Defines the actions happening just before the active camera is drawing.
  102659. */
  102660. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102661. /**
  102662. * @hidden
  102663. * Defines the actions happening just before a render target is drawing.
  102664. */
  102665. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102666. /**
  102667. * @hidden
  102668. * Defines the actions happening just before a rendering group is drawing.
  102669. */
  102670. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102671. /**
  102672. * @hidden
  102673. * Defines the actions happening just before a mesh is drawing.
  102674. */
  102675. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102676. /**
  102677. * @hidden
  102678. * Defines the actions happening just after a mesh has been drawn.
  102679. */
  102680. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102681. /**
  102682. * @hidden
  102683. * Defines the actions happening just after a rendering group has been drawn.
  102684. */
  102685. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102686. /**
  102687. * @hidden
  102688. * Defines the actions happening just after the active camera has been drawn.
  102689. */
  102690. _afterCameraDrawStage: Stage<CameraStageAction>;
  102691. /**
  102692. * @hidden
  102693. * Defines the actions happening just after a render target has been drawn.
  102694. */
  102695. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102696. /**
  102697. * @hidden
  102698. * Defines the actions happening just after rendering all cameras and computing intersections.
  102699. */
  102700. _afterRenderStage: Stage<SimpleStageAction>;
  102701. /**
  102702. * @hidden
  102703. * Defines the actions happening when a pointer move event happens.
  102704. */
  102705. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102706. /**
  102707. * @hidden
  102708. * Defines the actions happening when a pointer down event happens.
  102709. */
  102710. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102711. /**
  102712. * @hidden
  102713. * Defines the actions happening when a pointer up event happens.
  102714. */
  102715. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102716. /**
  102717. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102718. */
  102719. private geometriesByUniqueId;
  102720. /**
  102721. * Creates a new Scene
  102722. * @param engine defines the engine to use to render this scene
  102723. * @param options defines the scene options
  102724. */
  102725. constructor(engine: Engine, options?: SceneOptions);
  102726. /**
  102727. * Gets a string idenfifying the name of the class
  102728. * @returns "Scene" string
  102729. */
  102730. getClassName(): string;
  102731. private _defaultMeshCandidates;
  102732. /**
  102733. * @hidden
  102734. */
  102735. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102736. private _defaultSubMeshCandidates;
  102737. /**
  102738. * @hidden
  102739. */
  102740. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102741. /**
  102742. * Sets the default candidate providers for the scene.
  102743. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102744. * and getCollidingSubMeshCandidates to their default function
  102745. */
  102746. setDefaultCandidateProviders(): void;
  102747. /**
  102748. * Gets the mesh that is currently under the pointer
  102749. */
  102750. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102751. /**
  102752. * Gets or sets the current on-screen X position of the pointer
  102753. */
  102754. pointerX: number;
  102755. /**
  102756. * Gets or sets the current on-screen Y position of the pointer
  102757. */
  102758. pointerY: number;
  102759. /**
  102760. * Gets the cached material (ie. the latest rendered one)
  102761. * @returns the cached material
  102762. */
  102763. getCachedMaterial(): Nullable<Material>;
  102764. /**
  102765. * Gets the cached effect (ie. the latest rendered one)
  102766. * @returns the cached effect
  102767. */
  102768. getCachedEffect(): Nullable<Effect>;
  102769. /**
  102770. * Gets the cached visibility state (ie. the latest rendered one)
  102771. * @returns the cached visibility state
  102772. */
  102773. getCachedVisibility(): Nullable<number>;
  102774. /**
  102775. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102776. * @param material defines the current material
  102777. * @param effect defines the current effect
  102778. * @param visibility defines the current visibility state
  102779. * @returns true if one parameter is not cached
  102780. */
  102781. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102782. /**
  102783. * Gets the engine associated with the scene
  102784. * @returns an Engine
  102785. */
  102786. getEngine(): Engine;
  102787. /**
  102788. * Gets the total number of vertices rendered per frame
  102789. * @returns the total number of vertices rendered per frame
  102790. */
  102791. getTotalVertices(): number;
  102792. /**
  102793. * Gets the performance counter for total vertices
  102794. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102795. */
  102796. readonly totalVerticesPerfCounter: PerfCounter;
  102797. /**
  102798. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102799. * @returns the total number of active indices rendered per frame
  102800. */
  102801. getActiveIndices(): number;
  102802. /**
  102803. * Gets the performance counter for active indices
  102804. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102805. */
  102806. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102807. /**
  102808. * Gets the total number of active particles rendered per frame
  102809. * @returns the total number of active particles rendered per frame
  102810. */
  102811. getActiveParticles(): number;
  102812. /**
  102813. * Gets the performance counter for active particles
  102814. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102815. */
  102816. readonly activeParticlesPerfCounter: PerfCounter;
  102817. /**
  102818. * Gets the total number of active bones rendered per frame
  102819. * @returns the total number of active bones rendered per frame
  102820. */
  102821. getActiveBones(): number;
  102822. /**
  102823. * Gets the performance counter for active bones
  102824. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102825. */
  102826. readonly activeBonesPerfCounter: PerfCounter;
  102827. /**
  102828. * Gets the array of active meshes
  102829. * @returns an array of AbstractMesh
  102830. */
  102831. getActiveMeshes(): SmartArray<AbstractMesh>;
  102832. /**
  102833. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102834. * @returns a number
  102835. */
  102836. getAnimationRatio(): number;
  102837. /**
  102838. * Gets an unique Id for the current render phase
  102839. * @returns a number
  102840. */
  102841. getRenderId(): number;
  102842. /**
  102843. * Gets an unique Id for the current frame
  102844. * @returns a number
  102845. */
  102846. getFrameId(): number;
  102847. /** Call this function if you want to manually increment the render Id*/
  102848. incrementRenderId(): void;
  102849. private _createUbo;
  102850. /**
  102851. * Use this method to simulate a pointer move on a mesh
  102852. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102853. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102854. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102855. * @returns the current scene
  102856. */
  102857. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102858. /**
  102859. * Use this method to simulate a pointer down on a mesh
  102860. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102861. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102862. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102863. * @returns the current scene
  102864. */
  102865. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102866. /**
  102867. * Use this method to simulate a pointer up on a mesh
  102868. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102869. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102870. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102871. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102872. * @returns the current scene
  102873. */
  102874. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102875. /**
  102876. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102877. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102878. * @returns true if the pointer was captured
  102879. */
  102880. isPointerCaptured(pointerId?: number): boolean;
  102881. /**
  102882. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102883. * @param attachUp defines if you want to attach events to pointerup
  102884. * @param attachDown defines if you want to attach events to pointerdown
  102885. * @param attachMove defines if you want to attach events to pointermove
  102886. */
  102887. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102888. /** Detaches all event handlers*/
  102889. detachControl(): void;
  102890. /**
  102891. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102892. * Delay loaded resources are not taking in account
  102893. * @return true if all required resources are ready
  102894. */
  102895. isReady(): boolean;
  102896. /** Resets all cached information relative to material (including effect and visibility) */
  102897. resetCachedMaterial(): void;
  102898. /**
  102899. * Registers a function to be called before every frame render
  102900. * @param func defines the function to register
  102901. */
  102902. registerBeforeRender(func: () => void): void;
  102903. /**
  102904. * Unregisters a function called before every frame render
  102905. * @param func defines the function to unregister
  102906. */
  102907. unregisterBeforeRender(func: () => void): void;
  102908. /**
  102909. * Registers a function to be called after every frame render
  102910. * @param func defines the function to register
  102911. */
  102912. registerAfterRender(func: () => void): void;
  102913. /**
  102914. * Unregisters a function called after every frame render
  102915. * @param func defines the function to unregister
  102916. */
  102917. unregisterAfterRender(func: () => void): void;
  102918. private _executeOnceBeforeRender;
  102919. /**
  102920. * The provided function will run before render once and will be disposed afterwards.
  102921. * A timeout delay can be provided so that the function will be executed in N ms.
  102922. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102923. * @param func The function to be executed.
  102924. * @param timeout optional delay in ms
  102925. */
  102926. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102927. /** @hidden */
  102928. _addPendingData(data: any): void;
  102929. /** @hidden */
  102930. _removePendingData(data: any): void;
  102931. /**
  102932. * Returns the number of items waiting to be loaded
  102933. * @returns the number of items waiting to be loaded
  102934. */
  102935. getWaitingItemsCount(): number;
  102936. /**
  102937. * Returns a boolean indicating if the scene is still loading data
  102938. */
  102939. readonly isLoading: boolean;
  102940. /**
  102941. * Registers a function to be executed when the scene is ready
  102942. * @param {Function} func - the function to be executed
  102943. */
  102944. executeWhenReady(func: () => void): void;
  102945. /**
  102946. * Returns a promise that resolves when the scene is ready
  102947. * @returns A promise that resolves when the scene is ready
  102948. */
  102949. whenReadyAsync(): Promise<void>;
  102950. /** @hidden */
  102951. _checkIsReady(): void;
  102952. /**
  102953. * Gets all animatable attached to the scene
  102954. */
  102955. readonly animatables: Animatable[];
  102956. /**
  102957. * Resets the last animation time frame.
  102958. * Useful to override when animations start running when loading a scene for the first time.
  102959. */
  102960. resetLastAnimationTimeFrame(): void;
  102961. /**
  102962. * Gets the current view matrix
  102963. * @returns a Matrix
  102964. */
  102965. getViewMatrix(): Matrix;
  102966. /**
  102967. * Gets the current projection matrix
  102968. * @returns a Matrix
  102969. */
  102970. getProjectionMatrix(): Matrix;
  102971. /**
  102972. * Gets the current transform matrix
  102973. * @returns a Matrix made of View * Projection
  102974. */
  102975. getTransformMatrix(): Matrix;
  102976. /**
  102977. * Sets the current transform matrix
  102978. * @param viewL defines the View matrix to use
  102979. * @param projectionL defines the Projection matrix to use
  102980. * @param viewR defines the right View matrix to use (if provided)
  102981. * @param projectionR defines the right Projection matrix to use (if provided)
  102982. */
  102983. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102984. /**
  102985. * Gets the uniform buffer used to store scene data
  102986. * @returns a UniformBuffer
  102987. */
  102988. getSceneUniformBuffer(): UniformBuffer;
  102989. /**
  102990. * Gets an unique (relatively to the current scene) Id
  102991. * @returns an unique number for the scene
  102992. */
  102993. getUniqueId(): number;
  102994. /**
  102995. * Add a mesh to the list of scene's meshes
  102996. * @param newMesh defines the mesh to add
  102997. * @param recursive if all child meshes should also be added to the scene
  102998. */
  102999. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  103000. /**
  103001. * Remove a mesh for the list of scene's meshes
  103002. * @param toRemove defines the mesh to remove
  103003. * @param recursive if all child meshes should also be removed from the scene
  103004. * @returns the index where the mesh was in the mesh list
  103005. */
  103006. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  103007. /**
  103008. * Add a transform node to the list of scene's transform nodes
  103009. * @param newTransformNode defines the transform node to add
  103010. */
  103011. addTransformNode(newTransformNode: TransformNode): void;
  103012. /**
  103013. * Remove a transform node for the list of scene's transform nodes
  103014. * @param toRemove defines the transform node to remove
  103015. * @returns the index where the transform node was in the transform node list
  103016. */
  103017. removeTransformNode(toRemove: TransformNode): number;
  103018. /**
  103019. * Remove a skeleton for the list of scene's skeletons
  103020. * @param toRemove defines the skeleton to remove
  103021. * @returns the index where the skeleton was in the skeleton list
  103022. */
  103023. removeSkeleton(toRemove: Skeleton): number;
  103024. /**
  103025. * Remove a morph target for the list of scene's morph targets
  103026. * @param toRemove defines the morph target to remove
  103027. * @returns the index where the morph target was in the morph target list
  103028. */
  103029. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  103030. /**
  103031. * Remove a light for the list of scene's lights
  103032. * @param toRemove defines the light to remove
  103033. * @returns the index where the light was in the light list
  103034. */
  103035. removeLight(toRemove: Light): number;
  103036. /**
  103037. * Remove a camera for the list of scene's cameras
  103038. * @param toRemove defines the camera to remove
  103039. * @returns the index where the camera was in the camera list
  103040. */
  103041. removeCamera(toRemove: Camera): number;
  103042. /**
  103043. * Remove a particle system for the list of scene's particle systems
  103044. * @param toRemove defines the particle system to remove
  103045. * @returns the index where the particle system was in the particle system list
  103046. */
  103047. removeParticleSystem(toRemove: IParticleSystem): number;
  103048. /**
  103049. * Remove a animation for the list of scene's animations
  103050. * @param toRemove defines the animation to remove
  103051. * @returns the index where the animation was in the animation list
  103052. */
  103053. removeAnimation(toRemove: Animation): number;
  103054. /**
  103055. * Will stop the animation of the given target
  103056. * @param target - the target
  103057. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  103058. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  103059. */
  103060. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  103061. /**
  103062. * Removes the given animation group from this scene.
  103063. * @param toRemove The animation group to remove
  103064. * @returns The index of the removed animation group
  103065. */
  103066. removeAnimationGroup(toRemove: AnimationGroup): number;
  103067. /**
  103068. * Removes the given multi-material from this scene.
  103069. * @param toRemove The multi-material to remove
  103070. * @returns The index of the removed multi-material
  103071. */
  103072. removeMultiMaterial(toRemove: MultiMaterial): number;
  103073. /**
  103074. * Removes the given material from this scene.
  103075. * @param toRemove The material to remove
  103076. * @returns The index of the removed material
  103077. */
  103078. removeMaterial(toRemove: Material): number;
  103079. /**
  103080. * Removes the given action manager from this scene.
  103081. * @param toRemove The action manager to remove
  103082. * @returns The index of the removed action manager
  103083. */
  103084. removeActionManager(toRemove: AbstractActionManager): number;
  103085. /**
  103086. * Removes the given texture from this scene.
  103087. * @param toRemove The texture to remove
  103088. * @returns The index of the removed texture
  103089. */
  103090. removeTexture(toRemove: BaseTexture): number;
  103091. /**
  103092. * Adds the given light to this scene
  103093. * @param newLight The light to add
  103094. */
  103095. addLight(newLight: Light): void;
  103096. /**
  103097. * Sorts the list list based on light priorities
  103098. */
  103099. sortLightsByPriority(): void;
  103100. /**
  103101. * Adds the given camera to this scene
  103102. * @param newCamera The camera to add
  103103. */
  103104. addCamera(newCamera: Camera): void;
  103105. /**
  103106. * Adds the given skeleton to this scene
  103107. * @param newSkeleton The skeleton to add
  103108. */
  103109. addSkeleton(newSkeleton: Skeleton): void;
  103110. /**
  103111. * Adds the given particle system to this scene
  103112. * @param newParticleSystem The particle system to add
  103113. */
  103114. addParticleSystem(newParticleSystem: IParticleSystem): void;
  103115. /**
  103116. * Adds the given animation to this scene
  103117. * @param newAnimation The animation to add
  103118. */
  103119. addAnimation(newAnimation: Animation): void;
  103120. /**
  103121. * Adds the given animation group to this scene.
  103122. * @param newAnimationGroup The animation group to add
  103123. */
  103124. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  103125. /**
  103126. * Adds the given multi-material to this scene
  103127. * @param newMultiMaterial The multi-material to add
  103128. */
  103129. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  103130. /**
  103131. * Adds the given material to this scene
  103132. * @param newMaterial The material to add
  103133. */
  103134. addMaterial(newMaterial: Material): void;
  103135. /**
  103136. * Adds the given morph target to this scene
  103137. * @param newMorphTargetManager The morph target to add
  103138. */
  103139. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  103140. /**
  103141. * Adds the given geometry to this scene
  103142. * @param newGeometry The geometry to add
  103143. */
  103144. addGeometry(newGeometry: Geometry): void;
  103145. /**
  103146. * Adds the given action manager to this scene
  103147. * @param newActionManager The action manager to add
  103148. */
  103149. addActionManager(newActionManager: AbstractActionManager): void;
  103150. /**
  103151. * Adds the given texture to this scene.
  103152. * @param newTexture The texture to add
  103153. */
  103154. addTexture(newTexture: BaseTexture): void;
  103155. /**
  103156. * Switch active camera
  103157. * @param newCamera defines the new active camera
  103158. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  103159. */
  103160. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  103161. /**
  103162. * sets the active camera of the scene using its ID
  103163. * @param id defines the camera's ID
  103164. * @return the new active camera or null if none found.
  103165. */
  103166. setActiveCameraByID(id: string): Nullable<Camera>;
  103167. /**
  103168. * sets the active camera of the scene using its name
  103169. * @param name defines the camera's name
  103170. * @returns the new active camera or null if none found.
  103171. */
  103172. setActiveCameraByName(name: string): Nullable<Camera>;
  103173. /**
  103174. * get an animation group using its name
  103175. * @param name defines the material's name
  103176. * @return the animation group or null if none found.
  103177. */
  103178. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  103179. /**
  103180. * Get a material using its unique id
  103181. * @param uniqueId defines the material's unique id
  103182. * @return the material or null if none found.
  103183. */
  103184. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  103185. /**
  103186. * get a material using its id
  103187. * @param id defines the material's ID
  103188. * @return the material or null if none found.
  103189. */
  103190. getMaterialByID(id: string): Nullable<Material>;
  103191. /**
  103192. * Gets a the last added material using a given id
  103193. * @param id defines the material's ID
  103194. * @return the last material with the given id or null if none found.
  103195. */
  103196. getLastMaterialByID(id: string): Nullable<Material>;
  103197. /**
  103198. * Gets a material using its name
  103199. * @param name defines the material's name
  103200. * @return the material or null if none found.
  103201. */
  103202. getMaterialByName(name: string): Nullable<Material>;
  103203. /**
  103204. * Get a texture using its unique id
  103205. * @param uniqueId defines the texture's unique id
  103206. * @return the texture or null if none found.
  103207. */
  103208. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  103209. /**
  103210. * Gets a camera using its id
  103211. * @param id defines the id to look for
  103212. * @returns the camera or null if not found
  103213. */
  103214. getCameraByID(id: string): Nullable<Camera>;
  103215. /**
  103216. * Gets a camera using its unique id
  103217. * @param uniqueId defines the unique id to look for
  103218. * @returns the camera or null if not found
  103219. */
  103220. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  103221. /**
  103222. * Gets a camera using its name
  103223. * @param name defines the camera's name
  103224. * @return the camera or null if none found.
  103225. */
  103226. getCameraByName(name: string): Nullable<Camera>;
  103227. /**
  103228. * Gets a bone using its id
  103229. * @param id defines the bone's id
  103230. * @return the bone or null if not found
  103231. */
  103232. getBoneByID(id: string): Nullable<Bone>;
  103233. /**
  103234. * Gets a bone using its id
  103235. * @param name defines the bone's name
  103236. * @return the bone or null if not found
  103237. */
  103238. getBoneByName(name: string): Nullable<Bone>;
  103239. /**
  103240. * Gets a light node using its name
  103241. * @param name defines the the light's name
  103242. * @return the light or null if none found.
  103243. */
  103244. getLightByName(name: string): Nullable<Light>;
  103245. /**
  103246. * Gets a light node using its id
  103247. * @param id defines the light's id
  103248. * @return the light or null if none found.
  103249. */
  103250. getLightByID(id: string): Nullable<Light>;
  103251. /**
  103252. * Gets a light node using its scene-generated unique ID
  103253. * @param uniqueId defines the light's unique id
  103254. * @return the light or null if none found.
  103255. */
  103256. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103257. /**
  103258. * Gets a particle system by id
  103259. * @param id defines the particle system id
  103260. * @return the corresponding system or null if none found
  103261. */
  103262. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103263. /**
  103264. * Gets a geometry using its ID
  103265. * @param id defines the geometry's id
  103266. * @return the geometry or null if none found.
  103267. */
  103268. getGeometryByID(id: string): Nullable<Geometry>;
  103269. private _getGeometryByUniqueID;
  103270. /**
  103271. * Add a new geometry to this scene
  103272. * @param geometry defines the geometry to be added to the scene.
  103273. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103274. * @return a boolean defining if the geometry was added or not
  103275. */
  103276. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103277. /**
  103278. * Removes an existing geometry
  103279. * @param geometry defines the geometry to be removed from the scene
  103280. * @return a boolean defining if the geometry was removed or not
  103281. */
  103282. removeGeometry(geometry: Geometry): boolean;
  103283. /**
  103284. * Gets the list of geometries attached to the scene
  103285. * @returns an array of Geometry
  103286. */
  103287. getGeometries(): Geometry[];
  103288. /**
  103289. * Gets the first added mesh found of a given ID
  103290. * @param id defines the id to search for
  103291. * @return the mesh found or null if not found at all
  103292. */
  103293. getMeshByID(id: string): Nullable<AbstractMesh>;
  103294. /**
  103295. * Gets a list of meshes using their id
  103296. * @param id defines the id to search for
  103297. * @returns a list of meshes
  103298. */
  103299. getMeshesByID(id: string): Array<AbstractMesh>;
  103300. /**
  103301. * Gets the first added transform node found of a given ID
  103302. * @param id defines the id to search for
  103303. * @return the found transform node or null if not found at all.
  103304. */
  103305. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103306. /**
  103307. * Gets a transform node with its auto-generated unique id
  103308. * @param uniqueId efines the unique id to search for
  103309. * @return the found transform node or null if not found at all.
  103310. */
  103311. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103312. /**
  103313. * Gets a list of transform nodes using their id
  103314. * @param id defines the id to search for
  103315. * @returns a list of transform nodes
  103316. */
  103317. getTransformNodesByID(id: string): Array<TransformNode>;
  103318. /**
  103319. * Gets a mesh with its auto-generated unique id
  103320. * @param uniqueId defines the unique id to search for
  103321. * @return the found mesh or null if not found at all.
  103322. */
  103323. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103324. /**
  103325. * Gets a the last added mesh using a given id
  103326. * @param id defines the id to search for
  103327. * @return the found mesh or null if not found at all.
  103328. */
  103329. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103330. /**
  103331. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103332. * @param id defines the id to search for
  103333. * @return the found node or null if not found at all
  103334. */
  103335. getLastEntryByID(id: string): Nullable<Node>;
  103336. /**
  103337. * Gets a node (Mesh, Camera, Light) using a given id
  103338. * @param id defines the id to search for
  103339. * @return the found node or null if not found at all
  103340. */
  103341. getNodeByID(id: string): Nullable<Node>;
  103342. /**
  103343. * Gets a node (Mesh, Camera, Light) using a given name
  103344. * @param name defines the name to search for
  103345. * @return the found node or null if not found at all.
  103346. */
  103347. getNodeByName(name: string): Nullable<Node>;
  103348. /**
  103349. * Gets a mesh using a given name
  103350. * @param name defines the name to search for
  103351. * @return the found mesh or null if not found at all.
  103352. */
  103353. getMeshByName(name: string): Nullable<AbstractMesh>;
  103354. /**
  103355. * Gets a transform node using a given name
  103356. * @param name defines the name to search for
  103357. * @return the found transform node or null if not found at all.
  103358. */
  103359. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103360. /**
  103361. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103362. * @param id defines the id to search for
  103363. * @return the found skeleton or null if not found at all.
  103364. */
  103365. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103366. /**
  103367. * Gets a skeleton using a given auto generated unique id
  103368. * @param uniqueId defines the unique id to search for
  103369. * @return the found skeleton or null if not found at all.
  103370. */
  103371. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103372. /**
  103373. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103374. * @param id defines the id to search for
  103375. * @return the found skeleton or null if not found at all.
  103376. */
  103377. getSkeletonById(id: string): Nullable<Skeleton>;
  103378. /**
  103379. * Gets a skeleton using a given name
  103380. * @param name defines the name to search for
  103381. * @return the found skeleton or null if not found at all.
  103382. */
  103383. getSkeletonByName(name: string): Nullable<Skeleton>;
  103384. /**
  103385. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103386. * @param id defines the id to search for
  103387. * @return the found morph target manager or null if not found at all.
  103388. */
  103389. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103390. /**
  103391. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103392. * @param id defines the id to search for
  103393. * @return the found morph target or null if not found at all.
  103394. */
  103395. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103396. /**
  103397. * Gets a boolean indicating if the given mesh is active
  103398. * @param mesh defines the mesh to look for
  103399. * @returns true if the mesh is in the active list
  103400. */
  103401. isActiveMesh(mesh: AbstractMesh): boolean;
  103402. /**
  103403. * Return a unique id as a string which can serve as an identifier for the scene
  103404. */
  103405. readonly uid: string;
  103406. /**
  103407. * Add an externaly attached data from its key.
  103408. * This method call will fail and return false, if such key already exists.
  103409. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103410. * @param key the unique key that identifies the data
  103411. * @param data the data object to associate to the key for this Engine instance
  103412. * @return true if no such key were already present and the data was added successfully, false otherwise
  103413. */
  103414. addExternalData<T>(key: string, data: T): boolean;
  103415. /**
  103416. * Get an externaly attached data from its key
  103417. * @param key the unique key that identifies the data
  103418. * @return the associated data, if present (can be null), or undefined if not present
  103419. */
  103420. getExternalData<T>(key: string): Nullable<T>;
  103421. /**
  103422. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103423. * @param key the unique key that identifies the data
  103424. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103425. * @return the associated data, can be null if the factory returned null.
  103426. */
  103427. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103428. /**
  103429. * Remove an externaly attached data from the Engine instance
  103430. * @param key the unique key that identifies the data
  103431. * @return true if the data was successfully removed, false if it doesn't exist
  103432. */
  103433. removeExternalData(key: string): boolean;
  103434. private _evaluateSubMesh;
  103435. /**
  103436. * Clear the processed materials smart array preventing retention point in material dispose.
  103437. */
  103438. freeProcessedMaterials(): void;
  103439. private _preventFreeActiveMeshesAndRenderingGroups;
  103440. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103441. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103442. * when disposing several meshes in a row or a hierarchy of meshes.
  103443. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103444. */
  103445. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103446. /**
  103447. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103448. */
  103449. freeActiveMeshes(): void;
  103450. /**
  103451. * Clear the info related to rendering groups preventing retention points during dispose.
  103452. */
  103453. freeRenderingGroups(): void;
  103454. /** @hidden */
  103455. _isInIntermediateRendering(): boolean;
  103456. /**
  103457. * Lambda returning the list of potentially active meshes.
  103458. */
  103459. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103460. /**
  103461. * Lambda returning the list of potentially active sub meshes.
  103462. */
  103463. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103464. /**
  103465. * Lambda returning the list of potentially intersecting sub meshes.
  103466. */
  103467. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103468. /**
  103469. * Lambda returning the list of potentially colliding sub meshes.
  103470. */
  103471. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103472. private _activeMeshesFrozen;
  103473. private _skipEvaluateActiveMeshesCompletely;
  103474. /**
  103475. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103476. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103477. * @returns the current scene
  103478. */
  103479. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103480. /**
  103481. * Use this function to restart evaluating active meshes on every frame
  103482. * @returns the current scene
  103483. */
  103484. unfreezeActiveMeshes(): Scene;
  103485. private _evaluateActiveMeshes;
  103486. private _activeMesh;
  103487. /**
  103488. * Update the transform matrix to update from the current active camera
  103489. * @param force defines a boolean used to force the update even if cache is up to date
  103490. */
  103491. updateTransformMatrix(force?: boolean): void;
  103492. private _bindFrameBuffer;
  103493. /** @hidden */
  103494. _allowPostProcessClearColor: boolean;
  103495. /** @hidden */
  103496. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103497. private _processSubCameras;
  103498. private _checkIntersections;
  103499. /** @hidden */
  103500. _advancePhysicsEngineStep(step: number): void;
  103501. /**
  103502. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103503. */
  103504. getDeterministicFrameTime: () => number;
  103505. /** @hidden */
  103506. _animate(): void;
  103507. /** Execute all animations (for a frame) */
  103508. animate(): void;
  103509. /**
  103510. * Render the scene
  103511. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103512. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103513. */
  103514. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103515. /**
  103516. * Freeze all materials
  103517. * A frozen material will not be updatable but should be faster to render
  103518. */
  103519. freezeMaterials(): void;
  103520. /**
  103521. * Unfreeze all materials
  103522. * A frozen material will not be updatable but should be faster to render
  103523. */
  103524. unfreezeMaterials(): void;
  103525. /**
  103526. * Releases all held ressources
  103527. */
  103528. dispose(): void;
  103529. /**
  103530. * Gets if the scene is already disposed
  103531. */
  103532. readonly isDisposed: boolean;
  103533. /**
  103534. * Call this function to reduce memory footprint of the scene.
  103535. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103536. */
  103537. clearCachedVertexData(): void;
  103538. /**
  103539. * This function will remove the local cached buffer data from texture.
  103540. * It will save memory but will prevent the texture from being rebuilt
  103541. */
  103542. cleanCachedTextureBuffer(): void;
  103543. /**
  103544. * Get the world extend vectors with an optional filter
  103545. *
  103546. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103547. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103548. */
  103549. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103550. min: Vector3;
  103551. max: Vector3;
  103552. };
  103553. /**
  103554. * Creates a ray that can be used to pick in the scene
  103555. * @param x defines the x coordinate of the origin (on-screen)
  103556. * @param y defines the y coordinate of the origin (on-screen)
  103557. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103558. * @param camera defines the camera to use for the picking
  103559. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103560. * @returns a Ray
  103561. */
  103562. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103563. /**
  103564. * Creates a ray that can be used to pick in the scene
  103565. * @param x defines the x coordinate of the origin (on-screen)
  103566. * @param y defines the y coordinate of the origin (on-screen)
  103567. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103568. * @param result defines the ray where to store the picking ray
  103569. * @param camera defines the camera to use for the picking
  103570. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103571. * @returns the current scene
  103572. */
  103573. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103574. /**
  103575. * Creates a ray that can be used to pick in the scene
  103576. * @param x defines the x coordinate of the origin (on-screen)
  103577. * @param y defines the y coordinate of the origin (on-screen)
  103578. * @param camera defines the camera to use for the picking
  103579. * @returns a Ray
  103580. */
  103581. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103582. /**
  103583. * Creates a ray that can be used to pick in the scene
  103584. * @param x defines the x coordinate of the origin (on-screen)
  103585. * @param y defines the y coordinate of the origin (on-screen)
  103586. * @param result defines the ray where to store the picking ray
  103587. * @param camera defines the camera to use for the picking
  103588. * @returns the current scene
  103589. */
  103590. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103591. /** Launch a ray to try to pick a mesh in the scene
  103592. * @param x position on screen
  103593. * @param y position on screen
  103594. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103595. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103596. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103597. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103598. * @returns a PickingInfo
  103599. */
  103600. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103601. /** Use the given ray to pick a mesh in the scene
  103602. * @param ray The ray to use to pick meshes
  103603. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  103604. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103605. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103606. * @returns a PickingInfo
  103607. */
  103608. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103609. /**
  103610. * Launch a ray to try to pick a mesh in the scene
  103611. * @param x X position on screen
  103612. * @param y Y position on screen
  103613. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103614. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103615. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103616. * @returns an array of PickingInfo
  103617. */
  103618. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103619. /**
  103620. * Launch a ray to try to pick a mesh in the scene
  103621. * @param ray Ray to use
  103622. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103623. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103624. * @returns an array of PickingInfo
  103625. */
  103626. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103627. /**
  103628. * Force the value of meshUnderPointer
  103629. * @param mesh defines the mesh to use
  103630. */
  103631. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103632. /**
  103633. * Gets the mesh under the pointer
  103634. * @returns a Mesh or null if no mesh is under the pointer
  103635. */
  103636. getPointerOverMesh(): Nullable<AbstractMesh>;
  103637. /** @hidden */
  103638. _rebuildGeometries(): void;
  103639. /** @hidden */
  103640. _rebuildTextures(): void;
  103641. private _getByTags;
  103642. /**
  103643. * Get a list of meshes by tags
  103644. * @param tagsQuery defines the tags query to use
  103645. * @param forEach defines a predicate used to filter results
  103646. * @returns an array of Mesh
  103647. */
  103648. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103649. /**
  103650. * Get a list of cameras by tags
  103651. * @param tagsQuery defines the tags query to use
  103652. * @param forEach defines a predicate used to filter results
  103653. * @returns an array of Camera
  103654. */
  103655. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103656. /**
  103657. * Get a list of lights by tags
  103658. * @param tagsQuery defines the tags query to use
  103659. * @param forEach defines a predicate used to filter results
  103660. * @returns an array of Light
  103661. */
  103662. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103663. /**
  103664. * Get a list of materials by tags
  103665. * @param tagsQuery defines the tags query to use
  103666. * @param forEach defines a predicate used to filter results
  103667. * @returns an array of Material
  103668. */
  103669. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103670. /**
  103671. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103672. * This allowed control for front to back rendering or reversly depending of the special needs.
  103673. *
  103674. * @param renderingGroupId The rendering group id corresponding to its index
  103675. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103676. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103677. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103678. */
  103679. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  103680. /**
  103681. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103682. *
  103683. * @param renderingGroupId The rendering group id corresponding to its index
  103684. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103685. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103686. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103687. */
  103688. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103689. /**
  103690. * Gets the current auto clear configuration for one rendering group of the rendering
  103691. * manager.
  103692. * @param index the rendering group index to get the information for
  103693. * @returns The auto clear setup for the requested rendering group
  103694. */
  103695. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103696. private _blockMaterialDirtyMechanism;
  103697. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103698. blockMaterialDirtyMechanism: boolean;
  103699. /**
  103700. * Will flag all materials as dirty to trigger new shader compilation
  103701. * @param flag defines the flag used to specify which material part must be marked as dirty
  103702. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103703. */
  103704. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103705. /** @hidden */
  103706. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  103707. /** @hidden */
  103708. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103709. /** @hidden */
  103710. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  103711. /** @hidden */
  103712. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103713. /** @hidden */
  103714. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103715. /** @hidden */
  103716. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103717. }
  103718. }
  103719. declare module BABYLON {
  103720. /**
  103721. * Set of assets to keep when moving a scene into an asset container.
  103722. */
  103723. export class KeepAssets extends AbstractScene {
  103724. }
  103725. /**
  103726. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103727. */
  103728. export class InstantiatedEntries {
  103729. /**
  103730. * List of new root nodes (eg. nodes with no parent)
  103731. */
  103732. rootNodes: TransformNode[];
  103733. /**
  103734. * List of new skeletons
  103735. */
  103736. skeletons: Skeleton[];
  103737. /**
  103738. * List of new animation groups
  103739. */
  103740. animationGroups: AnimationGroup[];
  103741. }
  103742. /**
  103743. * Container with a set of assets that can be added or removed from a scene.
  103744. */
  103745. export class AssetContainer extends AbstractScene {
  103746. /**
  103747. * The scene the AssetContainer belongs to.
  103748. */
  103749. scene: Scene;
  103750. /**
  103751. * Instantiates an AssetContainer.
  103752. * @param scene The scene the AssetContainer belongs to.
  103753. */
  103754. constructor(scene: Scene);
  103755. /**
  103756. * Instantiate or clone all meshes and add the new ones to the scene.
  103757. * Skeletons and animation groups will all be cloned
  103758. * @param nameFunction defines an optional function used to get new names for clones
  103759. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103760. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103761. */
  103762. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103763. /**
  103764. * Adds all the assets from the container to the scene.
  103765. */
  103766. addAllToScene(): void;
  103767. /**
  103768. * Removes all the assets in the container from the scene
  103769. */
  103770. removeAllFromScene(): void;
  103771. /**
  103772. * Disposes all the assets in the container
  103773. */
  103774. dispose(): void;
  103775. private _moveAssets;
  103776. /**
  103777. * Removes all the assets contained in the scene and adds them to the container.
  103778. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103779. */
  103780. moveAllFromScene(keepAssets?: KeepAssets): void;
  103781. /**
  103782. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  103783. * @returns the root mesh
  103784. */
  103785. createRootMesh(): Mesh;
  103786. }
  103787. }
  103788. declare module BABYLON {
  103789. /**
  103790. * Defines how the parser contract is defined.
  103791. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103792. */
  103793. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103794. /**
  103795. * Defines how the individual parser contract is defined.
  103796. * These parser can parse an individual asset
  103797. */
  103798. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103799. /**
  103800. * Base class of the scene acting as a container for the different elements composing a scene.
  103801. * This class is dynamically extended by the different components of the scene increasing
  103802. * flexibility and reducing coupling
  103803. */
  103804. export abstract class AbstractScene {
  103805. /**
  103806. * Stores the list of available parsers in the application.
  103807. */
  103808. private static _BabylonFileParsers;
  103809. /**
  103810. * Stores the list of available individual parsers in the application.
  103811. */
  103812. private static _IndividualBabylonFileParsers;
  103813. /**
  103814. * Adds a parser in the list of available ones
  103815. * @param name Defines the name of the parser
  103816. * @param parser Defines the parser to add
  103817. */
  103818. static AddParser(name: string, parser: BabylonFileParser): void;
  103819. /**
  103820. * Gets a general parser from the list of avaialble ones
  103821. * @param name Defines the name of the parser
  103822. * @returns the requested parser or null
  103823. */
  103824. static GetParser(name: string): Nullable<BabylonFileParser>;
  103825. /**
  103826. * Adds n individual parser in the list of available ones
  103827. * @param name Defines the name of the parser
  103828. * @param parser Defines the parser to add
  103829. */
  103830. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103831. /**
  103832. * Gets an individual parser from the list of avaialble ones
  103833. * @param name Defines the name of the parser
  103834. * @returns the requested parser or null
  103835. */
  103836. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103837. /**
  103838. * Parser json data and populate both a scene and its associated container object
  103839. * @param jsonData Defines the data to parse
  103840. * @param scene Defines the scene to parse the data for
  103841. * @param container Defines the container attached to the parsing sequence
  103842. * @param rootUrl Defines the root url of the data
  103843. */
  103844. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103845. /**
  103846. * Gets the list of root nodes (ie. nodes with no parent)
  103847. */
  103848. rootNodes: Node[];
  103849. /** All of the cameras added to this scene
  103850. * @see http://doc.babylonjs.com/babylon101/cameras
  103851. */
  103852. cameras: Camera[];
  103853. /**
  103854. * All of the lights added to this scene
  103855. * @see http://doc.babylonjs.com/babylon101/lights
  103856. */
  103857. lights: Light[];
  103858. /**
  103859. * All of the (abstract) meshes added to this scene
  103860. */
  103861. meshes: AbstractMesh[];
  103862. /**
  103863. * The list of skeletons added to the scene
  103864. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103865. */
  103866. skeletons: Skeleton[];
  103867. /**
  103868. * All of the particle systems added to this scene
  103869. * @see http://doc.babylonjs.com/babylon101/particles
  103870. */
  103871. particleSystems: IParticleSystem[];
  103872. /**
  103873. * Gets a list of Animations associated with the scene
  103874. */
  103875. animations: Animation[];
  103876. /**
  103877. * All of the animation groups added to this scene
  103878. * @see http://doc.babylonjs.com/how_to/group
  103879. */
  103880. animationGroups: AnimationGroup[];
  103881. /**
  103882. * All of the multi-materials added to this scene
  103883. * @see http://doc.babylonjs.com/how_to/multi_materials
  103884. */
  103885. multiMaterials: MultiMaterial[];
  103886. /**
  103887. * All of the materials added to this scene
  103888. * In the context of a Scene, it is not supposed to be modified manually.
  103889. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103890. * Note also that the order of the Material within the array is not significant and might change.
  103891. * @see http://doc.babylonjs.com/babylon101/materials
  103892. */
  103893. materials: Material[];
  103894. /**
  103895. * The list of morph target managers added to the scene
  103896. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103897. */
  103898. morphTargetManagers: MorphTargetManager[];
  103899. /**
  103900. * The list of geometries used in the scene.
  103901. */
  103902. geometries: Geometry[];
  103903. /**
  103904. * All of the tranform nodes added to this scene
  103905. * In the context of a Scene, it is not supposed to be modified manually.
  103906. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103907. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103908. * @see http://doc.babylonjs.com/how_to/transformnode
  103909. */
  103910. transformNodes: TransformNode[];
  103911. /**
  103912. * ActionManagers available on the scene.
  103913. */
  103914. actionManagers: AbstractActionManager[];
  103915. /**
  103916. * Textures to keep.
  103917. */
  103918. textures: BaseTexture[];
  103919. /**
  103920. * Environment texture for the scene
  103921. */
  103922. environmentTexture: Nullable<BaseTexture>;
  103923. }
  103924. }
  103925. declare module BABYLON {
  103926. /**
  103927. * Interface used to define options for Sound class
  103928. */
  103929. export interface ISoundOptions {
  103930. /**
  103931. * Does the sound autoplay once loaded.
  103932. */
  103933. autoplay?: boolean;
  103934. /**
  103935. * Does the sound loop after it finishes playing once.
  103936. */
  103937. loop?: boolean;
  103938. /**
  103939. * Sound's volume
  103940. */
  103941. volume?: number;
  103942. /**
  103943. * Is it a spatial sound?
  103944. */
  103945. spatialSound?: boolean;
  103946. /**
  103947. * Maximum distance to hear that sound
  103948. */
  103949. maxDistance?: number;
  103950. /**
  103951. * Uses user defined attenuation function
  103952. */
  103953. useCustomAttenuation?: boolean;
  103954. /**
  103955. * Define the roll off factor of spatial sounds.
  103956. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103957. */
  103958. rolloffFactor?: number;
  103959. /**
  103960. * Define the reference distance the sound should be heard perfectly.
  103961. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103962. */
  103963. refDistance?: number;
  103964. /**
  103965. * Define the distance attenuation model the sound will follow.
  103966. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103967. */
  103968. distanceModel?: string;
  103969. /**
  103970. * Defines the playback speed (1 by default)
  103971. */
  103972. playbackRate?: number;
  103973. /**
  103974. * Defines if the sound is from a streaming source
  103975. */
  103976. streaming?: boolean;
  103977. /**
  103978. * Defines an optional length (in seconds) inside the sound file
  103979. */
  103980. length?: number;
  103981. /**
  103982. * Defines an optional offset (in seconds) inside the sound file
  103983. */
  103984. offset?: number;
  103985. /**
  103986. * If true, URLs will not be required to state the audio file codec to use.
  103987. */
  103988. skipCodecCheck?: boolean;
  103989. }
  103990. /**
  103991. * Defines a sound that can be played in the application.
  103992. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103994. */
  103995. export class Sound {
  103996. /**
  103997. * The name of the sound in the scene.
  103998. */
  103999. name: string;
  104000. /**
  104001. * Does the sound autoplay once loaded.
  104002. */
  104003. autoplay: boolean;
  104004. /**
  104005. * Does the sound loop after it finishes playing once.
  104006. */
  104007. loop: boolean;
  104008. /**
  104009. * Does the sound use a custom attenuation curve to simulate the falloff
  104010. * happening when the source gets further away from the camera.
  104011. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104012. */
  104013. useCustomAttenuation: boolean;
  104014. /**
  104015. * The sound track id this sound belongs to.
  104016. */
  104017. soundTrackId: number;
  104018. /**
  104019. * Is this sound currently played.
  104020. */
  104021. isPlaying: boolean;
  104022. /**
  104023. * Is this sound currently paused.
  104024. */
  104025. isPaused: boolean;
  104026. /**
  104027. * Does this sound enables spatial sound.
  104028. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104029. */
  104030. spatialSound: boolean;
  104031. /**
  104032. * Define the reference distance the sound should be heard perfectly.
  104033. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104034. */
  104035. refDistance: number;
  104036. /**
  104037. * Define the roll off factor of spatial sounds.
  104038. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104039. */
  104040. rolloffFactor: number;
  104041. /**
  104042. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  104043. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104044. */
  104045. maxDistance: number;
  104046. /**
  104047. * Define the distance attenuation model the sound will follow.
  104048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104049. */
  104050. distanceModel: string;
  104051. /**
  104052. * @hidden
  104053. * Back Compat
  104054. **/
  104055. onended: () => any;
  104056. /**
  104057. * Observable event when the current playing sound finishes.
  104058. */
  104059. onEndedObservable: Observable<Sound>;
  104060. private _panningModel;
  104061. private _playbackRate;
  104062. private _streaming;
  104063. private _startTime;
  104064. private _startOffset;
  104065. private _position;
  104066. /** @hidden */
  104067. _positionInEmitterSpace: boolean;
  104068. private _localDirection;
  104069. private _volume;
  104070. private _isReadyToPlay;
  104071. private _isDirectional;
  104072. private _readyToPlayCallback;
  104073. private _audioBuffer;
  104074. private _soundSource;
  104075. private _streamingSource;
  104076. private _soundPanner;
  104077. private _soundGain;
  104078. private _inputAudioNode;
  104079. private _outputAudioNode;
  104080. private _coneInnerAngle;
  104081. private _coneOuterAngle;
  104082. private _coneOuterGain;
  104083. private _scene;
  104084. private _connectedTransformNode;
  104085. private _customAttenuationFunction;
  104086. private _registerFunc;
  104087. private _isOutputConnected;
  104088. private _htmlAudioElement;
  104089. private _urlType;
  104090. private _length?;
  104091. private _offset?;
  104092. /** @hidden */
  104093. static _SceneComponentInitialization: (scene: Scene) => void;
  104094. /**
  104095. * Create a sound and attach it to a scene
  104096. * @param name Name of your sound
  104097. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  104098. * @param scene defines the scene the sound belongs to
  104099. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  104100. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  104101. */
  104102. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  104103. /**
  104104. * Release the sound and its associated resources
  104105. */
  104106. dispose(): void;
  104107. /**
  104108. * Gets if the sounds is ready to be played or not.
  104109. * @returns true if ready, otherwise false
  104110. */
  104111. isReady(): boolean;
  104112. private _soundLoaded;
  104113. /**
  104114. * Sets the data of the sound from an audiobuffer
  104115. * @param audioBuffer The audioBuffer containing the data
  104116. */
  104117. setAudioBuffer(audioBuffer: AudioBuffer): void;
  104118. /**
  104119. * Updates the current sounds options such as maxdistance, loop...
  104120. * @param options A JSON object containing values named as the object properties
  104121. */
  104122. updateOptions(options: ISoundOptions): void;
  104123. private _createSpatialParameters;
  104124. private _updateSpatialParameters;
  104125. /**
  104126. * Switch the panning model to HRTF:
  104127. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104128. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104129. */
  104130. switchPanningModelToHRTF(): void;
  104131. /**
  104132. * Switch the panning model to Equal Power:
  104133. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104134. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104135. */
  104136. switchPanningModelToEqualPower(): void;
  104137. private _switchPanningModel;
  104138. /**
  104139. * Connect this sound to a sound track audio node like gain...
  104140. * @param soundTrackAudioNode the sound track audio node to connect to
  104141. */
  104142. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  104143. /**
  104144. * Transform this sound into a directional source
  104145. * @param coneInnerAngle Size of the inner cone in degree
  104146. * @param coneOuterAngle Size of the outer cone in degree
  104147. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  104148. */
  104149. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  104150. /**
  104151. * Gets or sets the inner angle for the directional cone.
  104152. */
  104153. /**
  104154. * Gets or sets the inner angle for the directional cone.
  104155. */
  104156. directionalConeInnerAngle: number;
  104157. /**
  104158. * Gets or sets the outer angle for the directional cone.
  104159. */
  104160. /**
  104161. * Gets or sets the outer angle for the directional cone.
  104162. */
  104163. directionalConeOuterAngle: number;
  104164. /**
  104165. * Sets the position of the emitter if spatial sound is enabled
  104166. * @param newPosition Defines the new posisiton
  104167. */
  104168. setPosition(newPosition: Vector3): void;
  104169. /**
  104170. * Sets the local direction of the emitter if spatial sound is enabled
  104171. * @param newLocalDirection Defines the new local direction
  104172. */
  104173. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  104174. private _updateDirection;
  104175. /** @hidden */
  104176. updateDistanceFromListener(): void;
  104177. /**
  104178. * Sets a new custom attenuation function for the sound.
  104179. * @param callback Defines the function used for the attenuation
  104180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104181. */
  104182. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  104183. /**
  104184. * Play the sound
  104185. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  104186. * @param offset (optional) Start the sound at a specific time in seconds
  104187. * @param length (optional) Sound duration (in seconds)
  104188. */
  104189. play(time?: number, offset?: number, length?: number): void;
  104190. private _onended;
  104191. /**
  104192. * Stop the sound
  104193. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  104194. */
  104195. stop(time?: number): void;
  104196. /**
  104197. * Put the sound in pause
  104198. */
  104199. pause(): void;
  104200. /**
  104201. * Sets a dedicated volume for this sounds
  104202. * @param newVolume Define the new volume of the sound
  104203. * @param time Define time for gradual change to new volume
  104204. */
  104205. setVolume(newVolume: number, time?: number): void;
  104206. /**
  104207. * Set the sound play back rate
  104208. * @param newPlaybackRate Define the playback rate the sound should be played at
  104209. */
  104210. setPlaybackRate(newPlaybackRate: number): void;
  104211. /**
  104212. * Gets the volume of the sound.
  104213. * @returns the volume of the sound
  104214. */
  104215. getVolume(): number;
  104216. /**
  104217. * Attach the sound to a dedicated mesh
  104218. * @param transformNode The transform node to connect the sound with
  104219. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104220. */
  104221. attachToMesh(transformNode: TransformNode): void;
  104222. /**
  104223. * Detach the sound from the previously attached mesh
  104224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104225. */
  104226. detachFromMesh(): void;
  104227. private _onRegisterAfterWorldMatrixUpdate;
  104228. /**
  104229. * Clone the current sound in the scene.
  104230. * @returns the new sound clone
  104231. */
  104232. clone(): Nullable<Sound>;
  104233. /**
  104234. * Gets the current underlying audio buffer containing the data
  104235. * @returns the audio buffer
  104236. */
  104237. getAudioBuffer(): Nullable<AudioBuffer>;
  104238. /**
  104239. * Serializes the Sound in a JSON representation
  104240. * @returns the JSON representation of the sound
  104241. */
  104242. serialize(): any;
  104243. /**
  104244. * Parse a JSON representation of a sound to innstantiate in a given scene
  104245. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104246. * @param scene Define the scene the new parsed sound should be created in
  104247. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104248. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104249. * @returns the newly parsed sound
  104250. */
  104251. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104252. }
  104253. }
  104254. declare module BABYLON {
  104255. /**
  104256. * This defines an action helpful to play a defined sound on a triggered action.
  104257. */
  104258. export class PlaySoundAction extends Action {
  104259. private _sound;
  104260. /**
  104261. * Instantiate the action
  104262. * @param triggerOptions defines the trigger options
  104263. * @param sound defines the sound to play
  104264. * @param condition defines the trigger related conditions
  104265. */
  104266. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104267. /** @hidden */
  104268. _prepare(): void;
  104269. /**
  104270. * Execute the action and play the sound.
  104271. */
  104272. execute(): void;
  104273. /**
  104274. * Serializes the actions and its related information.
  104275. * @param parent defines the object to serialize in
  104276. * @returns the serialized object
  104277. */
  104278. serialize(parent: any): any;
  104279. }
  104280. /**
  104281. * This defines an action helpful to stop a defined sound on a triggered action.
  104282. */
  104283. export class StopSoundAction extends Action {
  104284. private _sound;
  104285. /**
  104286. * Instantiate the action
  104287. * @param triggerOptions defines the trigger options
  104288. * @param sound defines the sound to stop
  104289. * @param condition defines the trigger related conditions
  104290. */
  104291. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104292. /** @hidden */
  104293. _prepare(): void;
  104294. /**
  104295. * Execute the action and stop the sound.
  104296. */
  104297. execute(): void;
  104298. /**
  104299. * Serializes the actions and its related information.
  104300. * @param parent defines the object to serialize in
  104301. * @returns the serialized object
  104302. */
  104303. serialize(parent: any): any;
  104304. }
  104305. }
  104306. declare module BABYLON {
  104307. /**
  104308. * This defines an action responsible to change the value of a property
  104309. * by interpolating between its current value and the newly set one once triggered.
  104310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104311. */
  104312. export class InterpolateValueAction extends Action {
  104313. /**
  104314. * Defines the path of the property where the value should be interpolated
  104315. */
  104316. propertyPath: string;
  104317. /**
  104318. * Defines the target value at the end of the interpolation.
  104319. */
  104320. value: any;
  104321. /**
  104322. * Defines the time it will take for the property to interpolate to the value.
  104323. */
  104324. duration: number;
  104325. /**
  104326. * Defines if the other scene animations should be stopped when the action has been triggered
  104327. */
  104328. stopOtherAnimations?: boolean;
  104329. /**
  104330. * Defines a callback raised once the interpolation animation has been done.
  104331. */
  104332. onInterpolationDone?: () => void;
  104333. /**
  104334. * Observable triggered once the interpolation animation has been done.
  104335. */
  104336. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104337. private _target;
  104338. private _effectiveTarget;
  104339. private _property;
  104340. /**
  104341. * Instantiate the action
  104342. * @param triggerOptions defines the trigger options
  104343. * @param target defines the object containing the value to interpolate
  104344. * @param propertyPath defines the path to the property in the target object
  104345. * @param value defines the target value at the end of the interpolation
  104346. * @param duration deines the time it will take for the property to interpolate to the value.
  104347. * @param condition defines the trigger related conditions
  104348. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104349. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104350. */
  104351. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104352. /** @hidden */
  104353. _prepare(): void;
  104354. /**
  104355. * Execute the action starts the value interpolation.
  104356. */
  104357. execute(): void;
  104358. /**
  104359. * Serializes the actions and its related information.
  104360. * @param parent defines the object to serialize in
  104361. * @returns the serialized object
  104362. */
  104363. serialize(parent: any): any;
  104364. }
  104365. }
  104366. declare module BABYLON {
  104367. /**
  104368. * Options allowed during the creation of a sound track.
  104369. */
  104370. export interface ISoundTrackOptions {
  104371. /**
  104372. * The volume the sound track should take during creation
  104373. */
  104374. volume?: number;
  104375. /**
  104376. * Define if the sound track is the main sound track of the scene
  104377. */
  104378. mainTrack?: boolean;
  104379. }
  104380. /**
  104381. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104382. * It will be also used in a future release to apply effects on a specific track.
  104383. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104384. */
  104385. export class SoundTrack {
  104386. /**
  104387. * The unique identifier of the sound track in the scene.
  104388. */
  104389. id: number;
  104390. /**
  104391. * The list of sounds included in the sound track.
  104392. */
  104393. soundCollection: Array<Sound>;
  104394. private _outputAudioNode;
  104395. private _scene;
  104396. private _connectedAnalyser;
  104397. private _options;
  104398. private _isInitialized;
  104399. /**
  104400. * Creates a new sound track.
  104401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104402. * @param scene Define the scene the sound track belongs to
  104403. * @param options
  104404. */
  104405. constructor(scene: Scene, options?: ISoundTrackOptions);
  104406. private _initializeSoundTrackAudioGraph;
  104407. /**
  104408. * Release the sound track and its associated resources
  104409. */
  104410. dispose(): void;
  104411. /**
  104412. * Adds a sound to this sound track
  104413. * @param sound define the cound to add
  104414. * @ignoreNaming
  104415. */
  104416. AddSound(sound: Sound): void;
  104417. /**
  104418. * Removes a sound to this sound track
  104419. * @param sound define the cound to remove
  104420. * @ignoreNaming
  104421. */
  104422. RemoveSound(sound: Sound): void;
  104423. /**
  104424. * Set a global volume for the full sound track.
  104425. * @param newVolume Define the new volume of the sound track
  104426. */
  104427. setVolume(newVolume: number): void;
  104428. /**
  104429. * Switch the panning model to HRTF:
  104430. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104431. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104432. */
  104433. switchPanningModelToHRTF(): void;
  104434. /**
  104435. * Switch the panning model to Equal Power:
  104436. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104437. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104438. */
  104439. switchPanningModelToEqualPower(): void;
  104440. /**
  104441. * Connect the sound track to an audio analyser allowing some amazing
  104442. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104443. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104444. * @param analyser The analyser to connect to the engine
  104445. */
  104446. connectToAnalyser(analyser: Analyser): void;
  104447. }
  104448. }
  104449. declare module BABYLON {
  104450. interface AbstractScene {
  104451. /**
  104452. * The list of sounds used in the scene.
  104453. */
  104454. sounds: Nullable<Array<Sound>>;
  104455. }
  104456. interface Scene {
  104457. /**
  104458. * @hidden
  104459. * Backing field
  104460. */
  104461. _mainSoundTrack: SoundTrack;
  104462. /**
  104463. * The main sound track played by the scene.
  104464. * It cotains your primary collection of sounds.
  104465. */
  104466. mainSoundTrack: SoundTrack;
  104467. /**
  104468. * The list of sound tracks added to the scene
  104469. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104470. */
  104471. soundTracks: Nullable<Array<SoundTrack>>;
  104472. /**
  104473. * Gets a sound using a given name
  104474. * @param name defines the name to search for
  104475. * @return the found sound or null if not found at all.
  104476. */
  104477. getSoundByName(name: string): Nullable<Sound>;
  104478. /**
  104479. * Gets or sets if audio support is enabled
  104480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104481. */
  104482. audioEnabled: boolean;
  104483. /**
  104484. * Gets or sets if audio will be output to headphones
  104485. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104486. */
  104487. headphone: boolean;
  104488. /**
  104489. * Gets or sets custom audio listener position provider
  104490. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104491. */
  104492. audioListenerPositionProvider: Nullable<() => Vector3>;
  104493. /**
  104494. * Gets or sets a refresh rate when using 3D audio positioning
  104495. */
  104496. audioPositioningRefreshRate: number;
  104497. }
  104498. /**
  104499. * Defines the sound scene component responsible to manage any sounds
  104500. * in a given scene.
  104501. */
  104502. export class AudioSceneComponent implements ISceneSerializableComponent {
  104503. /**
  104504. * The component name helpfull to identify the component in the list of scene components.
  104505. */
  104506. readonly name: string;
  104507. /**
  104508. * The scene the component belongs to.
  104509. */
  104510. scene: Scene;
  104511. private _audioEnabled;
  104512. /**
  104513. * Gets whether audio is enabled or not.
  104514. * Please use related enable/disable method to switch state.
  104515. */
  104516. readonly audioEnabled: boolean;
  104517. private _headphone;
  104518. /**
  104519. * Gets whether audio is outputing to headphone or not.
  104520. * Please use the according Switch methods to change output.
  104521. */
  104522. readonly headphone: boolean;
  104523. /**
  104524. * Gets or sets a refresh rate when using 3D audio positioning
  104525. */
  104526. audioPositioningRefreshRate: number;
  104527. private _audioListenerPositionProvider;
  104528. /**
  104529. * Gets the current audio listener position provider
  104530. */
  104531. /**
  104532. * Sets a custom listener position for all sounds in the scene
  104533. * By default, this is the position of the first active camera
  104534. */
  104535. audioListenerPositionProvider: Nullable<() => Vector3>;
  104536. /**
  104537. * Creates a new instance of the component for the given scene
  104538. * @param scene Defines the scene to register the component in
  104539. */
  104540. constructor(scene: Scene);
  104541. /**
  104542. * Registers the component in a given scene
  104543. */
  104544. register(): void;
  104545. /**
  104546. * Rebuilds the elements related to this component in case of
  104547. * context lost for instance.
  104548. */
  104549. rebuild(): void;
  104550. /**
  104551. * Serializes the component data to the specified json object
  104552. * @param serializationObject The object to serialize to
  104553. */
  104554. serialize(serializationObject: any): void;
  104555. /**
  104556. * Adds all the elements from the container to the scene
  104557. * @param container the container holding the elements
  104558. */
  104559. addFromContainer(container: AbstractScene): void;
  104560. /**
  104561. * Removes all the elements in the container from the scene
  104562. * @param container contains the elements to remove
  104563. * @param dispose if the removed element should be disposed (default: false)
  104564. */
  104565. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104566. /**
  104567. * Disposes the component and the associated ressources.
  104568. */
  104569. dispose(): void;
  104570. /**
  104571. * Disables audio in the associated scene.
  104572. */
  104573. disableAudio(): void;
  104574. /**
  104575. * Enables audio in the associated scene.
  104576. */
  104577. enableAudio(): void;
  104578. /**
  104579. * Switch audio to headphone output.
  104580. */
  104581. switchAudioModeForHeadphones(): void;
  104582. /**
  104583. * Switch audio to normal speakers.
  104584. */
  104585. switchAudioModeForNormalSpeakers(): void;
  104586. private _cachedCameraDirection;
  104587. private _cachedCameraPosition;
  104588. private _lastCheck;
  104589. private _afterRender;
  104590. }
  104591. }
  104592. declare module BABYLON {
  104593. /**
  104594. * Wraps one or more Sound objects and selects one with random weight for playback.
  104595. */
  104596. export class WeightedSound {
  104597. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104598. loop: boolean;
  104599. private _coneInnerAngle;
  104600. private _coneOuterAngle;
  104601. private _volume;
  104602. /** A Sound is currently playing. */
  104603. isPlaying: boolean;
  104604. /** A Sound is currently paused. */
  104605. isPaused: boolean;
  104606. private _sounds;
  104607. private _weights;
  104608. private _currentIndex?;
  104609. /**
  104610. * Creates a new WeightedSound from the list of sounds given.
  104611. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104612. * @param sounds Array of Sounds that will be selected from.
  104613. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104614. */
  104615. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104616. /**
  104617. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104618. */
  104619. /**
  104620. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104621. */
  104622. directionalConeInnerAngle: number;
  104623. /**
  104624. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104625. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104626. */
  104627. /**
  104628. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104629. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104630. */
  104631. directionalConeOuterAngle: number;
  104632. /**
  104633. * Playback volume.
  104634. */
  104635. /**
  104636. * Playback volume.
  104637. */
  104638. volume: number;
  104639. private _onended;
  104640. /**
  104641. * Suspend playback
  104642. */
  104643. pause(): void;
  104644. /**
  104645. * Stop playback
  104646. */
  104647. stop(): void;
  104648. /**
  104649. * Start playback.
  104650. * @param startOffset Position the clip head at a specific time in seconds.
  104651. */
  104652. play(startOffset?: number): void;
  104653. }
  104654. }
  104655. declare module BABYLON {
  104656. /**
  104657. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104658. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104659. */
  104660. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104661. /**
  104662. * Gets the name of the behavior.
  104663. */
  104664. readonly name: string;
  104665. /**
  104666. * The easing function used by animations
  104667. */
  104668. static EasingFunction: BackEase;
  104669. /**
  104670. * The easing mode used by animations
  104671. */
  104672. static EasingMode: number;
  104673. /**
  104674. * The duration of the animation, in milliseconds
  104675. */
  104676. transitionDuration: number;
  104677. /**
  104678. * Length of the distance animated by the transition when lower radius is reached
  104679. */
  104680. lowerRadiusTransitionRange: number;
  104681. /**
  104682. * Length of the distance animated by the transition when upper radius is reached
  104683. */
  104684. upperRadiusTransitionRange: number;
  104685. private _autoTransitionRange;
  104686. /**
  104687. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104688. */
  104689. /**
  104690. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104691. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104692. */
  104693. autoTransitionRange: boolean;
  104694. private _attachedCamera;
  104695. private _onAfterCheckInputsObserver;
  104696. private _onMeshTargetChangedObserver;
  104697. /**
  104698. * Initializes the behavior.
  104699. */
  104700. init(): void;
  104701. /**
  104702. * Attaches the behavior to its arc rotate camera.
  104703. * @param camera Defines the camera to attach the behavior to
  104704. */
  104705. attach(camera: ArcRotateCamera): void;
  104706. /**
  104707. * Detaches the behavior from its current arc rotate camera.
  104708. */
  104709. detach(): void;
  104710. private _radiusIsAnimating;
  104711. private _radiusBounceTransition;
  104712. private _animatables;
  104713. private _cachedWheelPrecision;
  104714. /**
  104715. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104716. * @param radiusLimit The limit to check against.
  104717. * @return Bool to indicate if at limit.
  104718. */
  104719. private _isRadiusAtLimit;
  104720. /**
  104721. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104722. * @param radiusDelta The delta by which to animate to. Can be negative.
  104723. */
  104724. private _applyBoundRadiusAnimation;
  104725. /**
  104726. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104727. */
  104728. protected _clearAnimationLocks(): void;
  104729. /**
  104730. * Stops and removes all animations that have been applied to the camera
  104731. */
  104732. stopAllAnimations(): void;
  104733. }
  104734. }
  104735. declare module BABYLON {
  104736. /**
  104737. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  104738. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104739. */
  104740. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104741. /**
  104742. * Gets the name of the behavior.
  104743. */
  104744. readonly name: string;
  104745. private _mode;
  104746. private _radiusScale;
  104747. private _positionScale;
  104748. private _defaultElevation;
  104749. private _elevationReturnTime;
  104750. private _elevationReturnWaitTime;
  104751. private _zoomStopsAnimation;
  104752. private _framingTime;
  104753. /**
  104754. * The easing function used by animations
  104755. */
  104756. static EasingFunction: ExponentialEase;
  104757. /**
  104758. * The easing mode used by animations
  104759. */
  104760. static EasingMode: number;
  104761. /**
  104762. * Sets the current mode used by the behavior
  104763. */
  104764. /**
  104765. * Gets current mode used by the behavior.
  104766. */
  104767. mode: number;
  104768. /**
  104769. * Sets the scale applied to the radius (1 by default)
  104770. */
  104771. /**
  104772. * Gets the scale applied to the radius
  104773. */
  104774. radiusScale: number;
  104775. /**
  104776. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104777. */
  104778. /**
  104779. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104780. */
  104781. positionScale: number;
  104782. /**
  104783. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104784. * behaviour is triggered, in radians.
  104785. */
  104786. /**
  104787. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104788. * behaviour is triggered, in radians.
  104789. */
  104790. defaultElevation: number;
  104791. /**
  104792. * Sets the time (in milliseconds) taken to return to the default beta position.
  104793. * Negative value indicates camera should not return to default.
  104794. */
  104795. /**
  104796. * Gets the time (in milliseconds) taken to return to the default beta position.
  104797. * Negative value indicates camera should not return to default.
  104798. */
  104799. elevationReturnTime: number;
  104800. /**
  104801. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104802. */
  104803. /**
  104804. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104805. */
  104806. elevationReturnWaitTime: number;
  104807. /**
  104808. * Sets the flag that indicates if user zooming should stop animation.
  104809. */
  104810. /**
  104811. * Gets the flag that indicates if user zooming should stop animation.
  104812. */
  104813. zoomStopsAnimation: boolean;
  104814. /**
  104815. * Sets the transition time when framing the mesh, in milliseconds
  104816. */
  104817. /**
  104818. * Gets the transition time when framing the mesh, in milliseconds
  104819. */
  104820. framingTime: number;
  104821. /**
  104822. * Define if the behavior should automatically change the configured
  104823. * camera limits and sensibilities.
  104824. */
  104825. autoCorrectCameraLimitsAndSensibility: boolean;
  104826. private _onPrePointerObservableObserver;
  104827. private _onAfterCheckInputsObserver;
  104828. private _onMeshTargetChangedObserver;
  104829. private _attachedCamera;
  104830. private _isPointerDown;
  104831. private _lastInteractionTime;
  104832. /**
  104833. * Initializes the behavior.
  104834. */
  104835. init(): void;
  104836. /**
  104837. * Attaches the behavior to its arc rotate camera.
  104838. * @param camera Defines the camera to attach the behavior to
  104839. */
  104840. attach(camera: ArcRotateCamera): void;
  104841. /**
  104842. * Detaches the behavior from its current arc rotate camera.
  104843. */
  104844. detach(): void;
  104845. private _animatables;
  104846. private _betaIsAnimating;
  104847. private _betaTransition;
  104848. private _radiusTransition;
  104849. private _vectorTransition;
  104850. /**
  104851. * Targets the given mesh and updates zoom level accordingly.
  104852. * @param mesh The mesh to target.
  104853. * @param radius Optional. If a cached radius position already exists, overrides default.
  104854. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104855. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104856. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104857. */
  104858. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104859. /**
  104860. * Targets the given mesh with its children and updates zoom level accordingly.
  104861. * @param mesh The mesh to target.
  104862. * @param radius Optional. If a cached radius position already exists, overrides default.
  104863. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104864. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104865. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104866. */
  104867. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104868. /**
  104869. * Targets the given meshes with their children and updates zoom level accordingly.
  104870. * @param meshes The mesh to target.
  104871. * @param radius Optional. If a cached radius position already exists, overrides default.
  104872. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104873. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104874. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104875. */
  104876. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104877. /**
  104878. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104879. * @param minimumWorld Determines the smaller position of the bounding box extend
  104880. * @param maximumWorld Determines the bigger position of the bounding box extend
  104881. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104882. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104883. */
  104884. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104885. /**
  104886. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104887. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104888. * frustum width.
  104889. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104890. * to fully enclose the mesh in the viewing frustum.
  104891. */
  104892. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104893. /**
  104894. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104895. * is automatically returned to its default position (expected to be above ground plane).
  104896. */
  104897. private _maintainCameraAboveGround;
  104898. /**
  104899. * Returns the frustum slope based on the canvas ratio and camera FOV
  104900. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104901. */
  104902. private _getFrustumSlope;
  104903. /**
  104904. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104905. */
  104906. private _clearAnimationLocks;
  104907. /**
  104908. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104909. */
  104910. private _applyUserInteraction;
  104911. /**
  104912. * Stops and removes all animations that have been applied to the camera
  104913. */
  104914. stopAllAnimations(): void;
  104915. /**
  104916. * Gets a value indicating if the user is moving the camera
  104917. */
  104918. readonly isUserIsMoving: boolean;
  104919. /**
  104920. * The camera can move all the way towards the mesh.
  104921. */
  104922. static IgnoreBoundsSizeMode: number;
  104923. /**
  104924. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104925. */
  104926. static FitFrustumSidesMode: number;
  104927. }
  104928. }
  104929. declare module BABYLON {
  104930. /**
  104931. * Base class for Camera Pointer Inputs.
  104932. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104933. * for example usage.
  104934. */
  104935. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104936. /**
  104937. * Defines the camera the input is attached to.
  104938. */
  104939. abstract camera: Camera;
  104940. /**
  104941. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104942. */
  104943. protected _altKey: boolean;
  104944. protected _ctrlKey: boolean;
  104945. protected _metaKey: boolean;
  104946. protected _shiftKey: boolean;
  104947. /**
  104948. * Which mouse buttons were pressed at time of last mouse event.
  104949. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104950. */
  104951. protected _buttonsPressed: number;
  104952. /**
  104953. * Defines the buttons associated with the input to handle camera move.
  104954. */
  104955. buttons: number[];
  104956. /**
  104957. * Attach the input controls to a specific dom element to get the input from.
  104958. * @param element Defines the element the controls should be listened from
  104959. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104960. */
  104961. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104962. /**
  104963. * Detach the current controls from the specified dom element.
  104964. * @param element Defines the element to stop listening the inputs from
  104965. */
  104966. detachControl(element: Nullable<HTMLElement>): void;
  104967. /**
  104968. * Gets the class name of the current input.
  104969. * @returns the class name
  104970. */
  104971. getClassName(): string;
  104972. /**
  104973. * Get the friendly name associated with the input class.
  104974. * @returns the input friendly name
  104975. */
  104976. getSimpleName(): string;
  104977. /**
  104978. * Called on pointer POINTERDOUBLETAP event.
  104979. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104980. */
  104981. protected onDoubleTap(type: string): void;
  104982. /**
  104983. * Called on pointer POINTERMOVE event if only a single touch is active.
  104984. * Override this method to provide functionality.
  104985. */
  104986. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104987. /**
  104988. * Called on pointer POINTERMOVE event if multiple touches are active.
  104989. * Override this method to provide functionality.
  104990. */
  104991. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104992. /**
  104993. * Called on JS contextmenu event.
  104994. * Override this method to provide functionality.
  104995. */
  104996. protected onContextMenu(evt: PointerEvent): void;
  104997. /**
  104998. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104999. * press.
  105000. * Override this method to provide functionality.
  105001. */
  105002. protected onButtonDown(evt: PointerEvent): void;
  105003. /**
  105004. * Called each time a new POINTERUP event occurs. Ie, for each button
  105005. * release.
  105006. * Override this method to provide functionality.
  105007. */
  105008. protected onButtonUp(evt: PointerEvent): void;
  105009. /**
  105010. * Called when window becomes inactive.
  105011. * Override this method to provide functionality.
  105012. */
  105013. protected onLostFocus(): void;
  105014. private _pointerInput;
  105015. private _observer;
  105016. private _onLostFocus;
  105017. private pointA;
  105018. private pointB;
  105019. }
  105020. }
  105021. declare module BABYLON {
  105022. /**
  105023. * Manage the pointers inputs to control an arc rotate camera.
  105024. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105025. */
  105026. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  105027. /**
  105028. * Defines the camera the input is attached to.
  105029. */
  105030. camera: ArcRotateCamera;
  105031. /**
  105032. * Gets the class name of the current input.
  105033. * @returns the class name
  105034. */
  105035. getClassName(): string;
  105036. /**
  105037. * Defines the buttons associated with the input to handle camera move.
  105038. */
  105039. buttons: number[];
  105040. /**
  105041. * Defines the pointer angular sensibility along the X axis or how fast is
  105042. * the camera rotating.
  105043. */
  105044. angularSensibilityX: number;
  105045. /**
  105046. * Defines the pointer angular sensibility along the Y axis or how fast is
  105047. * the camera rotating.
  105048. */
  105049. angularSensibilityY: number;
  105050. /**
  105051. * Defines the pointer pinch precision or how fast is the camera zooming.
  105052. */
  105053. pinchPrecision: number;
  105054. /**
  105055. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105056. * from 0.
  105057. * It defines the percentage of current camera.radius to use as delta when
  105058. * pinch zoom is used.
  105059. */
  105060. pinchDeltaPercentage: number;
  105061. /**
  105062. * Defines the pointer panning sensibility or how fast is the camera moving.
  105063. */
  105064. panningSensibility: number;
  105065. /**
  105066. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  105067. */
  105068. multiTouchPanning: boolean;
  105069. /**
  105070. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  105071. * zoom (pinch) through multitouch.
  105072. */
  105073. multiTouchPanAndZoom: boolean;
  105074. /**
  105075. * Revers pinch action direction.
  105076. */
  105077. pinchInwards: boolean;
  105078. private _isPanClick;
  105079. private _twoFingerActivityCount;
  105080. private _isPinching;
  105081. /**
  105082. * Called on pointer POINTERMOVE event if only a single touch is active.
  105083. */
  105084. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105085. /**
  105086. * Called on pointer POINTERDOUBLETAP event.
  105087. */
  105088. protected onDoubleTap(type: string): void;
  105089. /**
  105090. * Called on pointer POINTERMOVE event if multiple touches are active.
  105091. */
  105092. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105093. /**
  105094. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105095. * press.
  105096. */
  105097. protected onButtonDown(evt: PointerEvent): void;
  105098. /**
  105099. * Called each time a new POINTERUP event occurs. Ie, for each button
  105100. * release.
  105101. */
  105102. protected onButtonUp(evt: PointerEvent): void;
  105103. /**
  105104. * Called when window becomes inactive.
  105105. */
  105106. protected onLostFocus(): void;
  105107. }
  105108. }
  105109. declare module BABYLON {
  105110. /**
  105111. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  105112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105113. */
  105114. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  105115. /**
  105116. * Defines the camera the input is attached to.
  105117. */
  105118. camera: ArcRotateCamera;
  105119. /**
  105120. * Defines the list of key codes associated with the up action (increase alpha)
  105121. */
  105122. keysUp: number[];
  105123. /**
  105124. * Defines the list of key codes associated with the down action (decrease alpha)
  105125. */
  105126. keysDown: number[];
  105127. /**
  105128. * Defines the list of key codes associated with the left action (increase beta)
  105129. */
  105130. keysLeft: number[];
  105131. /**
  105132. * Defines the list of key codes associated with the right action (decrease beta)
  105133. */
  105134. keysRight: number[];
  105135. /**
  105136. * Defines the list of key codes associated with the reset action.
  105137. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  105138. */
  105139. keysReset: number[];
  105140. /**
  105141. * Defines the panning sensibility of the inputs.
  105142. * (How fast is the camera paning)
  105143. */
  105144. panningSensibility: number;
  105145. /**
  105146. * Defines the zooming sensibility of the inputs.
  105147. * (How fast is the camera zooming)
  105148. */
  105149. zoomingSensibility: number;
  105150. /**
  105151. * Defines wether maintaining the alt key down switch the movement mode from
  105152. * orientation to zoom.
  105153. */
  105154. useAltToZoom: boolean;
  105155. /**
  105156. * Rotation speed of the camera
  105157. */
  105158. angularSpeed: number;
  105159. private _keys;
  105160. private _ctrlPressed;
  105161. private _altPressed;
  105162. private _onCanvasBlurObserver;
  105163. private _onKeyboardObserver;
  105164. private _engine;
  105165. private _scene;
  105166. /**
  105167. * Attach the input controls to a specific dom element to get the input from.
  105168. * @param element Defines the element the controls should be listened from
  105169. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105170. */
  105171. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105172. /**
  105173. * Detach the current controls from the specified dom element.
  105174. * @param element Defines the element to stop listening the inputs from
  105175. */
  105176. detachControl(element: Nullable<HTMLElement>): void;
  105177. /**
  105178. * Update the current camera state depending on the inputs that have been used this frame.
  105179. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105180. */
  105181. checkInputs(): void;
  105182. /**
  105183. * Gets the class name of the current intput.
  105184. * @returns the class name
  105185. */
  105186. getClassName(): string;
  105187. /**
  105188. * Get the friendly name associated with the input class.
  105189. * @returns the input friendly name
  105190. */
  105191. getSimpleName(): string;
  105192. }
  105193. }
  105194. declare module BABYLON {
  105195. /**
  105196. * Manage the mouse wheel inputs to control an arc rotate camera.
  105197. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105198. */
  105199. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  105200. /**
  105201. * Defines the camera the input is attached to.
  105202. */
  105203. camera: ArcRotateCamera;
  105204. /**
  105205. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105206. */
  105207. wheelPrecision: number;
  105208. /**
  105209. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105210. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105211. */
  105212. wheelDeltaPercentage: number;
  105213. private _wheel;
  105214. private _observer;
  105215. private computeDeltaFromMouseWheelLegacyEvent;
  105216. /**
  105217. * Attach the input controls to a specific dom element to get the input from.
  105218. * @param element Defines the element the controls should be listened from
  105219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105220. */
  105221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105222. /**
  105223. * Detach the current controls from the specified dom element.
  105224. * @param element Defines the element to stop listening the inputs from
  105225. */
  105226. detachControl(element: Nullable<HTMLElement>): void;
  105227. /**
  105228. * Gets the class name of the current intput.
  105229. * @returns the class name
  105230. */
  105231. getClassName(): string;
  105232. /**
  105233. * Get the friendly name associated with the input class.
  105234. * @returns the input friendly name
  105235. */
  105236. getSimpleName(): string;
  105237. }
  105238. }
  105239. declare module BABYLON {
  105240. /**
  105241. * Default Inputs manager for the ArcRotateCamera.
  105242. * It groups all the default supported inputs for ease of use.
  105243. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105244. */
  105245. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105246. /**
  105247. * Instantiates a new ArcRotateCameraInputsManager.
  105248. * @param camera Defines the camera the inputs belong to
  105249. */
  105250. constructor(camera: ArcRotateCamera);
  105251. /**
  105252. * Add mouse wheel input support to the input manager.
  105253. * @returns the current input manager
  105254. */
  105255. addMouseWheel(): ArcRotateCameraInputsManager;
  105256. /**
  105257. * Add pointers input support to the input manager.
  105258. * @returns the current input manager
  105259. */
  105260. addPointers(): ArcRotateCameraInputsManager;
  105261. /**
  105262. * Add keyboard input support to the input manager.
  105263. * @returns the current input manager
  105264. */
  105265. addKeyboard(): ArcRotateCameraInputsManager;
  105266. }
  105267. }
  105268. declare module BABYLON {
  105269. /**
  105270. * This represents an orbital type of camera.
  105271. *
  105272. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  105273. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  105274. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105275. */
  105276. export class ArcRotateCamera extends TargetCamera {
  105277. /**
  105278. * Defines the rotation angle of the camera along the longitudinal axis.
  105279. */
  105280. alpha: number;
  105281. /**
  105282. * Defines the rotation angle of the camera along the latitudinal axis.
  105283. */
  105284. beta: number;
  105285. /**
  105286. * Defines the radius of the camera from it s target point.
  105287. */
  105288. radius: number;
  105289. protected _target: Vector3;
  105290. protected _targetHost: Nullable<AbstractMesh>;
  105291. /**
  105292. * Defines the target point of the camera.
  105293. * The camera looks towards it form the radius distance.
  105294. */
  105295. target: Vector3;
  105296. /**
  105297. * Define the current local position of the camera in the scene
  105298. */
  105299. position: Vector3;
  105300. protected _upVector: Vector3;
  105301. protected _upToYMatrix: Matrix;
  105302. protected _YToUpMatrix: Matrix;
  105303. /**
  105304. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105305. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105306. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105307. */
  105308. upVector: Vector3;
  105309. /**
  105310. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105311. */
  105312. setMatUp(): void;
  105313. /**
  105314. * Current inertia value on the longitudinal axis.
  105315. * The bigger this number the longer it will take for the camera to stop.
  105316. */
  105317. inertialAlphaOffset: number;
  105318. /**
  105319. * Current inertia value on the latitudinal axis.
  105320. * The bigger this number the longer it will take for the camera to stop.
  105321. */
  105322. inertialBetaOffset: number;
  105323. /**
  105324. * Current inertia value on the radius axis.
  105325. * The bigger this number the longer it will take for the camera to stop.
  105326. */
  105327. inertialRadiusOffset: number;
  105328. /**
  105329. * Minimum allowed angle on the longitudinal axis.
  105330. * This can help limiting how the Camera is able to move in the scene.
  105331. */
  105332. lowerAlphaLimit: Nullable<number>;
  105333. /**
  105334. * Maximum allowed angle on the longitudinal axis.
  105335. * This can help limiting how the Camera is able to move in the scene.
  105336. */
  105337. upperAlphaLimit: Nullable<number>;
  105338. /**
  105339. * Minimum allowed angle on the latitudinal axis.
  105340. * This can help limiting how the Camera is able to move in the scene.
  105341. */
  105342. lowerBetaLimit: number;
  105343. /**
  105344. * Maximum allowed angle on the latitudinal axis.
  105345. * This can help limiting how the Camera is able to move in the scene.
  105346. */
  105347. upperBetaLimit: number;
  105348. /**
  105349. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105350. * This can help limiting how the Camera is able to move in the scene.
  105351. */
  105352. lowerRadiusLimit: Nullable<number>;
  105353. /**
  105354. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105355. * This can help limiting how the Camera is able to move in the scene.
  105356. */
  105357. upperRadiusLimit: Nullable<number>;
  105358. /**
  105359. * Defines the current inertia value used during panning of the camera along the X axis.
  105360. */
  105361. inertialPanningX: number;
  105362. /**
  105363. * Defines the current inertia value used during panning of the camera along the Y axis.
  105364. */
  105365. inertialPanningY: number;
  105366. /**
  105367. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105368. * Basically if your fingers moves away from more than this distance you will be considered
  105369. * in pinch mode.
  105370. */
  105371. pinchToPanMaxDistance: number;
  105372. /**
  105373. * Defines the maximum distance the camera can pan.
  105374. * This could help keeping the cammera always in your scene.
  105375. */
  105376. panningDistanceLimit: Nullable<number>;
  105377. /**
  105378. * Defines the target of the camera before paning.
  105379. */
  105380. panningOriginTarget: Vector3;
  105381. /**
  105382. * Defines the value of the inertia used during panning.
  105383. * 0 would mean stop inertia and one would mean no decelleration at all.
  105384. */
  105385. panningInertia: number;
  105386. /**
  105387. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105388. */
  105389. angularSensibilityX: number;
  105390. /**
  105391. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105392. */
  105393. angularSensibilityY: number;
  105394. /**
  105395. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105396. */
  105397. pinchPrecision: number;
  105398. /**
  105399. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105400. * It will be used instead of pinchDeltaPrecision if different from 0.
  105401. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105402. */
  105403. pinchDeltaPercentage: number;
  105404. /**
  105405. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105406. */
  105407. panningSensibility: number;
  105408. /**
  105409. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105410. */
  105411. keysUp: number[];
  105412. /**
  105413. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105414. */
  105415. keysDown: number[];
  105416. /**
  105417. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105418. */
  105419. keysLeft: number[];
  105420. /**
  105421. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105422. */
  105423. keysRight: number[];
  105424. /**
  105425. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105426. */
  105427. wheelPrecision: number;
  105428. /**
  105429. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105430. * It will be used instead of pinchDeltaPrecision if different from 0.
  105431. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105432. */
  105433. wheelDeltaPercentage: number;
  105434. /**
  105435. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105436. */
  105437. zoomOnFactor: number;
  105438. /**
  105439. * Defines a screen offset for the camera position.
  105440. */
  105441. targetScreenOffset: Vector2;
  105442. /**
  105443. * Allows the camera to be completely reversed.
  105444. * If false the camera can not arrive upside down.
  105445. */
  105446. allowUpsideDown: boolean;
  105447. /**
  105448. * Define if double tap/click is used to restore the previously saved state of the camera.
  105449. */
  105450. useInputToRestoreState: boolean;
  105451. /** @hidden */
  105452. _viewMatrix: Matrix;
  105453. /** @hidden */
  105454. _useCtrlForPanning: boolean;
  105455. /** @hidden */
  105456. _panningMouseButton: number;
  105457. /**
  105458. * Defines the input associated to the camera.
  105459. */
  105460. inputs: ArcRotateCameraInputsManager;
  105461. /** @hidden */
  105462. _reset: () => void;
  105463. /**
  105464. * Defines the allowed panning axis.
  105465. */
  105466. panningAxis: Vector3;
  105467. protected _localDirection: Vector3;
  105468. protected _transformedDirection: Vector3;
  105469. private _bouncingBehavior;
  105470. /**
  105471. * Gets the bouncing behavior of the camera if it has been enabled.
  105472. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105473. */
  105474. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105475. /**
  105476. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105477. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105478. */
  105479. useBouncingBehavior: boolean;
  105480. private _framingBehavior;
  105481. /**
  105482. * Gets the framing behavior of the camera if it has been enabled.
  105483. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105484. */
  105485. readonly framingBehavior: Nullable<FramingBehavior>;
  105486. /**
  105487. * Defines if the framing behavior of the camera is enabled on the camera.
  105488. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105489. */
  105490. useFramingBehavior: boolean;
  105491. private _autoRotationBehavior;
  105492. /**
  105493. * Gets the auto rotation behavior of the camera if it has been enabled.
  105494. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105495. */
  105496. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105497. /**
  105498. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105499. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105500. */
  105501. useAutoRotationBehavior: boolean;
  105502. /**
  105503. * Observable triggered when the mesh target has been changed on the camera.
  105504. */
  105505. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105506. /**
  105507. * Event raised when the camera is colliding with a mesh.
  105508. */
  105509. onCollide: (collidedMesh: AbstractMesh) => void;
  105510. /**
  105511. * Defines whether the camera should check collision with the objects oh the scene.
  105512. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105513. */
  105514. checkCollisions: boolean;
  105515. /**
  105516. * Defines the collision radius of the camera.
  105517. * This simulates a sphere around the camera.
  105518. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105519. */
  105520. collisionRadius: Vector3;
  105521. protected _collider: Collider;
  105522. protected _previousPosition: Vector3;
  105523. protected _collisionVelocity: Vector3;
  105524. protected _newPosition: Vector3;
  105525. protected _previousAlpha: number;
  105526. protected _previousBeta: number;
  105527. protected _previousRadius: number;
  105528. protected _collisionTriggered: boolean;
  105529. protected _targetBoundingCenter: Nullable<Vector3>;
  105530. private _computationVector;
  105531. /**
  105532. * Instantiates a new ArcRotateCamera in a given scene
  105533. * @param name Defines the name of the camera
  105534. * @param alpha Defines the camera rotation along the logitudinal axis
  105535. * @param beta Defines the camera rotation along the latitudinal axis
  105536. * @param radius Defines the camera distance from its target
  105537. * @param target Defines the camera target
  105538. * @param scene Defines the scene the camera belongs to
  105539. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105540. */
  105541. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105542. /** @hidden */
  105543. _initCache(): void;
  105544. /** @hidden */
  105545. _updateCache(ignoreParentClass?: boolean): void;
  105546. protected _getTargetPosition(): Vector3;
  105547. private _storedAlpha;
  105548. private _storedBeta;
  105549. private _storedRadius;
  105550. private _storedTarget;
  105551. private _storedTargetScreenOffset;
  105552. /**
  105553. * Stores the current state of the camera (alpha, beta, radius and target)
  105554. * @returns the camera itself
  105555. */
  105556. storeState(): Camera;
  105557. /**
  105558. * @hidden
  105559. * Restored camera state. You must call storeState() first
  105560. */
  105561. _restoreStateValues(): boolean;
  105562. /** @hidden */
  105563. _isSynchronizedViewMatrix(): boolean;
  105564. /**
  105565. * Attached controls to the current camera.
  105566. * @param element Defines the element the controls should be listened from
  105567. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105568. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105569. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105570. */
  105571. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105572. /**
  105573. * Detach the current controls from the camera.
  105574. * The camera will stop reacting to inputs.
  105575. * @param element Defines the element to stop listening the inputs from
  105576. */
  105577. detachControl(element: HTMLElement): void;
  105578. /** @hidden */
  105579. _checkInputs(): void;
  105580. protected _checkLimits(): void;
  105581. /**
  105582. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105583. */
  105584. rebuildAnglesAndRadius(): void;
  105585. /**
  105586. * Use a position to define the current camera related information like alpha, beta and radius
  105587. * @param position Defines the position to set the camera at
  105588. */
  105589. setPosition(position: Vector3): void;
  105590. /**
  105591. * Defines the target the camera should look at.
  105592. * This will automatically adapt alpha beta and radius to fit within the new target.
  105593. * @param target Defines the new target as a Vector or a mesh
  105594. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105595. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105596. */
  105597. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105598. /** @hidden */
  105599. _getViewMatrix(): Matrix;
  105600. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105601. /**
  105602. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105603. * @param meshes Defines the mesh to zoom on
  105604. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  105605. */
  105606. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105607. /**
  105608. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105609. * The target will be changed but the radius
  105610. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105611. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  105612. */
  105613. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105614. min: Vector3;
  105615. max: Vector3;
  105616. distance: number;
  105617. }, doNotUpdateMaxZ?: boolean): void;
  105618. /**
  105619. * @override
  105620. * Override Camera.createRigCamera
  105621. */
  105622. createRigCamera(name: string, cameraIndex: number): Camera;
  105623. /**
  105624. * @hidden
  105625. * @override
  105626. * Override Camera._updateRigCameras
  105627. */
  105628. _updateRigCameras(): void;
  105629. /**
  105630. * Destroy the camera and release the current resources hold by it.
  105631. */
  105632. dispose(): void;
  105633. /**
  105634. * Gets the current object class name.
  105635. * @return the class name
  105636. */
  105637. getClassName(): string;
  105638. }
  105639. }
  105640. declare module BABYLON {
  105641. /**
  105642. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105643. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105644. */
  105645. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105646. /**
  105647. * Gets the name of the behavior.
  105648. */
  105649. readonly name: string;
  105650. private _zoomStopsAnimation;
  105651. private _idleRotationSpeed;
  105652. private _idleRotationWaitTime;
  105653. private _idleRotationSpinupTime;
  105654. /**
  105655. * Sets the flag that indicates if user zooming should stop animation.
  105656. */
  105657. /**
  105658. * Gets the flag that indicates if user zooming should stop animation.
  105659. */
  105660. zoomStopsAnimation: boolean;
  105661. /**
  105662. * Sets the default speed at which the camera rotates around the model.
  105663. */
  105664. /**
  105665. * Gets the default speed at which the camera rotates around the model.
  105666. */
  105667. idleRotationSpeed: number;
  105668. /**
  105669. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105670. */
  105671. /**
  105672. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105673. */
  105674. idleRotationWaitTime: number;
  105675. /**
  105676. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105677. */
  105678. /**
  105679. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105680. */
  105681. idleRotationSpinupTime: number;
  105682. /**
  105683. * Gets a value indicating if the camera is currently rotating because of this behavior
  105684. */
  105685. readonly rotationInProgress: boolean;
  105686. private _onPrePointerObservableObserver;
  105687. private _onAfterCheckInputsObserver;
  105688. private _attachedCamera;
  105689. private _isPointerDown;
  105690. private _lastFrameTime;
  105691. private _lastInteractionTime;
  105692. private _cameraRotationSpeed;
  105693. /**
  105694. * Initializes the behavior.
  105695. */
  105696. init(): void;
  105697. /**
  105698. * Attaches the behavior to its arc rotate camera.
  105699. * @param camera Defines the camera to attach the behavior to
  105700. */
  105701. attach(camera: ArcRotateCamera): void;
  105702. /**
  105703. * Detaches the behavior from its current arc rotate camera.
  105704. */
  105705. detach(): void;
  105706. /**
  105707. * Returns true if user is scrolling.
  105708. * @return true if user is scrolling.
  105709. */
  105710. private _userIsZooming;
  105711. private _lastFrameRadius;
  105712. private _shouldAnimationStopForInteraction;
  105713. /**
  105714. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105715. */
  105716. private _applyUserInteraction;
  105717. private _userIsMoving;
  105718. }
  105719. }
  105720. declare module BABYLON {
  105721. /**
  105722. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105723. */
  105724. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105725. private ui;
  105726. /**
  105727. * The name of the behavior
  105728. */
  105729. name: string;
  105730. /**
  105731. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105732. */
  105733. distanceAwayFromFace: number;
  105734. /**
  105735. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105736. */
  105737. distanceAwayFromBottomOfFace: number;
  105738. private _faceVectors;
  105739. private _target;
  105740. private _scene;
  105741. private _onRenderObserver;
  105742. private _tmpMatrix;
  105743. private _tmpVector;
  105744. /**
  105745. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105746. * @param ui The transform node that should be attched to the mesh
  105747. */
  105748. constructor(ui: TransformNode);
  105749. /**
  105750. * Initializes the behavior
  105751. */
  105752. init(): void;
  105753. private _closestFace;
  105754. private _zeroVector;
  105755. private _lookAtTmpMatrix;
  105756. private _lookAtToRef;
  105757. /**
  105758. * Attaches the AttachToBoxBehavior to the passed in mesh
  105759. * @param target The mesh that the specified node will be attached to
  105760. */
  105761. attach(target: Mesh): void;
  105762. /**
  105763. * Detaches the behavior from the mesh
  105764. */
  105765. detach(): void;
  105766. }
  105767. }
  105768. declare module BABYLON {
  105769. /**
  105770. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105771. */
  105772. export class FadeInOutBehavior implements Behavior<Mesh> {
  105773. /**
  105774. * Time in milliseconds to delay before fading in (Default: 0)
  105775. */
  105776. delay: number;
  105777. /**
  105778. * Time in milliseconds for the mesh to fade in (Default: 300)
  105779. */
  105780. fadeInTime: number;
  105781. private _millisecondsPerFrame;
  105782. private _hovered;
  105783. private _hoverValue;
  105784. private _ownerNode;
  105785. /**
  105786. * Instatiates the FadeInOutBehavior
  105787. */
  105788. constructor();
  105789. /**
  105790. * The name of the behavior
  105791. */
  105792. readonly name: string;
  105793. /**
  105794. * Initializes the behavior
  105795. */
  105796. init(): void;
  105797. /**
  105798. * Attaches the fade behavior on the passed in mesh
  105799. * @param ownerNode The mesh that will be faded in/out once attached
  105800. */
  105801. attach(ownerNode: Mesh): void;
  105802. /**
  105803. * Detaches the behavior from the mesh
  105804. */
  105805. detach(): void;
  105806. /**
  105807. * Triggers the mesh to begin fading in or out
  105808. * @param value if the object should fade in or out (true to fade in)
  105809. */
  105810. fadeIn(value: boolean): void;
  105811. private _update;
  105812. private _setAllVisibility;
  105813. }
  105814. }
  105815. declare module BABYLON {
  105816. /**
  105817. * Class containing a set of static utilities functions for managing Pivots
  105818. * @hidden
  105819. */
  105820. export class PivotTools {
  105821. private static _PivotCached;
  105822. private static _OldPivotPoint;
  105823. private static _PivotTranslation;
  105824. private static _PivotTmpVector;
  105825. /** @hidden */
  105826. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105827. /** @hidden */
  105828. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105829. }
  105830. }
  105831. declare module BABYLON {
  105832. /**
  105833. * Class containing static functions to help procedurally build meshes
  105834. */
  105835. export class PlaneBuilder {
  105836. /**
  105837. * Creates a plane mesh
  105838. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105839. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105840. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105841. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105842. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105843. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105844. * @param name defines the name of the mesh
  105845. * @param options defines the options used to create the mesh
  105846. * @param scene defines the hosting scene
  105847. * @returns the plane mesh
  105848. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105849. */
  105850. static CreatePlane(name: string, options: {
  105851. size?: number;
  105852. width?: number;
  105853. height?: number;
  105854. sideOrientation?: number;
  105855. frontUVs?: Vector4;
  105856. backUVs?: Vector4;
  105857. updatable?: boolean;
  105858. sourcePlane?: Plane;
  105859. }, scene?: Nullable<Scene>): Mesh;
  105860. }
  105861. }
  105862. declare module BABYLON {
  105863. /**
  105864. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105865. */
  105866. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105867. private static _AnyMouseID;
  105868. /**
  105869. * Abstract mesh the behavior is set on
  105870. */
  105871. attachedNode: AbstractMesh;
  105872. private _dragPlane;
  105873. private _scene;
  105874. private _pointerObserver;
  105875. private _beforeRenderObserver;
  105876. private static _planeScene;
  105877. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105878. /**
  105879. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  105880. */
  105881. maxDragAngle: number;
  105882. /**
  105883. * @hidden
  105884. */
  105885. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105886. /**
  105887. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105888. */
  105889. currentDraggingPointerID: number;
  105890. /**
  105891. * The last position where the pointer hit the drag plane in world space
  105892. */
  105893. lastDragPosition: Vector3;
  105894. /**
  105895. * If the behavior is currently in a dragging state
  105896. */
  105897. dragging: boolean;
  105898. /**
  105899. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  105900. */
  105901. dragDeltaRatio: number;
  105902. /**
  105903. * If the drag plane orientation should be updated during the dragging (Default: true)
  105904. */
  105905. updateDragPlane: boolean;
  105906. private _debugMode;
  105907. private _moving;
  105908. /**
  105909. * Fires each time the attached mesh is dragged with the pointer
  105910. * * delta between last drag position and current drag position in world space
  105911. * * dragDistance along the drag axis
  105912. * * dragPlaneNormal normal of the current drag plane used during the drag
  105913. * * dragPlanePoint in world space where the drag intersects the drag plane
  105914. */
  105915. onDragObservable: Observable<{
  105916. delta: Vector3;
  105917. dragPlanePoint: Vector3;
  105918. dragPlaneNormal: Vector3;
  105919. dragDistance: number;
  105920. pointerId: number;
  105921. }>;
  105922. /**
  105923. * Fires each time a drag begins (eg. mouse down on mesh)
  105924. */
  105925. onDragStartObservable: Observable<{
  105926. dragPlanePoint: Vector3;
  105927. pointerId: number;
  105928. }>;
  105929. /**
  105930. * Fires each time a drag ends (eg. mouse release after drag)
  105931. */
  105932. onDragEndObservable: Observable<{
  105933. dragPlanePoint: Vector3;
  105934. pointerId: number;
  105935. }>;
  105936. /**
  105937. * If the attached mesh should be moved when dragged
  105938. */
  105939. moveAttached: boolean;
  105940. /**
  105941. * If the drag behavior will react to drag events (Default: true)
  105942. */
  105943. enabled: boolean;
  105944. /**
  105945. * If pointer events should start and release the drag (Default: true)
  105946. */
  105947. startAndReleaseDragOnPointerEvents: boolean;
  105948. /**
  105949. * If camera controls should be detached during the drag
  105950. */
  105951. detachCameraControls: boolean;
  105952. /**
  105953. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105954. */
  105955. useObjectOrienationForDragging: boolean;
  105956. private _options;
  105957. /**
  105958. * Creates a pointer drag behavior that can be attached to a mesh
  105959. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  105960. */
  105961. constructor(options?: {
  105962. dragAxis?: Vector3;
  105963. dragPlaneNormal?: Vector3;
  105964. });
  105965. /**
  105966. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105967. */
  105968. validateDrag: (targetPosition: Vector3) => boolean;
  105969. /**
  105970. * The name of the behavior
  105971. */
  105972. readonly name: string;
  105973. /**
  105974. * Initializes the behavior
  105975. */
  105976. init(): void;
  105977. private _tmpVector;
  105978. private _alternatePickedPoint;
  105979. private _worldDragAxis;
  105980. private _targetPosition;
  105981. private _attachedElement;
  105982. /**
  105983. * Attaches the drag behavior the passed in mesh
  105984. * @param ownerNode The mesh that will be dragged around once attached
  105985. * @param predicate Predicate to use for pick filtering
  105986. */
  105987. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105988. /**
  105989. * Force relase the drag action by code.
  105990. */
  105991. releaseDrag(): void;
  105992. private _startDragRay;
  105993. private _lastPointerRay;
  105994. /**
  105995. * Simulates the start of a pointer drag event on the behavior
  105996. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105997. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105998. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105999. */
  106000. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  106001. private _startDrag;
  106002. private _dragDelta;
  106003. private _moveDrag;
  106004. private _pickWithRayOnDragPlane;
  106005. private _pointA;
  106006. private _pointB;
  106007. private _pointC;
  106008. private _lineA;
  106009. private _lineB;
  106010. private _localAxis;
  106011. private _lookAt;
  106012. private _updateDragPlanePosition;
  106013. /**
  106014. * Detaches the behavior from the mesh
  106015. */
  106016. detach(): void;
  106017. }
  106018. }
  106019. declare module BABYLON {
  106020. /**
  106021. * A behavior that when attached to a mesh will allow the mesh to be scaled
  106022. */
  106023. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  106024. private _dragBehaviorA;
  106025. private _dragBehaviorB;
  106026. private _startDistance;
  106027. private _initialScale;
  106028. private _targetScale;
  106029. private _ownerNode;
  106030. private _sceneRenderObserver;
  106031. /**
  106032. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  106033. */
  106034. constructor();
  106035. /**
  106036. * The name of the behavior
  106037. */
  106038. readonly name: string;
  106039. /**
  106040. * Initializes the behavior
  106041. */
  106042. init(): void;
  106043. private _getCurrentDistance;
  106044. /**
  106045. * Attaches the scale behavior the passed in mesh
  106046. * @param ownerNode The mesh that will be scaled around once attached
  106047. */
  106048. attach(ownerNode: Mesh): void;
  106049. /**
  106050. * Detaches the behavior from the mesh
  106051. */
  106052. detach(): void;
  106053. }
  106054. }
  106055. declare module BABYLON {
  106056. /**
  106057. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  106058. */
  106059. export class SixDofDragBehavior implements Behavior<Mesh> {
  106060. private static _virtualScene;
  106061. private _ownerNode;
  106062. private _sceneRenderObserver;
  106063. private _scene;
  106064. private _targetPosition;
  106065. private _virtualOriginMesh;
  106066. private _virtualDragMesh;
  106067. private _pointerObserver;
  106068. private _moving;
  106069. private _startingOrientation;
  106070. /**
  106071. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  106072. */
  106073. private zDragFactor;
  106074. /**
  106075. * If the object should rotate to face the drag origin
  106076. */
  106077. rotateDraggedObject: boolean;
  106078. /**
  106079. * If the behavior is currently in a dragging state
  106080. */
  106081. dragging: boolean;
  106082. /**
  106083. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  106084. */
  106085. dragDeltaRatio: number;
  106086. /**
  106087. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106088. */
  106089. currentDraggingPointerID: number;
  106090. /**
  106091. * If camera controls should be detached during the drag
  106092. */
  106093. detachCameraControls: boolean;
  106094. /**
  106095. * Fires each time a drag starts
  106096. */
  106097. onDragStartObservable: Observable<{}>;
  106098. /**
  106099. * Fires each time a drag ends (eg. mouse release after drag)
  106100. */
  106101. onDragEndObservable: Observable<{}>;
  106102. /**
  106103. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  106104. */
  106105. constructor();
  106106. /**
  106107. * The name of the behavior
  106108. */
  106109. readonly name: string;
  106110. /**
  106111. * Initializes the behavior
  106112. */
  106113. init(): void;
  106114. /**
  106115. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  106116. */
  106117. private readonly _pointerCamera;
  106118. /**
  106119. * Attaches the scale behavior the passed in mesh
  106120. * @param ownerNode The mesh that will be scaled around once attached
  106121. */
  106122. attach(ownerNode: Mesh): void;
  106123. /**
  106124. * Detaches the behavior from the mesh
  106125. */
  106126. detach(): void;
  106127. }
  106128. }
  106129. declare module BABYLON {
  106130. /**
  106131. * Class used to apply inverse kinematics to bones
  106132. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  106133. */
  106134. export class BoneIKController {
  106135. private static _tmpVecs;
  106136. private static _tmpQuat;
  106137. private static _tmpMats;
  106138. /**
  106139. * Gets or sets the target mesh
  106140. */
  106141. targetMesh: AbstractMesh;
  106142. /** Gets or sets the mesh used as pole */
  106143. poleTargetMesh: AbstractMesh;
  106144. /**
  106145. * Gets or sets the bone used as pole
  106146. */
  106147. poleTargetBone: Nullable<Bone>;
  106148. /**
  106149. * Gets or sets the target position
  106150. */
  106151. targetPosition: Vector3;
  106152. /**
  106153. * Gets or sets the pole target position
  106154. */
  106155. poleTargetPosition: Vector3;
  106156. /**
  106157. * Gets or sets the pole target local offset
  106158. */
  106159. poleTargetLocalOffset: Vector3;
  106160. /**
  106161. * Gets or sets the pole angle
  106162. */
  106163. poleAngle: number;
  106164. /**
  106165. * Gets or sets the mesh associated with the controller
  106166. */
  106167. mesh: AbstractMesh;
  106168. /**
  106169. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  106170. */
  106171. slerpAmount: number;
  106172. private _bone1Quat;
  106173. private _bone1Mat;
  106174. private _bone2Ang;
  106175. private _bone1;
  106176. private _bone2;
  106177. private _bone1Length;
  106178. private _bone2Length;
  106179. private _maxAngle;
  106180. private _maxReach;
  106181. private _rightHandedSystem;
  106182. private _bendAxis;
  106183. private _slerping;
  106184. private _adjustRoll;
  106185. /**
  106186. * Gets or sets maximum allowed angle
  106187. */
  106188. maxAngle: number;
  106189. /**
  106190. * Creates a new BoneIKController
  106191. * @param mesh defines the mesh to control
  106192. * @param bone defines the bone to control
  106193. * @param options defines options to set up the controller
  106194. */
  106195. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  106196. targetMesh?: AbstractMesh;
  106197. poleTargetMesh?: AbstractMesh;
  106198. poleTargetBone?: Bone;
  106199. poleTargetLocalOffset?: Vector3;
  106200. poleAngle?: number;
  106201. bendAxis?: Vector3;
  106202. maxAngle?: number;
  106203. slerpAmount?: number;
  106204. });
  106205. private _setMaxAngle;
  106206. /**
  106207. * Force the controller to update the bones
  106208. */
  106209. update(): void;
  106210. }
  106211. }
  106212. declare module BABYLON {
  106213. /**
  106214. * Class used to make a bone look toward a point in space
  106215. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  106216. */
  106217. export class BoneLookController {
  106218. private static _tmpVecs;
  106219. private static _tmpQuat;
  106220. private static _tmpMats;
  106221. /**
  106222. * The target Vector3 that the bone will look at
  106223. */
  106224. target: Vector3;
  106225. /**
  106226. * The mesh that the bone is attached to
  106227. */
  106228. mesh: AbstractMesh;
  106229. /**
  106230. * The bone that will be looking to the target
  106231. */
  106232. bone: Bone;
  106233. /**
  106234. * The up axis of the coordinate system that is used when the bone is rotated
  106235. */
  106236. upAxis: Vector3;
  106237. /**
  106238. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106239. */
  106240. upAxisSpace: Space;
  106241. /**
  106242. * Used to make an adjustment to the yaw of the bone
  106243. */
  106244. adjustYaw: number;
  106245. /**
  106246. * Used to make an adjustment to the pitch of the bone
  106247. */
  106248. adjustPitch: number;
  106249. /**
  106250. * Used to make an adjustment to the roll of the bone
  106251. */
  106252. adjustRoll: number;
  106253. /**
  106254. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  106255. */
  106256. slerpAmount: number;
  106257. private _minYaw;
  106258. private _maxYaw;
  106259. private _minPitch;
  106260. private _maxPitch;
  106261. private _minYawSin;
  106262. private _minYawCos;
  106263. private _maxYawSin;
  106264. private _maxYawCos;
  106265. private _midYawConstraint;
  106266. private _minPitchTan;
  106267. private _maxPitchTan;
  106268. private _boneQuat;
  106269. private _slerping;
  106270. private _transformYawPitch;
  106271. private _transformYawPitchInv;
  106272. private _firstFrameSkipped;
  106273. private _yawRange;
  106274. private _fowardAxis;
  106275. /**
  106276. * Gets or sets the minimum yaw angle that the bone can look to
  106277. */
  106278. minYaw: number;
  106279. /**
  106280. * Gets or sets the maximum yaw angle that the bone can look to
  106281. */
  106282. maxYaw: number;
  106283. /**
  106284. * Gets or sets the minimum pitch angle that the bone can look to
  106285. */
  106286. minPitch: number;
  106287. /**
  106288. * Gets or sets the maximum pitch angle that the bone can look to
  106289. */
  106290. maxPitch: number;
  106291. /**
  106292. * Create a BoneLookController
  106293. * @param mesh the mesh that the bone belongs to
  106294. * @param bone the bone that will be looking to the target
  106295. * @param target the target Vector3 to look at
  106296. * @param options optional settings:
  106297. * * maxYaw: the maximum angle the bone will yaw to
  106298. * * minYaw: the minimum angle the bone will yaw to
  106299. * * maxPitch: the maximum angle the bone will pitch to
  106300. * * minPitch: the minimum angle the bone will yaw to
  106301. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106302. * * upAxis: the up axis of the coordinate system
  106303. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106304. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106305. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106306. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106307. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106308. * * adjustRoll: used to make an adjustment to the roll of the bone
  106309. **/
  106310. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106311. maxYaw?: number;
  106312. minYaw?: number;
  106313. maxPitch?: number;
  106314. minPitch?: number;
  106315. slerpAmount?: number;
  106316. upAxis?: Vector3;
  106317. upAxisSpace?: Space;
  106318. yawAxis?: Vector3;
  106319. pitchAxis?: Vector3;
  106320. adjustYaw?: number;
  106321. adjustPitch?: number;
  106322. adjustRoll?: number;
  106323. });
  106324. /**
  106325. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106326. */
  106327. update(): void;
  106328. private _getAngleDiff;
  106329. private _getAngleBetween;
  106330. private _isAngleBetween;
  106331. }
  106332. }
  106333. declare module BABYLON {
  106334. /**
  106335. * Manage the gamepad inputs to control an arc rotate camera.
  106336. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106337. */
  106338. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106339. /**
  106340. * Defines the camera the input is attached to.
  106341. */
  106342. camera: ArcRotateCamera;
  106343. /**
  106344. * Defines the gamepad the input is gathering event from.
  106345. */
  106346. gamepad: Nullable<Gamepad>;
  106347. /**
  106348. * Defines the gamepad rotation sensiblity.
  106349. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106350. */
  106351. gamepadRotationSensibility: number;
  106352. /**
  106353. * Defines the gamepad move sensiblity.
  106354. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106355. */
  106356. gamepadMoveSensibility: number;
  106357. private _yAxisScale;
  106358. /**
  106359. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106360. */
  106361. invertYAxis: boolean;
  106362. private _onGamepadConnectedObserver;
  106363. private _onGamepadDisconnectedObserver;
  106364. /**
  106365. * Attach the input controls to a specific dom element to get the input from.
  106366. * @param element Defines the element the controls should be listened from
  106367. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106368. */
  106369. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106370. /**
  106371. * Detach the current controls from the specified dom element.
  106372. * @param element Defines the element to stop listening the inputs from
  106373. */
  106374. detachControl(element: Nullable<HTMLElement>): void;
  106375. /**
  106376. * Update the current camera state depending on the inputs that have been used this frame.
  106377. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106378. */
  106379. checkInputs(): void;
  106380. /**
  106381. * Gets the class name of the current intput.
  106382. * @returns the class name
  106383. */
  106384. getClassName(): string;
  106385. /**
  106386. * Get the friendly name associated with the input class.
  106387. * @returns the input friendly name
  106388. */
  106389. getSimpleName(): string;
  106390. }
  106391. }
  106392. declare module BABYLON {
  106393. interface ArcRotateCameraInputsManager {
  106394. /**
  106395. * Add orientation input support to the input manager.
  106396. * @returns the current input manager
  106397. */
  106398. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106399. }
  106400. /**
  106401. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106402. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106403. */
  106404. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106405. /**
  106406. * Defines the camera the input is attached to.
  106407. */
  106408. camera: ArcRotateCamera;
  106409. /**
  106410. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106411. */
  106412. alphaCorrection: number;
  106413. /**
  106414. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106415. */
  106416. gammaCorrection: number;
  106417. private _alpha;
  106418. private _gamma;
  106419. private _dirty;
  106420. private _deviceOrientationHandler;
  106421. /**
  106422. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106423. */
  106424. constructor();
  106425. /**
  106426. * Attach the input controls to a specific dom element to get the input from.
  106427. * @param element Defines the element the controls should be listened from
  106428. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106429. */
  106430. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106431. /** @hidden */
  106432. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106433. /**
  106434. * Update the current camera state depending on the inputs that have been used this frame.
  106435. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106436. */
  106437. checkInputs(): void;
  106438. /**
  106439. * Detach the current controls from the specified dom element.
  106440. * @param element Defines the element to stop listening the inputs from
  106441. */
  106442. detachControl(element: Nullable<HTMLElement>): void;
  106443. /**
  106444. * Gets the class name of the current intput.
  106445. * @returns the class name
  106446. */
  106447. getClassName(): string;
  106448. /**
  106449. * Get the friendly name associated with the input class.
  106450. * @returns the input friendly name
  106451. */
  106452. getSimpleName(): string;
  106453. }
  106454. }
  106455. declare module BABYLON {
  106456. /**
  106457. * Listen to mouse events to control the camera.
  106458. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106459. */
  106460. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106461. /**
  106462. * Defines the camera the input is attached to.
  106463. */
  106464. camera: FlyCamera;
  106465. /**
  106466. * Defines if touch is enabled. (Default is true.)
  106467. */
  106468. touchEnabled: boolean;
  106469. /**
  106470. * Defines the buttons associated with the input to handle camera rotation.
  106471. */
  106472. buttons: number[];
  106473. /**
  106474. * Assign buttons for Yaw control.
  106475. */
  106476. buttonsYaw: number[];
  106477. /**
  106478. * Assign buttons for Pitch control.
  106479. */
  106480. buttonsPitch: number[];
  106481. /**
  106482. * Assign buttons for Roll control.
  106483. */
  106484. buttonsRoll: number[];
  106485. /**
  106486. * Detect if any button is being pressed while mouse is moved.
  106487. * -1 = Mouse locked.
  106488. * 0 = Left button.
  106489. * 1 = Middle Button.
  106490. * 2 = Right Button.
  106491. */
  106492. activeButton: number;
  106493. /**
  106494. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106495. * Higher values reduce its sensitivity.
  106496. */
  106497. angularSensibility: number;
  106498. private _mousemoveCallback;
  106499. private _observer;
  106500. private _rollObserver;
  106501. private previousPosition;
  106502. private noPreventDefault;
  106503. private element;
  106504. /**
  106505. * Listen to mouse events to control the camera.
  106506. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106507. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106508. */
  106509. constructor(touchEnabled?: boolean);
  106510. /**
  106511. * Attach the mouse control to the HTML DOM element.
  106512. * @param element Defines the element that listens to the input events.
  106513. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106514. */
  106515. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106516. /**
  106517. * Detach the current controls from the specified dom element.
  106518. * @param element Defines the element to stop listening the inputs from
  106519. */
  106520. detachControl(element: Nullable<HTMLElement>): void;
  106521. /**
  106522. * Gets the class name of the current input.
  106523. * @returns the class name.
  106524. */
  106525. getClassName(): string;
  106526. /**
  106527. * Get the friendly name associated with the input class.
  106528. * @returns the input's friendly name.
  106529. */
  106530. getSimpleName(): string;
  106531. private _pointerInput;
  106532. private _onMouseMove;
  106533. /**
  106534. * Rotate camera by mouse offset.
  106535. */
  106536. private rotateCamera;
  106537. }
  106538. }
  106539. declare module BABYLON {
  106540. /**
  106541. * Default Inputs manager for the FlyCamera.
  106542. * It groups all the default supported inputs for ease of use.
  106543. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106544. */
  106545. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106546. /**
  106547. * Instantiates a new FlyCameraInputsManager.
  106548. * @param camera Defines the camera the inputs belong to.
  106549. */
  106550. constructor(camera: FlyCamera);
  106551. /**
  106552. * Add keyboard input support to the input manager.
  106553. * @returns the new FlyCameraKeyboardMoveInput().
  106554. */
  106555. addKeyboard(): FlyCameraInputsManager;
  106556. /**
  106557. * Add mouse input support to the input manager.
  106558. * @param touchEnabled Enable touch screen support.
  106559. * @returns the new FlyCameraMouseInput().
  106560. */
  106561. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106562. }
  106563. }
  106564. declare module BABYLON {
  106565. /**
  106566. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106567. * such as in a 3D Space Shooter or a Flight Simulator.
  106568. */
  106569. export class FlyCamera extends TargetCamera {
  106570. /**
  106571. * Define the collision ellipsoid of the camera.
  106572. * This is helpful for simulating a camera body, like a player's body.
  106573. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106574. */
  106575. ellipsoid: Vector3;
  106576. /**
  106577. * Define an offset for the position of the ellipsoid around the camera.
  106578. * This can be helpful if the camera is attached away from the player's body center,
  106579. * such as at its head.
  106580. */
  106581. ellipsoidOffset: Vector3;
  106582. /**
  106583. * Enable or disable collisions of the camera with the rest of the scene objects.
  106584. */
  106585. checkCollisions: boolean;
  106586. /**
  106587. * Enable or disable gravity on the camera.
  106588. */
  106589. applyGravity: boolean;
  106590. /**
  106591. * Define the current direction the camera is moving to.
  106592. */
  106593. cameraDirection: Vector3;
  106594. /**
  106595. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106596. * This overrides and empties cameraRotation.
  106597. */
  106598. rotationQuaternion: Quaternion;
  106599. /**
  106600. * Track Roll to maintain the wanted Rolling when looking around.
  106601. */
  106602. _trackRoll: number;
  106603. /**
  106604. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106605. */
  106606. rollCorrect: number;
  106607. /**
  106608. * Mimic a banked turn, Rolling the camera when Yawing.
  106609. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106610. */
  106611. bankedTurn: boolean;
  106612. /**
  106613. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106614. */
  106615. bankedTurnLimit: number;
  106616. /**
  106617. * Value of 0 disables the banked Roll.
  106618. * Value of 1 is equal to the Yaw angle in radians.
  106619. */
  106620. bankedTurnMultiplier: number;
  106621. /**
  106622. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106623. */
  106624. inputs: FlyCameraInputsManager;
  106625. /**
  106626. * Gets the input sensibility for mouse input.
  106627. * Higher values reduce sensitivity.
  106628. */
  106629. /**
  106630. * Sets the input sensibility for a mouse input.
  106631. * Higher values reduce sensitivity.
  106632. */
  106633. angularSensibility: number;
  106634. /**
  106635. * Get the keys for camera movement forward.
  106636. */
  106637. /**
  106638. * Set the keys for camera movement forward.
  106639. */
  106640. keysForward: number[];
  106641. /**
  106642. * Get the keys for camera movement backward.
  106643. */
  106644. keysBackward: number[];
  106645. /**
  106646. * Get the keys for camera movement up.
  106647. */
  106648. /**
  106649. * Set the keys for camera movement up.
  106650. */
  106651. keysUp: number[];
  106652. /**
  106653. * Get the keys for camera movement down.
  106654. */
  106655. /**
  106656. * Set the keys for camera movement down.
  106657. */
  106658. keysDown: number[];
  106659. /**
  106660. * Get the keys for camera movement left.
  106661. */
  106662. /**
  106663. * Set the keys for camera movement left.
  106664. */
  106665. keysLeft: number[];
  106666. /**
  106667. * Set the keys for camera movement right.
  106668. */
  106669. /**
  106670. * Set the keys for camera movement right.
  106671. */
  106672. keysRight: number[];
  106673. /**
  106674. * Event raised when the camera collides with a mesh in the scene.
  106675. */
  106676. onCollide: (collidedMesh: AbstractMesh) => void;
  106677. private _collider;
  106678. private _needMoveForGravity;
  106679. private _oldPosition;
  106680. private _diffPosition;
  106681. private _newPosition;
  106682. /** @hidden */
  106683. _localDirection: Vector3;
  106684. /** @hidden */
  106685. _transformedDirection: Vector3;
  106686. /**
  106687. * Instantiates a FlyCamera.
  106688. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106689. * such as in a 3D Space Shooter or a Flight Simulator.
  106690. * @param name Define the name of the camera in the scene.
  106691. * @param position Define the starting position of the camera in the scene.
  106692. * @param scene Define the scene the camera belongs to.
  106693. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106694. */
  106695. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106696. /**
  106697. * Attach a control to the HTML DOM element.
  106698. * @param element Defines the element that listens to the input events.
  106699. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106700. */
  106701. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106702. /**
  106703. * Detach a control from the HTML DOM element.
  106704. * The camera will stop reacting to that input.
  106705. * @param element Defines the element that listens to the input events.
  106706. */
  106707. detachControl(element: HTMLElement): void;
  106708. private _collisionMask;
  106709. /**
  106710. * Get the mask that the camera ignores in collision events.
  106711. */
  106712. /**
  106713. * Set the mask that the camera ignores in collision events.
  106714. */
  106715. collisionMask: number;
  106716. /** @hidden */
  106717. _collideWithWorld(displacement: Vector3): void;
  106718. /** @hidden */
  106719. private _onCollisionPositionChange;
  106720. /** @hidden */
  106721. _checkInputs(): void;
  106722. /** @hidden */
  106723. _decideIfNeedsToMove(): boolean;
  106724. /** @hidden */
  106725. _updatePosition(): void;
  106726. /**
  106727. * Restore the Roll to its target value at the rate specified.
  106728. * @param rate - Higher means slower restoring.
  106729. * @hidden
  106730. */
  106731. restoreRoll(rate: number): void;
  106732. /**
  106733. * Destroy the camera and release the current resources held by it.
  106734. */
  106735. dispose(): void;
  106736. /**
  106737. * Get the current object class name.
  106738. * @returns the class name.
  106739. */
  106740. getClassName(): string;
  106741. }
  106742. }
  106743. declare module BABYLON {
  106744. /**
  106745. * Listen to keyboard events to control the camera.
  106746. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106747. */
  106748. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106749. /**
  106750. * Defines the camera the input is attached to.
  106751. */
  106752. camera: FlyCamera;
  106753. /**
  106754. * The list of keyboard keys used to control the forward move of the camera.
  106755. */
  106756. keysForward: number[];
  106757. /**
  106758. * The list of keyboard keys used to control the backward move of the camera.
  106759. */
  106760. keysBackward: number[];
  106761. /**
  106762. * The list of keyboard keys used to control the forward move of the camera.
  106763. */
  106764. keysUp: number[];
  106765. /**
  106766. * The list of keyboard keys used to control the backward move of the camera.
  106767. */
  106768. keysDown: number[];
  106769. /**
  106770. * The list of keyboard keys used to control the right strafe move of the camera.
  106771. */
  106772. keysRight: number[];
  106773. /**
  106774. * The list of keyboard keys used to control the left strafe move of the camera.
  106775. */
  106776. keysLeft: number[];
  106777. private _keys;
  106778. private _onCanvasBlurObserver;
  106779. private _onKeyboardObserver;
  106780. private _engine;
  106781. private _scene;
  106782. /**
  106783. * Attach the input controls to a specific dom element to get the input from.
  106784. * @param element Defines the element the controls should be listened from
  106785. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106786. */
  106787. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106788. /**
  106789. * Detach the current controls from the specified dom element.
  106790. * @param element Defines the element to stop listening the inputs from
  106791. */
  106792. detachControl(element: Nullable<HTMLElement>): void;
  106793. /**
  106794. * Gets the class name of the current intput.
  106795. * @returns the class name
  106796. */
  106797. getClassName(): string;
  106798. /** @hidden */
  106799. _onLostFocus(e: FocusEvent): void;
  106800. /**
  106801. * Get the friendly name associated with the input class.
  106802. * @returns the input friendly name
  106803. */
  106804. getSimpleName(): string;
  106805. /**
  106806. * Update the current camera state depending on the inputs that have been used this frame.
  106807. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106808. */
  106809. checkInputs(): void;
  106810. }
  106811. }
  106812. declare module BABYLON {
  106813. /**
  106814. * Manage the mouse wheel inputs to control a follow camera.
  106815. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106816. */
  106817. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106818. /**
  106819. * Defines the camera the input is attached to.
  106820. */
  106821. camera: FollowCamera;
  106822. /**
  106823. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106824. */
  106825. axisControlRadius: boolean;
  106826. /**
  106827. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106828. */
  106829. axisControlHeight: boolean;
  106830. /**
  106831. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106832. */
  106833. axisControlRotation: boolean;
  106834. /**
  106835. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106836. * relation to mouseWheel events.
  106837. */
  106838. wheelPrecision: number;
  106839. /**
  106840. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106841. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106842. */
  106843. wheelDeltaPercentage: number;
  106844. private _wheel;
  106845. private _observer;
  106846. /**
  106847. * Attach the input controls to a specific dom element to get the input from.
  106848. * @param element Defines the element the controls should be listened from
  106849. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106850. */
  106851. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106852. /**
  106853. * Detach the current controls from the specified dom element.
  106854. * @param element Defines the element to stop listening the inputs from
  106855. */
  106856. detachControl(element: Nullable<HTMLElement>): void;
  106857. /**
  106858. * Gets the class name of the current intput.
  106859. * @returns the class name
  106860. */
  106861. getClassName(): string;
  106862. /**
  106863. * Get the friendly name associated with the input class.
  106864. * @returns the input friendly name
  106865. */
  106866. getSimpleName(): string;
  106867. }
  106868. }
  106869. declare module BABYLON {
  106870. /**
  106871. * Manage the pointers inputs to control an follow camera.
  106872. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106873. */
  106874. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106875. /**
  106876. * Defines the camera the input is attached to.
  106877. */
  106878. camera: FollowCamera;
  106879. /**
  106880. * Gets the class name of the current input.
  106881. * @returns the class name
  106882. */
  106883. getClassName(): string;
  106884. /**
  106885. * Defines the pointer angular sensibility along the X axis or how fast is
  106886. * the camera rotating.
  106887. * A negative number will reverse the axis direction.
  106888. */
  106889. angularSensibilityX: number;
  106890. /**
  106891. * Defines the pointer angular sensibility along the Y axis or how fast is
  106892. * the camera rotating.
  106893. * A negative number will reverse the axis direction.
  106894. */
  106895. angularSensibilityY: number;
  106896. /**
  106897. * Defines the pointer pinch precision or how fast is the camera zooming.
  106898. * A negative number will reverse the axis direction.
  106899. */
  106900. pinchPrecision: number;
  106901. /**
  106902. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106903. * from 0.
  106904. * It defines the percentage of current camera.radius to use as delta when
  106905. * pinch zoom is used.
  106906. */
  106907. pinchDeltaPercentage: number;
  106908. /**
  106909. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106910. */
  106911. axisXControlRadius: boolean;
  106912. /**
  106913. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106914. */
  106915. axisXControlHeight: boolean;
  106916. /**
  106917. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106918. */
  106919. axisXControlRotation: boolean;
  106920. /**
  106921. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106922. */
  106923. axisYControlRadius: boolean;
  106924. /**
  106925. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106926. */
  106927. axisYControlHeight: boolean;
  106928. /**
  106929. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106930. */
  106931. axisYControlRotation: boolean;
  106932. /**
  106933. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106934. */
  106935. axisPinchControlRadius: boolean;
  106936. /**
  106937. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106938. */
  106939. axisPinchControlHeight: boolean;
  106940. /**
  106941. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106942. */
  106943. axisPinchControlRotation: boolean;
  106944. /**
  106945. * Log error messages if basic misconfiguration has occurred.
  106946. */
  106947. warningEnable: boolean;
  106948. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106949. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106950. private _warningCounter;
  106951. private _warning;
  106952. }
  106953. }
  106954. declare module BABYLON {
  106955. /**
  106956. * Default Inputs manager for the FollowCamera.
  106957. * It groups all the default supported inputs for ease of use.
  106958. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106959. */
  106960. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106961. /**
  106962. * Instantiates a new FollowCameraInputsManager.
  106963. * @param camera Defines the camera the inputs belong to
  106964. */
  106965. constructor(camera: FollowCamera);
  106966. /**
  106967. * Add keyboard input support to the input manager.
  106968. * @returns the current input manager
  106969. */
  106970. addKeyboard(): FollowCameraInputsManager;
  106971. /**
  106972. * Add mouse wheel input support to the input manager.
  106973. * @returns the current input manager
  106974. */
  106975. addMouseWheel(): FollowCameraInputsManager;
  106976. /**
  106977. * Add pointers input support to the input manager.
  106978. * @returns the current input manager
  106979. */
  106980. addPointers(): FollowCameraInputsManager;
  106981. /**
  106982. * Add orientation input support to the input manager.
  106983. * @returns the current input manager
  106984. */
  106985. addVRDeviceOrientation(): FollowCameraInputsManager;
  106986. }
  106987. }
  106988. declare module BABYLON {
  106989. /**
  106990. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106991. * an arc rotate version arcFollowCamera are available.
  106992. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106993. */
  106994. export class FollowCamera extends TargetCamera {
  106995. /**
  106996. * Distance the follow camera should follow an object at
  106997. */
  106998. radius: number;
  106999. /**
  107000. * Minimum allowed distance of the camera to the axis of rotation
  107001. * (The camera can not get closer).
  107002. * This can help limiting how the Camera is able to move in the scene.
  107003. */
  107004. lowerRadiusLimit: Nullable<number>;
  107005. /**
  107006. * Maximum allowed distance of the camera to the axis of rotation
  107007. * (The camera can not get further).
  107008. * This can help limiting how the Camera is able to move in the scene.
  107009. */
  107010. upperRadiusLimit: Nullable<number>;
  107011. /**
  107012. * Define a rotation offset between the camera and the object it follows
  107013. */
  107014. rotationOffset: number;
  107015. /**
  107016. * Minimum allowed angle to camera position relative to target object.
  107017. * This can help limiting how the Camera is able to move in the scene.
  107018. */
  107019. lowerRotationOffsetLimit: Nullable<number>;
  107020. /**
  107021. * Maximum allowed angle to camera position relative to target object.
  107022. * This can help limiting how the Camera is able to move in the scene.
  107023. */
  107024. upperRotationOffsetLimit: Nullable<number>;
  107025. /**
  107026. * Define a height offset between the camera and the object it follows.
  107027. * It can help following an object from the top (like a car chaing a plane)
  107028. */
  107029. heightOffset: number;
  107030. /**
  107031. * Minimum allowed height of camera position relative to target object.
  107032. * This can help limiting how the Camera is able to move in the scene.
  107033. */
  107034. lowerHeightOffsetLimit: Nullable<number>;
  107035. /**
  107036. * Maximum allowed height of camera position relative to target object.
  107037. * This can help limiting how the Camera is able to move in the scene.
  107038. */
  107039. upperHeightOffsetLimit: Nullable<number>;
  107040. /**
  107041. * Define how fast the camera can accelerate to follow it s target.
  107042. */
  107043. cameraAcceleration: number;
  107044. /**
  107045. * Define the speed limit of the camera following an object.
  107046. */
  107047. maxCameraSpeed: number;
  107048. /**
  107049. * Define the target of the camera.
  107050. */
  107051. lockedTarget: Nullable<AbstractMesh>;
  107052. /**
  107053. * Defines the input associated with the camera.
  107054. */
  107055. inputs: FollowCameraInputsManager;
  107056. /**
  107057. * Instantiates the follow camera.
  107058. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107059. * @param name Define the name of the camera in the scene
  107060. * @param position Define the position of the camera
  107061. * @param scene Define the scene the camera belong to
  107062. * @param lockedTarget Define the target of the camera
  107063. */
  107064. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  107065. private _follow;
  107066. /**
  107067. * Attached controls to the current camera.
  107068. * @param element Defines the element the controls should be listened from
  107069. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107070. */
  107071. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107072. /**
  107073. * Detach the current controls from the camera.
  107074. * The camera will stop reacting to inputs.
  107075. * @param element Defines the element to stop listening the inputs from
  107076. */
  107077. detachControl(element: HTMLElement): void;
  107078. /** @hidden */
  107079. _checkInputs(): void;
  107080. private _checkLimits;
  107081. /**
  107082. * Gets the camera class name.
  107083. * @returns the class name
  107084. */
  107085. getClassName(): string;
  107086. }
  107087. /**
  107088. * Arc Rotate version of the follow camera.
  107089. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  107090. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107091. */
  107092. export class ArcFollowCamera extends TargetCamera {
  107093. /** The longitudinal angle of the camera */
  107094. alpha: number;
  107095. /** The latitudinal angle of the camera */
  107096. beta: number;
  107097. /** The radius of the camera from its target */
  107098. radius: number;
  107099. /** Define the camera target (the messh it should follow) */
  107100. target: Nullable<AbstractMesh>;
  107101. private _cartesianCoordinates;
  107102. /**
  107103. * Instantiates a new ArcFollowCamera
  107104. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107105. * @param name Define the name of the camera
  107106. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  107107. * @param beta Define the rotation angle of the camera around the elevation axis
  107108. * @param radius Define the radius of the camera from its target point
  107109. * @param target Define the target of the camera
  107110. * @param scene Define the scene the camera belongs to
  107111. */
  107112. constructor(name: string,
  107113. /** The longitudinal angle of the camera */
  107114. alpha: number,
  107115. /** The latitudinal angle of the camera */
  107116. beta: number,
  107117. /** The radius of the camera from its target */
  107118. radius: number,
  107119. /** Define the camera target (the messh it should follow) */
  107120. target: Nullable<AbstractMesh>, scene: Scene);
  107121. private _follow;
  107122. /** @hidden */
  107123. _checkInputs(): void;
  107124. /**
  107125. * Returns the class name of the object.
  107126. * It is mostly used internally for serialization purposes.
  107127. */
  107128. getClassName(): string;
  107129. }
  107130. }
  107131. declare module BABYLON {
  107132. /**
  107133. * Manage the keyboard inputs to control the movement of a follow camera.
  107134. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107135. */
  107136. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  107137. /**
  107138. * Defines the camera the input is attached to.
  107139. */
  107140. camera: FollowCamera;
  107141. /**
  107142. * Defines the list of key codes associated with the up action (increase heightOffset)
  107143. */
  107144. keysHeightOffsetIncr: number[];
  107145. /**
  107146. * Defines the list of key codes associated with the down action (decrease heightOffset)
  107147. */
  107148. keysHeightOffsetDecr: number[];
  107149. /**
  107150. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  107151. */
  107152. keysHeightOffsetModifierAlt: boolean;
  107153. /**
  107154. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  107155. */
  107156. keysHeightOffsetModifierCtrl: boolean;
  107157. /**
  107158. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  107159. */
  107160. keysHeightOffsetModifierShift: boolean;
  107161. /**
  107162. * Defines the list of key codes associated with the left action (increase rotationOffset)
  107163. */
  107164. keysRotationOffsetIncr: number[];
  107165. /**
  107166. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  107167. */
  107168. keysRotationOffsetDecr: number[];
  107169. /**
  107170. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  107171. */
  107172. keysRotationOffsetModifierAlt: boolean;
  107173. /**
  107174. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  107175. */
  107176. keysRotationOffsetModifierCtrl: boolean;
  107177. /**
  107178. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  107179. */
  107180. keysRotationOffsetModifierShift: boolean;
  107181. /**
  107182. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  107183. */
  107184. keysRadiusIncr: number[];
  107185. /**
  107186. * Defines the list of key codes associated with the zoom-out action (increase radius)
  107187. */
  107188. keysRadiusDecr: number[];
  107189. /**
  107190. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  107191. */
  107192. keysRadiusModifierAlt: boolean;
  107193. /**
  107194. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  107195. */
  107196. keysRadiusModifierCtrl: boolean;
  107197. /**
  107198. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  107199. */
  107200. keysRadiusModifierShift: boolean;
  107201. /**
  107202. * Defines the rate of change of heightOffset.
  107203. */
  107204. heightSensibility: number;
  107205. /**
  107206. * Defines the rate of change of rotationOffset.
  107207. */
  107208. rotationSensibility: number;
  107209. /**
  107210. * Defines the rate of change of radius.
  107211. */
  107212. radiusSensibility: number;
  107213. private _keys;
  107214. private _ctrlPressed;
  107215. private _altPressed;
  107216. private _shiftPressed;
  107217. private _onCanvasBlurObserver;
  107218. private _onKeyboardObserver;
  107219. private _engine;
  107220. private _scene;
  107221. /**
  107222. * Attach the input controls to a specific dom element to get the input from.
  107223. * @param element Defines the element the controls should be listened from
  107224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107225. */
  107226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107227. /**
  107228. * Detach the current controls from the specified dom element.
  107229. * @param element Defines the element to stop listening the inputs from
  107230. */
  107231. detachControl(element: Nullable<HTMLElement>): void;
  107232. /**
  107233. * Update the current camera state depending on the inputs that have been used this frame.
  107234. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107235. */
  107236. checkInputs(): void;
  107237. /**
  107238. * Gets the class name of the current input.
  107239. * @returns the class name
  107240. */
  107241. getClassName(): string;
  107242. /**
  107243. * Get the friendly name associated with the input class.
  107244. * @returns the input friendly name
  107245. */
  107246. getSimpleName(): string;
  107247. /**
  107248. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107249. * allow modification of the heightOffset value.
  107250. */
  107251. private _modifierHeightOffset;
  107252. /**
  107253. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107254. * allow modification of the rotationOffset value.
  107255. */
  107256. private _modifierRotationOffset;
  107257. /**
  107258. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107259. * allow modification of the radius value.
  107260. */
  107261. private _modifierRadius;
  107262. }
  107263. }
  107264. declare module BABYLON {
  107265. interface FreeCameraInputsManager {
  107266. /**
  107267. * @hidden
  107268. */
  107269. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107270. /**
  107271. * Add orientation input support to the input manager.
  107272. * @returns the current input manager
  107273. */
  107274. addDeviceOrientation(): FreeCameraInputsManager;
  107275. }
  107276. /**
  107277. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107278. * Screen rotation is taken into account.
  107279. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107280. */
  107281. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107282. private _camera;
  107283. private _screenOrientationAngle;
  107284. private _constantTranform;
  107285. private _screenQuaternion;
  107286. private _alpha;
  107287. private _beta;
  107288. private _gamma;
  107289. /**
  107290. * Can be used to detect if a device orientation sensor is availible on a device
  107291. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107292. * @returns a promise that will resolve on orientation change
  107293. */
  107294. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107295. /**
  107296. * @hidden
  107297. */
  107298. _onDeviceOrientationChangedObservable: Observable<void>;
  107299. /**
  107300. * Instantiates a new input
  107301. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107302. */
  107303. constructor();
  107304. /**
  107305. * Define the camera controlled by the input.
  107306. */
  107307. camera: FreeCamera;
  107308. /**
  107309. * Attach the input controls to a specific dom element to get the input from.
  107310. * @param element Defines the element the controls should be listened from
  107311. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107312. */
  107313. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107314. private _orientationChanged;
  107315. private _deviceOrientation;
  107316. /**
  107317. * Detach the current controls from the specified dom element.
  107318. * @param element Defines the element to stop listening the inputs from
  107319. */
  107320. detachControl(element: Nullable<HTMLElement>): void;
  107321. /**
  107322. * Update the current camera state depending on the inputs that have been used this frame.
  107323. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107324. */
  107325. checkInputs(): void;
  107326. /**
  107327. * Gets the class name of the current intput.
  107328. * @returns the class name
  107329. */
  107330. getClassName(): string;
  107331. /**
  107332. * Get the friendly name associated with the input class.
  107333. * @returns the input friendly name
  107334. */
  107335. getSimpleName(): string;
  107336. }
  107337. }
  107338. declare module BABYLON {
  107339. /**
  107340. * Manage the gamepad inputs to control a free camera.
  107341. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107342. */
  107343. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107344. /**
  107345. * Define the camera the input is attached to.
  107346. */
  107347. camera: FreeCamera;
  107348. /**
  107349. * Define the Gamepad controlling the input
  107350. */
  107351. gamepad: Nullable<Gamepad>;
  107352. /**
  107353. * Defines the gamepad rotation sensiblity.
  107354. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107355. */
  107356. gamepadAngularSensibility: number;
  107357. /**
  107358. * Defines the gamepad move sensiblity.
  107359. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107360. */
  107361. gamepadMoveSensibility: number;
  107362. private _yAxisScale;
  107363. /**
  107364. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107365. */
  107366. invertYAxis: boolean;
  107367. private _onGamepadConnectedObserver;
  107368. private _onGamepadDisconnectedObserver;
  107369. private _cameraTransform;
  107370. private _deltaTransform;
  107371. private _vector3;
  107372. private _vector2;
  107373. /**
  107374. * Attach the input controls to a specific dom element to get the input from.
  107375. * @param element Defines the element the controls should be listened from
  107376. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107377. */
  107378. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107379. /**
  107380. * Detach the current controls from the specified dom element.
  107381. * @param element Defines the element to stop listening the inputs from
  107382. */
  107383. detachControl(element: Nullable<HTMLElement>): void;
  107384. /**
  107385. * Update the current camera state depending on the inputs that have been used this frame.
  107386. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107387. */
  107388. checkInputs(): void;
  107389. /**
  107390. * Gets the class name of the current intput.
  107391. * @returns the class name
  107392. */
  107393. getClassName(): string;
  107394. /**
  107395. * Get the friendly name associated with the input class.
  107396. * @returns the input friendly name
  107397. */
  107398. getSimpleName(): string;
  107399. }
  107400. }
  107401. declare module BABYLON {
  107402. /**
  107403. * Defines the potential axis of a Joystick
  107404. */
  107405. export enum JoystickAxis {
  107406. /** X axis */
  107407. X = 0,
  107408. /** Y axis */
  107409. Y = 1,
  107410. /** Z axis */
  107411. Z = 2
  107412. }
  107413. /**
  107414. * Class used to define virtual joystick (used in touch mode)
  107415. */
  107416. export class VirtualJoystick {
  107417. /**
  107418. * Gets or sets a boolean indicating that left and right values must be inverted
  107419. */
  107420. reverseLeftRight: boolean;
  107421. /**
  107422. * Gets or sets a boolean indicating that up and down values must be inverted
  107423. */
  107424. reverseUpDown: boolean;
  107425. /**
  107426. * Gets the offset value for the position (ie. the change of the position value)
  107427. */
  107428. deltaPosition: Vector3;
  107429. /**
  107430. * Gets a boolean indicating if the virtual joystick was pressed
  107431. */
  107432. pressed: boolean;
  107433. /**
  107434. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107435. */
  107436. static Canvas: Nullable<HTMLCanvasElement>;
  107437. private static _globalJoystickIndex;
  107438. private static vjCanvasContext;
  107439. private static vjCanvasWidth;
  107440. private static vjCanvasHeight;
  107441. private static halfWidth;
  107442. private _action;
  107443. private _axisTargetedByLeftAndRight;
  107444. private _axisTargetedByUpAndDown;
  107445. private _joystickSensibility;
  107446. private _inversedSensibility;
  107447. private _joystickPointerID;
  107448. private _joystickColor;
  107449. private _joystickPointerPos;
  107450. private _joystickPreviousPointerPos;
  107451. private _joystickPointerStartPos;
  107452. private _deltaJoystickVector;
  107453. private _leftJoystick;
  107454. private _touches;
  107455. private _onPointerDownHandlerRef;
  107456. private _onPointerMoveHandlerRef;
  107457. private _onPointerUpHandlerRef;
  107458. private _onResize;
  107459. /**
  107460. * Creates a new virtual joystick
  107461. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107462. */
  107463. constructor(leftJoystick?: boolean);
  107464. /**
  107465. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107466. * @param newJoystickSensibility defines the new sensibility
  107467. */
  107468. setJoystickSensibility(newJoystickSensibility: number): void;
  107469. private _onPointerDown;
  107470. private _onPointerMove;
  107471. private _onPointerUp;
  107472. /**
  107473. * Change the color of the virtual joystick
  107474. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107475. */
  107476. setJoystickColor(newColor: string): void;
  107477. /**
  107478. * Defines a callback to call when the joystick is touched
  107479. * @param action defines the callback
  107480. */
  107481. setActionOnTouch(action: () => any): void;
  107482. /**
  107483. * Defines which axis you'd like to control for left & right
  107484. * @param axis defines the axis to use
  107485. */
  107486. setAxisForLeftRight(axis: JoystickAxis): void;
  107487. /**
  107488. * Defines which axis you'd like to control for up & down
  107489. * @param axis defines the axis to use
  107490. */
  107491. setAxisForUpDown(axis: JoystickAxis): void;
  107492. private _drawVirtualJoystick;
  107493. /**
  107494. * Release internal HTML canvas
  107495. */
  107496. releaseCanvas(): void;
  107497. }
  107498. }
  107499. declare module BABYLON {
  107500. interface FreeCameraInputsManager {
  107501. /**
  107502. * Add virtual joystick input support to the input manager.
  107503. * @returns the current input manager
  107504. */
  107505. addVirtualJoystick(): FreeCameraInputsManager;
  107506. }
  107507. /**
  107508. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107509. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107510. */
  107511. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107512. /**
  107513. * Defines the camera the input is attached to.
  107514. */
  107515. camera: FreeCamera;
  107516. private _leftjoystick;
  107517. private _rightjoystick;
  107518. /**
  107519. * Gets the left stick of the virtual joystick.
  107520. * @returns The virtual Joystick
  107521. */
  107522. getLeftJoystick(): VirtualJoystick;
  107523. /**
  107524. * Gets the right stick of the virtual joystick.
  107525. * @returns The virtual Joystick
  107526. */
  107527. getRightJoystick(): VirtualJoystick;
  107528. /**
  107529. * Update the current camera state depending on the inputs that have been used this frame.
  107530. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107531. */
  107532. checkInputs(): void;
  107533. /**
  107534. * Attach the input controls to a specific dom element to get the input from.
  107535. * @param element Defines the element the controls should be listened from
  107536. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107537. */
  107538. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107539. /**
  107540. * Detach the current controls from the specified dom element.
  107541. * @param element Defines the element to stop listening the inputs from
  107542. */
  107543. detachControl(element: Nullable<HTMLElement>): void;
  107544. /**
  107545. * Gets the class name of the current intput.
  107546. * @returns the class name
  107547. */
  107548. getClassName(): string;
  107549. /**
  107550. * Get the friendly name associated with the input class.
  107551. * @returns the input friendly name
  107552. */
  107553. getSimpleName(): string;
  107554. }
  107555. }
  107556. declare module BABYLON {
  107557. /**
  107558. * This represents a FPS type of camera controlled by touch.
  107559. * This is like a universal camera minus the Gamepad controls.
  107560. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107561. */
  107562. export class TouchCamera extends FreeCamera {
  107563. /**
  107564. * Defines the touch sensibility for rotation.
  107565. * The higher the faster.
  107566. */
  107567. touchAngularSensibility: number;
  107568. /**
  107569. * Defines the touch sensibility for move.
  107570. * The higher the faster.
  107571. */
  107572. touchMoveSensibility: number;
  107573. /**
  107574. * Instantiates a new touch camera.
  107575. * This represents a FPS type of camera controlled by touch.
  107576. * This is like a universal camera minus the Gamepad controls.
  107577. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107578. * @param name Define the name of the camera in the scene
  107579. * @param position Define the start position of the camera in the scene
  107580. * @param scene Define the scene the camera belongs to
  107581. */
  107582. constructor(name: string, position: Vector3, scene: Scene);
  107583. /**
  107584. * Gets the current object class name.
  107585. * @return the class name
  107586. */
  107587. getClassName(): string;
  107588. /** @hidden */
  107589. _setupInputs(): void;
  107590. }
  107591. }
  107592. declare module BABYLON {
  107593. /**
  107594. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107595. * being tilted forward or back and left or right.
  107596. */
  107597. export class DeviceOrientationCamera extends FreeCamera {
  107598. private _initialQuaternion;
  107599. private _quaternionCache;
  107600. private _tmpDragQuaternion;
  107601. private _disablePointerInputWhenUsingDeviceOrientation;
  107602. /**
  107603. * Creates a new device orientation camera
  107604. * @param name The name of the camera
  107605. * @param position The start position camera
  107606. * @param scene The scene the camera belongs to
  107607. */
  107608. constructor(name: string, position: Vector3, scene: Scene);
  107609. /**
  107610. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107611. */
  107612. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107613. private _dragFactor;
  107614. /**
  107615. * Enabled turning on the y axis when the orientation sensor is active
  107616. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107617. */
  107618. enableHorizontalDragging(dragFactor?: number): void;
  107619. /**
  107620. * Gets the current instance class name ("DeviceOrientationCamera").
  107621. * This helps avoiding instanceof at run time.
  107622. * @returns the class name
  107623. */
  107624. getClassName(): string;
  107625. /**
  107626. * @hidden
  107627. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107628. */
  107629. _checkInputs(): void;
  107630. /**
  107631. * Reset the camera to its default orientation on the specified axis only.
  107632. * @param axis The axis to reset
  107633. */
  107634. resetToCurrentRotation(axis?: Axis): void;
  107635. }
  107636. }
  107637. declare module BABYLON {
  107638. /**
  107639. * Defines supported buttons for XBox360 compatible gamepads
  107640. */
  107641. export enum Xbox360Button {
  107642. /** A */
  107643. A = 0,
  107644. /** B */
  107645. B = 1,
  107646. /** X */
  107647. X = 2,
  107648. /** Y */
  107649. Y = 3,
  107650. /** Start */
  107651. Start = 4,
  107652. /** Back */
  107653. Back = 5,
  107654. /** Left button */
  107655. LB = 6,
  107656. /** Right button */
  107657. RB = 7,
  107658. /** Left stick */
  107659. LeftStick = 8,
  107660. /** Right stick */
  107661. RightStick = 9
  107662. }
  107663. /** Defines values for XBox360 DPad */
  107664. export enum Xbox360Dpad {
  107665. /** Up */
  107666. Up = 0,
  107667. /** Down */
  107668. Down = 1,
  107669. /** Left */
  107670. Left = 2,
  107671. /** Right */
  107672. Right = 3
  107673. }
  107674. /**
  107675. * Defines a XBox360 gamepad
  107676. */
  107677. export class Xbox360Pad extends Gamepad {
  107678. private _leftTrigger;
  107679. private _rightTrigger;
  107680. private _onlefttriggerchanged;
  107681. private _onrighttriggerchanged;
  107682. private _onbuttondown;
  107683. private _onbuttonup;
  107684. private _ondpaddown;
  107685. private _ondpadup;
  107686. /** Observable raised when a button is pressed */
  107687. onButtonDownObservable: Observable<Xbox360Button>;
  107688. /** Observable raised when a button is released */
  107689. onButtonUpObservable: Observable<Xbox360Button>;
  107690. /** Observable raised when a pad is pressed */
  107691. onPadDownObservable: Observable<Xbox360Dpad>;
  107692. /** Observable raised when a pad is released */
  107693. onPadUpObservable: Observable<Xbox360Dpad>;
  107694. private _buttonA;
  107695. private _buttonB;
  107696. private _buttonX;
  107697. private _buttonY;
  107698. private _buttonBack;
  107699. private _buttonStart;
  107700. private _buttonLB;
  107701. private _buttonRB;
  107702. private _buttonLeftStick;
  107703. private _buttonRightStick;
  107704. private _dPadUp;
  107705. private _dPadDown;
  107706. private _dPadLeft;
  107707. private _dPadRight;
  107708. private _isXboxOnePad;
  107709. /**
  107710. * Creates a new XBox360 gamepad object
  107711. * @param id defines the id of this gamepad
  107712. * @param index defines its index
  107713. * @param gamepad defines the internal HTML gamepad object
  107714. * @param xboxOne defines if it is a XBox One gamepad
  107715. */
  107716. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107717. /**
  107718. * Defines the callback to call when left trigger is pressed
  107719. * @param callback defines the callback to use
  107720. */
  107721. onlefttriggerchanged(callback: (value: number) => void): void;
  107722. /**
  107723. * Defines the callback to call when right trigger is pressed
  107724. * @param callback defines the callback to use
  107725. */
  107726. onrighttriggerchanged(callback: (value: number) => void): void;
  107727. /**
  107728. * Gets the left trigger value
  107729. */
  107730. /**
  107731. * Sets the left trigger value
  107732. */
  107733. leftTrigger: number;
  107734. /**
  107735. * Gets the right trigger value
  107736. */
  107737. /**
  107738. * Sets the right trigger value
  107739. */
  107740. rightTrigger: number;
  107741. /**
  107742. * Defines the callback to call when a button is pressed
  107743. * @param callback defines the callback to use
  107744. */
  107745. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107746. /**
  107747. * Defines the callback to call when a button is released
  107748. * @param callback defines the callback to use
  107749. */
  107750. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107751. /**
  107752. * Defines the callback to call when a pad is pressed
  107753. * @param callback defines the callback to use
  107754. */
  107755. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107756. /**
  107757. * Defines the callback to call when a pad is released
  107758. * @param callback defines the callback to use
  107759. */
  107760. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107761. private _setButtonValue;
  107762. private _setDPadValue;
  107763. /**
  107764. * Gets the value of the `A` button
  107765. */
  107766. /**
  107767. * Sets the value of the `A` button
  107768. */
  107769. buttonA: number;
  107770. /**
  107771. * Gets the value of the `B` button
  107772. */
  107773. /**
  107774. * Sets the value of the `B` button
  107775. */
  107776. buttonB: number;
  107777. /**
  107778. * Gets the value of the `X` button
  107779. */
  107780. /**
  107781. * Sets the value of the `X` button
  107782. */
  107783. buttonX: number;
  107784. /**
  107785. * Gets the value of the `Y` button
  107786. */
  107787. /**
  107788. * Sets the value of the `Y` button
  107789. */
  107790. buttonY: number;
  107791. /**
  107792. * Gets the value of the `Start` button
  107793. */
  107794. /**
  107795. * Sets the value of the `Start` button
  107796. */
  107797. buttonStart: number;
  107798. /**
  107799. * Gets the value of the `Back` button
  107800. */
  107801. /**
  107802. * Sets the value of the `Back` button
  107803. */
  107804. buttonBack: number;
  107805. /**
  107806. * Gets the value of the `Left` button
  107807. */
  107808. /**
  107809. * Sets the value of the `Left` button
  107810. */
  107811. buttonLB: number;
  107812. /**
  107813. * Gets the value of the `Right` button
  107814. */
  107815. /**
  107816. * Sets the value of the `Right` button
  107817. */
  107818. buttonRB: number;
  107819. /**
  107820. * Gets the value of the Left joystick
  107821. */
  107822. /**
  107823. * Sets the value of the Left joystick
  107824. */
  107825. buttonLeftStick: number;
  107826. /**
  107827. * Gets the value of the Right joystick
  107828. */
  107829. /**
  107830. * Sets the value of the Right joystick
  107831. */
  107832. buttonRightStick: number;
  107833. /**
  107834. * Gets the value of D-pad up
  107835. */
  107836. /**
  107837. * Sets the value of D-pad up
  107838. */
  107839. dPadUp: number;
  107840. /**
  107841. * Gets the value of D-pad down
  107842. */
  107843. /**
  107844. * Sets the value of D-pad down
  107845. */
  107846. dPadDown: number;
  107847. /**
  107848. * Gets the value of D-pad left
  107849. */
  107850. /**
  107851. * Sets the value of D-pad left
  107852. */
  107853. dPadLeft: number;
  107854. /**
  107855. * Gets the value of D-pad right
  107856. */
  107857. /**
  107858. * Sets the value of D-pad right
  107859. */
  107860. dPadRight: number;
  107861. /**
  107862. * Force the gamepad to synchronize with device values
  107863. */
  107864. update(): void;
  107865. /**
  107866. * Disposes the gamepad
  107867. */
  107868. dispose(): void;
  107869. }
  107870. }
  107871. declare module BABYLON {
  107872. /**
  107873. * Defines supported buttons for DualShock compatible gamepads
  107874. */
  107875. export enum DualShockButton {
  107876. /** Cross */
  107877. Cross = 0,
  107878. /** Circle */
  107879. Circle = 1,
  107880. /** Square */
  107881. Square = 2,
  107882. /** Triangle */
  107883. Triangle = 3,
  107884. /** Options */
  107885. Options = 4,
  107886. /** Share */
  107887. Share = 5,
  107888. /** L1 */
  107889. L1 = 6,
  107890. /** R1 */
  107891. R1 = 7,
  107892. /** Left stick */
  107893. LeftStick = 8,
  107894. /** Right stick */
  107895. RightStick = 9
  107896. }
  107897. /** Defines values for DualShock DPad */
  107898. export enum DualShockDpad {
  107899. /** Up */
  107900. Up = 0,
  107901. /** Down */
  107902. Down = 1,
  107903. /** Left */
  107904. Left = 2,
  107905. /** Right */
  107906. Right = 3
  107907. }
  107908. /**
  107909. * Defines a DualShock gamepad
  107910. */
  107911. export class DualShockPad extends Gamepad {
  107912. private _leftTrigger;
  107913. private _rightTrigger;
  107914. private _onlefttriggerchanged;
  107915. private _onrighttriggerchanged;
  107916. private _onbuttondown;
  107917. private _onbuttonup;
  107918. private _ondpaddown;
  107919. private _ondpadup;
  107920. /** Observable raised when a button is pressed */
  107921. onButtonDownObservable: Observable<DualShockButton>;
  107922. /** Observable raised when a button is released */
  107923. onButtonUpObservable: Observable<DualShockButton>;
  107924. /** Observable raised when a pad is pressed */
  107925. onPadDownObservable: Observable<DualShockDpad>;
  107926. /** Observable raised when a pad is released */
  107927. onPadUpObservable: Observable<DualShockDpad>;
  107928. private _buttonCross;
  107929. private _buttonCircle;
  107930. private _buttonSquare;
  107931. private _buttonTriangle;
  107932. private _buttonShare;
  107933. private _buttonOptions;
  107934. private _buttonL1;
  107935. private _buttonR1;
  107936. private _buttonLeftStick;
  107937. private _buttonRightStick;
  107938. private _dPadUp;
  107939. private _dPadDown;
  107940. private _dPadLeft;
  107941. private _dPadRight;
  107942. /**
  107943. * Creates a new DualShock gamepad object
  107944. * @param id defines the id of this gamepad
  107945. * @param index defines its index
  107946. * @param gamepad defines the internal HTML gamepad object
  107947. */
  107948. constructor(id: string, index: number, gamepad: any);
  107949. /**
  107950. * Defines the callback to call when left trigger is pressed
  107951. * @param callback defines the callback to use
  107952. */
  107953. onlefttriggerchanged(callback: (value: number) => void): void;
  107954. /**
  107955. * Defines the callback to call when right trigger is pressed
  107956. * @param callback defines the callback to use
  107957. */
  107958. onrighttriggerchanged(callback: (value: number) => void): void;
  107959. /**
  107960. * Gets the left trigger value
  107961. */
  107962. /**
  107963. * Sets the left trigger value
  107964. */
  107965. leftTrigger: number;
  107966. /**
  107967. * Gets the right trigger value
  107968. */
  107969. /**
  107970. * Sets the right trigger value
  107971. */
  107972. rightTrigger: number;
  107973. /**
  107974. * Defines the callback to call when a button is pressed
  107975. * @param callback defines the callback to use
  107976. */
  107977. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107978. /**
  107979. * Defines the callback to call when a button is released
  107980. * @param callback defines the callback to use
  107981. */
  107982. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107983. /**
  107984. * Defines the callback to call when a pad is pressed
  107985. * @param callback defines the callback to use
  107986. */
  107987. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107988. /**
  107989. * Defines the callback to call when a pad is released
  107990. * @param callback defines the callback to use
  107991. */
  107992. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107993. private _setButtonValue;
  107994. private _setDPadValue;
  107995. /**
  107996. * Gets the value of the `Cross` button
  107997. */
  107998. /**
  107999. * Sets the value of the `Cross` button
  108000. */
  108001. buttonCross: number;
  108002. /**
  108003. * Gets the value of the `Circle` button
  108004. */
  108005. /**
  108006. * Sets the value of the `Circle` button
  108007. */
  108008. buttonCircle: number;
  108009. /**
  108010. * Gets the value of the `Square` button
  108011. */
  108012. /**
  108013. * Sets the value of the `Square` button
  108014. */
  108015. buttonSquare: number;
  108016. /**
  108017. * Gets the value of the `Triangle` button
  108018. */
  108019. /**
  108020. * Sets the value of the `Triangle` button
  108021. */
  108022. buttonTriangle: number;
  108023. /**
  108024. * Gets the value of the `Options` button
  108025. */
  108026. /**
  108027. * Sets the value of the `Options` button
  108028. */
  108029. buttonOptions: number;
  108030. /**
  108031. * Gets the value of the `Share` button
  108032. */
  108033. /**
  108034. * Sets the value of the `Share` button
  108035. */
  108036. buttonShare: number;
  108037. /**
  108038. * Gets the value of the `L1` button
  108039. */
  108040. /**
  108041. * Sets the value of the `L1` button
  108042. */
  108043. buttonL1: number;
  108044. /**
  108045. * Gets the value of the `R1` button
  108046. */
  108047. /**
  108048. * Sets the value of the `R1` button
  108049. */
  108050. buttonR1: number;
  108051. /**
  108052. * Gets the value of the Left joystick
  108053. */
  108054. /**
  108055. * Sets the value of the Left joystick
  108056. */
  108057. buttonLeftStick: number;
  108058. /**
  108059. * Gets the value of the Right joystick
  108060. */
  108061. /**
  108062. * Sets the value of the Right joystick
  108063. */
  108064. buttonRightStick: number;
  108065. /**
  108066. * Gets the value of D-pad up
  108067. */
  108068. /**
  108069. * Sets the value of D-pad up
  108070. */
  108071. dPadUp: number;
  108072. /**
  108073. * Gets the value of D-pad down
  108074. */
  108075. /**
  108076. * Sets the value of D-pad down
  108077. */
  108078. dPadDown: number;
  108079. /**
  108080. * Gets the value of D-pad left
  108081. */
  108082. /**
  108083. * Sets the value of D-pad left
  108084. */
  108085. dPadLeft: number;
  108086. /**
  108087. * Gets the value of D-pad right
  108088. */
  108089. /**
  108090. * Sets the value of D-pad right
  108091. */
  108092. dPadRight: number;
  108093. /**
  108094. * Force the gamepad to synchronize with device values
  108095. */
  108096. update(): void;
  108097. /**
  108098. * Disposes the gamepad
  108099. */
  108100. dispose(): void;
  108101. }
  108102. }
  108103. declare module BABYLON {
  108104. /**
  108105. * Manager for handling gamepads
  108106. */
  108107. export class GamepadManager {
  108108. private _scene?;
  108109. private _babylonGamepads;
  108110. private _oneGamepadConnected;
  108111. /** @hidden */
  108112. _isMonitoring: boolean;
  108113. private _gamepadEventSupported;
  108114. private _gamepadSupport;
  108115. /**
  108116. * observable to be triggered when the gamepad controller has been connected
  108117. */
  108118. onGamepadConnectedObservable: Observable<Gamepad>;
  108119. /**
  108120. * observable to be triggered when the gamepad controller has been disconnected
  108121. */
  108122. onGamepadDisconnectedObservable: Observable<Gamepad>;
  108123. private _onGamepadConnectedEvent;
  108124. private _onGamepadDisconnectedEvent;
  108125. /**
  108126. * Initializes the gamepad manager
  108127. * @param _scene BabylonJS scene
  108128. */
  108129. constructor(_scene?: Scene | undefined);
  108130. /**
  108131. * The gamepads in the game pad manager
  108132. */
  108133. readonly gamepads: Gamepad[];
  108134. /**
  108135. * Get the gamepad controllers based on type
  108136. * @param type The type of gamepad controller
  108137. * @returns Nullable gamepad
  108138. */
  108139. getGamepadByType(type?: number): Nullable<Gamepad>;
  108140. /**
  108141. * Disposes the gamepad manager
  108142. */
  108143. dispose(): void;
  108144. private _addNewGamepad;
  108145. private _startMonitoringGamepads;
  108146. private _stopMonitoringGamepads;
  108147. /** @hidden */
  108148. _checkGamepadsStatus(): void;
  108149. private _updateGamepadObjects;
  108150. }
  108151. }
  108152. declare module BABYLON {
  108153. interface Scene {
  108154. /** @hidden */
  108155. _gamepadManager: Nullable<GamepadManager>;
  108156. /**
  108157. * Gets the gamepad manager associated with the scene
  108158. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  108159. */
  108160. gamepadManager: GamepadManager;
  108161. }
  108162. /**
  108163. * Interface representing a free camera inputs manager
  108164. */
  108165. interface FreeCameraInputsManager {
  108166. /**
  108167. * Adds gamepad input support to the FreeCameraInputsManager.
  108168. * @returns the FreeCameraInputsManager
  108169. */
  108170. addGamepad(): FreeCameraInputsManager;
  108171. }
  108172. /**
  108173. * Interface representing an arc rotate camera inputs manager
  108174. */
  108175. interface ArcRotateCameraInputsManager {
  108176. /**
  108177. * Adds gamepad input support to the ArcRotateCamera InputManager.
  108178. * @returns the camera inputs manager
  108179. */
  108180. addGamepad(): ArcRotateCameraInputsManager;
  108181. }
  108182. /**
  108183. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  108184. */
  108185. export class GamepadSystemSceneComponent implements ISceneComponent {
  108186. /**
  108187. * The component name helpfull to identify the component in the list of scene components.
  108188. */
  108189. readonly name: string;
  108190. /**
  108191. * The scene the component belongs to.
  108192. */
  108193. scene: Scene;
  108194. /**
  108195. * Creates a new instance of the component for the given scene
  108196. * @param scene Defines the scene to register the component in
  108197. */
  108198. constructor(scene: Scene);
  108199. /**
  108200. * Registers the component in a given scene
  108201. */
  108202. register(): void;
  108203. /**
  108204. * Rebuilds the elements related to this component in case of
  108205. * context lost for instance.
  108206. */
  108207. rebuild(): void;
  108208. /**
  108209. * Disposes the component and the associated ressources
  108210. */
  108211. dispose(): void;
  108212. private _beforeCameraUpdate;
  108213. }
  108214. }
  108215. declare module BABYLON {
  108216. /**
  108217. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  108218. * which still works and will still be found in many Playgrounds.
  108219. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108220. */
  108221. export class UniversalCamera extends TouchCamera {
  108222. /**
  108223. * Defines the gamepad rotation sensiblity.
  108224. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108225. */
  108226. gamepadAngularSensibility: number;
  108227. /**
  108228. * Defines the gamepad move sensiblity.
  108229. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108230. */
  108231. gamepadMoveSensibility: number;
  108232. /**
  108233. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  108234. * which still works and will still be found in many Playgrounds.
  108235. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108236. * @param name Define the name of the camera in the scene
  108237. * @param position Define the start position of the camera in the scene
  108238. * @param scene Define the scene the camera belongs to
  108239. */
  108240. constructor(name: string, position: Vector3, scene: Scene);
  108241. /**
  108242. * Gets the current object class name.
  108243. * @return the class name
  108244. */
  108245. getClassName(): string;
  108246. }
  108247. }
  108248. declare module BABYLON {
  108249. /**
  108250. * This represents a FPS type of camera. This is only here for back compat purpose.
  108251. * Please use the UniversalCamera instead as both are identical.
  108252. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108253. */
  108254. export class GamepadCamera extends UniversalCamera {
  108255. /**
  108256. * Instantiates a new Gamepad Camera
  108257. * This represents a FPS type of camera. This is only here for back compat purpose.
  108258. * Please use the UniversalCamera instead as both are identical.
  108259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108260. * @param name Define the name of the camera in the scene
  108261. * @param position Define the start position of the camera in the scene
  108262. * @param scene Define the scene the camera belongs to
  108263. */
  108264. constructor(name: string, position: Vector3, scene: Scene);
  108265. /**
  108266. * Gets the current object class name.
  108267. * @return the class name
  108268. */
  108269. getClassName(): string;
  108270. }
  108271. }
  108272. declare module BABYLON {
  108273. /** @hidden */
  108274. export var passPixelShader: {
  108275. name: string;
  108276. shader: string;
  108277. };
  108278. }
  108279. declare module BABYLON {
  108280. /** @hidden */
  108281. export var passCubePixelShader: {
  108282. name: string;
  108283. shader: string;
  108284. };
  108285. }
  108286. declare module BABYLON {
  108287. /**
  108288. * PassPostProcess which produces an output the same as it's input
  108289. */
  108290. export class PassPostProcess extends PostProcess {
  108291. /**
  108292. * Creates the PassPostProcess
  108293. * @param name The name of the effect.
  108294. * @param options The required width/height ratio to downsize to before computing the render pass.
  108295. * @param camera The camera to apply the render pass to.
  108296. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108297. * @param engine The engine which the post process will be applied. (default: current engine)
  108298. * @param reusable If the post process can be reused on the same frame. (default: false)
  108299. * @param textureType The type of texture to be used when performing the post processing.
  108300. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  108301. */
  108302. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108303. }
  108304. /**
  108305. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108306. */
  108307. export class PassCubePostProcess extends PostProcess {
  108308. private _face;
  108309. /**
  108310. * Gets or sets the cube face to display.
  108311. * * 0 is +X
  108312. * * 1 is -X
  108313. * * 2 is +Y
  108314. * * 3 is -Y
  108315. * * 4 is +Z
  108316. * * 5 is -Z
  108317. */
  108318. face: number;
  108319. /**
  108320. * Creates the PassCubePostProcess
  108321. * @param name The name of the effect.
  108322. * @param options The required width/height ratio to downsize to before computing the render pass.
  108323. * @param camera The camera to apply the render pass to.
  108324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108325. * @param engine The engine which the post process will be applied. (default: current engine)
  108326. * @param reusable If the post process can be reused on the same frame. (default: false)
  108327. * @param textureType The type of texture to be used when performing the post processing.
  108328. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  108329. */
  108330. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108331. }
  108332. }
  108333. declare module BABYLON {
  108334. /** @hidden */
  108335. export var anaglyphPixelShader: {
  108336. name: string;
  108337. shader: string;
  108338. };
  108339. }
  108340. declare module BABYLON {
  108341. /**
  108342. * Postprocess used to generate anaglyphic rendering
  108343. */
  108344. export class AnaglyphPostProcess extends PostProcess {
  108345. private _passedProcess;
  108346. /**
  108347. * Creates a new AnaglyphPostProcess
  108348. * @param name defines postprocess name
  108349. * @param options defines creation options or target ratio scale
  108350. * @param rigCameras defines cameras using this postprocess
  108351. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108352. * @param engine defines hosting engine
  108353. * @param reusable defines if the postprocess will be reused multiple times per frame
  108354. */
  108355. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108356. }
  108357. }
  108358. declare module BABYLON {
  108359. /**
  108360. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108361. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108362. */
  108363. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108364. /**
  108365. * Creates a new AnaglyphArcRotateCamera
  108366. * @param name defines camera name
  108367. * @param alpha defines alpha angle (in radians)
  108368. * @param beta defines beta angle (in radians)
  108369. * @param radius defines radius
  108370. * @param target defines camera target
  108371. * @param interaxialDistance defines distance between each color axis
  108372. * @param scene defines the hosting scene
  108373. */
  108374. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108375. /**
  108376. * Gets camera class name
  108377. * @returns AnaglyphArcRotateCamera
  108378. */
  108379. getClassName(): string;
  108380. }
  108381. }
  108382. declare module BABYLON {
  108383. /**
  108384. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108385. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108386. */
  108387. export class AnaglyphFreeCamera extends FreeCamera {
  108388. /**
  108389. * Creates a new AnaglyphFreeCamera
  108390. * @param name defines camera name
  108391. * @param position defines initial position
  108392. * @param interaxialDistance defines distance between each color axis
  108393. * @param scene defines the hosting scene
  108394. */
  108395. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108396. /**
  108397. * Gets camera class name
  108398. * @returns AnaglyphFreeCamera
  108399. */
  108400. getClassName(): string;
  108401. }
  108402. }
  108403. declare module BABYLON {
  108404. /**
  108405. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108406. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108407. */
  108408. export class AnaglyphGamepadCamera extends GamepadCamera {
  108409. /**
  108410. * Creates a new AnaglyphGamepadCamera
  108411. * @param name defines camera name
  108412. * @param position defines initial position
  108413. * @param interaxialDistance defines distance between each color axis
  108414. * @param scene defines the hosting scene
  108415. */
  108416. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108417. /**
  108418. * Gets camera class name
  108419. * @returns AnaglyphGamepadCamera
  108420. */
  108421. getClassName(): string;
  108422. }
  108423. }
  108424. declare module BABYLON {
  108425. /**
  108426. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108427. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108428. */
  108429. export class AnaglyphUniversalCamera extends UniversalCamera {
  108430. /**
  108431. * Creates a new AnaglyphUniversalCamera
  108432. * @param name defines camera name
  108433. * @param position defines initial position
  108434. * @param interaxialDistance defines distance between each color axis
  108435. * @param scene defines the hosting scene
  108436. */
  108437. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108438. /**
  108439. * Gets camera class name
  108440. * @returns AnaglyphUniversalCamera
  108441. */
  108442. getClassName(): string;
  108443. }
  108444. }
  108445. declare module BABYLON {
  108446. /** @hidden */
  108447. export var stereoscopicInterlacePixelShader: {
  108448. name: string;
  108449. shader: string;
  108450. };
  108451. }
  108452. declare module BABYLON {
  108453. /**
  108454. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108455. */
  108456. export class StereoscopicInterlacePostProcess extends PostProcess {
  108457. private _stepSize;
  108458. private _passedProcess;
  108459. /**
  108460. * Initializes a StereoscopicInterlacePostProcess
  108461. * @param name The name of the effect.
  108462. * @param rigCameras The rig cameras to be appled to the post process
  108463. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108464. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108465. * @param engine The engine which the post process will be applied. (default: current engine)
  108466. * @param reusable If the post process can be reused on the same frame. (default: false)
  108467. */
  108468. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108469. }
  108470. }
  108471. declare module BABYLON {
  108472. /**
  108473. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108474. * @see http://doc.babylonjs.com/features/cameras
  108475. */
  108476. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108477. /**
  108478. * Creates a new StereoscopicArcRotateCamera
  108479. * @param name defines camera name
  108480. * @param alpha defines alpha angle (in radians)
  108481. * @param beta defines beta angle (in radians)
  108482. * @param radius defines radius
  108483. * @param target defines camera target
  108484. * @param interaxialDistance defines distance between each color axis
  108485. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108486. * @param scene defines the hosting scene
  108487. */
  108488. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108489. /**
  108490. * Gets camera class name
  108491. * @returns StereoscopicArcRotateCamera
  108492. */
  108493. getClassName(): string;
  108494. }
  108495. }
  108496. declare module BABYLON {
  108497. /**
  108498. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108499. * @see http://doc.babylonjs.com/features/cameras
  108500. */
  108501. export class StereoscopicFreeCamera extends FreeCamera {
  108502. /**
  108503. * Creates a new StereoscopicFreeCamera
  108504. * @param name defines camera name
  108505. * @param position defines initial position
  108506. * @param interaxialDistance defines distance between each color axis
  108507. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108508. * @param scene defines the hosting scene
  108509. */
  108510. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108511. /**
  108512. * Gets camera class name
  108513. * @returns StereoscopicFreeCamera
  108514. */
  108515. getClassName(): string;
  108516. }
  108517. }
  108518. declare module BABYLON {
  108519. /**
  108520. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108521. * @see http://doc.babylonjs.com/features/cameras
  108522. */
  108523. export class StereoscopicGamepadCamera extends GamepadCamera {
  108524. /**
  108525. * Creates a new StereoscopicGamepadCamera
  108526. * @param name defines camera name
  108527. * @param position defines initial position
  108528. * @param interaxialDistance defines distance between each color axis
  108529. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108530. * @param scene defines the hosting scene
  108531. */
  108532. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108533. /**
  108534. * Gets camera class name
  108535. * @returns StereoscopicGamepadCamera
  108536. */
  108537. getClassName(): string;
  108538. }
  108539. }
  108540. declare module BABYLON {
  108541. /**
  108542. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108543. * @see http://doc.babylonjs.com/features/cameras
  108544. */
  108545. export class StereoscopicUniversalCamera extends UniversalCamera {
  108546. /**
  108547. * Creates a new StereoscopicUniversalCamera
  108548. * @param name defines camera name
  108549. * @param position defines initial position
  108550. * @param interaxialDistance defines distance between each color axis
  108551. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108552. * @param scene defines the hosting scene
  108553. */
  108554. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108555. /**
  108556. * Gets camera class name
  108557. * @returns StereoscopicUniversalCamera
  108558. */
  108559. getClassName(): string;
  108560. }
  108561. }
  108562. declare module BABYLON {
  108563. /**
  108564. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108565. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108566. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108567. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108568. */
  108569. export class VirtualJoysticksCamera extends FreeCamera {
  108570. /**
  108571. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108572. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108573. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108574. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108575. * @param name Define the name of the camera in the scene
  108576. * @param position Define the start position of the camera in the scene
  108577. * @param scene Define the scene the camera belongs to
  108578. */
  108579. constructor(name: string, position: Vector3, scene: Scene);
  108580. /**
  108581. * Gets the current object class name.
  108582. * @return the class name
  108583. */
  108584. getClassName(): string;
  108585. }
  108586. }
  108587. declare module BABYLON {
  108588. /**
  108589. * This represents all the required metrics to create a VR camera.
  108590. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108591. */
  108592. export class VRCameraMetrics {
  108593. /**
  108594. * Define the horizontal resolution off the screen.
  108595. */
  108596. hResolution: number;
  108597. /**
  108598. * Define the vertical resolution off the screen.
  108599. */
  108600. vResolution: number;
  108601. /**
  108602. * Define the horizontal screen size.
  108603. */
  108604. hScreenSize: number;
  108605. /**
  108606. * Define the vertical screen size.
  108607. */
  108608. vScreenSize: number;
  108609. /**
  108610. * Define the vertical screen center position.
  108611. */
  108612. vScreenCenter: number;
  108613. /**
  108614. * Define the distance of the eyes to the screen.
  108615. */
  108616. eyeToScreenDistance: number;
  108617. /**
  108618. * Define the distance between both lenses
  108619. */
  108620. lensSeparationDistance: number;
  108621. /**
  108622. * Define the distance between both viewer's eyes.
  108623. */
  108624. interpupillaryDistance: number;
  108625. /**
  108626. * Define the distortion factor of the VR postprocess.
  108627. * Please, touch with care.
  108628. */
  108629. distortionK: number[];
  108630. /**
  108631. * Define the chromatic aberration correction factors for the VR post process.
  108632. */
  108633. chromaAbCorrection: number[];
  108634. /**
  108635. * Define the scale factor of the post process.
  108636. * The smaller the better but the slower.
  108637. */
  108638. postProcessScaleFactor: number;
  108639. /**
  108640. * Define an offset for the lens center.
  108641. */
  108642. lensCenterOffset: number;
  108643. /**
  108644. * Define if the current vr camera should compensate the distortion of the lense or not.
  108645. */
  108646. compensateDistortion: boolean;
  108647. /**
  108648. * Defines if multiview should be enabled when rendering (Default: false)
  108649. */
  108650. multiviewEnabled: boolean;
  108651. /**
  108652. * Gets the rendering aspect ratio based on the provided resolutions.
  108653. */
  108654. readonly aspectRatio: number;
  108655. /**
  108656. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108657. */
  108658. readonly aspectRatioFov: number;
  108659. /**
  108660. * @hidden
  108661. */
  108662. readonly leftHMatrix: Matrix;
  108663. /**
  108664. * @hidden
  108665. */
  108666. readonly rightHMatrix: Matrix;
  108667. /**
  108668. * @hidden
  108669. */
  108670. readonly leftPreViewMatrix: Matrix;
  108671. /**
  108672. * @hidden
  108673. */
  108674. readonly rightPreViewMatrix: Matrix;
  108675. /**
  108676. * Get the default VRMetrics based on the most generic setup.
  108677. * @returns the default vr metrics
  108678. */
  108679. static GetDefault(): VRCameraMetrics;
  108680. }
  108681. }
  108682. declare module BABYLON {
  108683. /** @hidden */
  108684. export var vrDistortionCorrectionPixelShader: {
  108685. name: string;
  108686. shader: string;
  108687. };
  108688. }
  108689. declare module BABYLON {
  108690. /**
  108691. * VRDistortionCorrectionPostProcess used for mobile VR
  108692. */
  108693. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108694. private _isRightEye;
  108695. private _distortionFactors;
  108696. private _postProcessScaleFactor;
  108697. private _lensCenterOffset;
  108698. private _scaleIn;
  108699. private _scaleFactor;
  108700. private _lensCenter;
  108701. /**
  108702. * Initializes the VRDistortionCorrectionPostProcess
  108703. * @param name The name of the effect.
  108704. * @param camera The camera to apply the render pass to.
  108705. * @param isRightEye If this is for the right eye distortion
  108706. * @param vrMetrics All the required metrics for the VR camera
  108707. */
  108708. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108709. }
  108710. }
  108711. declare module BABYLON {
  108712. /**
  108713. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108714. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108715. */
  108716. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108717. /**
  108718. * Creates a new VRDeviceOrientationArcRotateCamera
  108719. * @param name defines camera name
  108720. * @param alpha defines the camera rotation along the logitudinal axis
  108721. * @param beta defines the camera rotation along the latitudinal axis
  108722. * @param radius defines the camera distance from its target
  108723. * @param target defines the camera target
  108724. * @param scene defines the scene the camera belongs to
  108725. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108726. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108727. */
  108728. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108729. /**
  108730. * Gets camera class name
  108731. * @returns VRDeviceOrientationArcRotateCamera
  108732. */
  108733. getClassName(): string;
  108734. }
  108735. }
  108736. declare module BABYLON {
  108737. /**
  108738. * Camera used to simulate VR rendering (based on FreeCamera)
  108739. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108740. */
  108741. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108742. /**
  108743. * Creates a new VRDeviceOrientationFreeCamera
  108744. * @param name defines camera name
  108745. * @param position defines the start position of the camera
  108746. * @param scene defines the scene the camera belongs to
  108747. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108748. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108749. */
  108750. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108751. /**
  108752. * Gets camera class name
  108753. * @returns VRDeviceOrientationFreeCamera
  108754. */
  108755. getClassName(): string;
  108756. }
  108757. }
  108758. declare module BABYLON {
  108759. /**
  108760. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108761. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108762. */
  108763. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108764. /**
  108765. * Creates a new VRDeviceOrientationGamepadCamera
  108766. * @param name defines camera name
  108767. * @param position defines the start position of the camera
  108768. * @param scene defines the scene the camera belongs to
  108769. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108770. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108771. */
  108772. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108773. /**
  108774. * Gets camera class name
  108775. * @returns VRDeviceOrientationGamepadCamera
  108776. */
  108777. getClassName(): string;
  108778. }
  108779. }
  108780. declare module BABYLON {
  108781. /**
  108782. * Base class of materials working in push mode in babylon JS
  108783. * @hidden
  108784. */
  108785. export class PushMaterial extends Material {
  108786. protected _activeEffect: Effect;
  108787. protected _normalMatrix: Matrix;
  108788. /**
  108789. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108790. * This means that the material can keep using a previous shader while a new one is being compiled.
  108791. * This is mostly used when shader parallel compilation is supported (true by default)
  108792. */
  108793. allowShaderHotSwapping: boolean;
  108794. constructor(name: string, scene: Scene);
  108795. getEffect(): Effect;
  108796. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108797. /**
  108798. * Binds the given world matrix to the active effect
  108799. *
  108800. * @param world the matrix to bind
  108801. */
  108802. bindOnlyWorldMatrix(world: Matrix): void;
  108803. /**
  108804. * Binds the given normal matrix to the active effect
  108805. *
  108806. * @param normalMatrix the matrix to bind
  108807. */
  108808. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108809. bind(world: Matrix, mesh?: Mesh): void;
  108810. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108811. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108812. }
  108813. }
  108814. declare module BABYLON {
  108815. /**
  108816. * This groups all the flags used to control the materials channel.
  108817. */
  108818. export class MaterialFlags {
  108819. private static _DiffuseTextureEnabled;
  108820. /**
  108821. * Are diffuse textures enabled in the application.
  108822. */
  108823. static DiffuseTextureEnabled: boolean;
  108824. private static _AmbientTextureEnabled;
  108825. /**
  108826. * Are ambient textures enabled in the application.
  108827. */
  108828. static AmbientTextureEnabled: boolean;
  108829. private static _OpacityTextureEnabled;
  108830. /**
  108831. * Are opacity textures enabled in the application.
  108832. */
  108833. static OpacityTextureEnabled: boolean;
  108834. private static _ReflectionTextureEnabled;
  108835. /**
  108836. * Are reflection textures enabled in the application.
  108837. */
  108838. static ReflectionTextureEnabled: boolean;
  108839. private static _EmissiveTextureEnabled;
  108840. /**
  108841. * Are emissive textures enabled in the application.
  108842. */
  108843. static EmissiveTextureEnabled: boolean;
  108844. private static _SpecularTextureEnabled;
  108845. /**
  108846. * Are specular textures enabled in the application.
  108847. */
  108848. static SpecularTextureEnabled: boolean;
  108849. private static _BumpTextureEnabled;
  108850. /**
  108851. * Are bump textures enabled in the application.
  108852. */
  108853. static BumpTextureEnabled: boolean;
  108854. private static _LightmapTextureEnabled;
  108855. /**
  108856. * Are lightmap textures enabled in the application.
  108857. */
  108858. static LightmapTextureEnabled: boolean;
  108859. private static _RefractionTextureEnabled;
  108860. /**
  108861. * Are refraction textures enabled in the application.
  108862. */
  108863. static RefractionTextureEnabled: boolean;
  108864. private static _ColorGradingTextureEnabled;
  108865. /**
  108866. * Are color grading textures enabled in the application.
  108867. */
  108868. static ColorGradingTextureEnabled: boolean;
  108869. private static _FresnelEnabled;
  108870. /**
  108871. * Are fresnels enabled in the application.
  108872. */
  108873. static FresnelEnabled: boolean;
  108874. private static _ClearCoatTextureEnabled;
  108875. /**
  108876. * Are clear coat textures enabled in the application.
  108877. */
  108878. static ClearCoatTextureEnabled: boolean;
  108879. private static _ClearCoatBumpTextureEnabled;
  108880. /**
  108881. * Are clear coat bump textures enabled in the application.
  108882. */
  108883. static ClearCoatBumpTextureEnabled: boolean;
  108884. private static _ClearCoatTintTextureEnabled;
  108885. /**
  108886. * Are clear coat tint textures enabled in the application.
  108887. */
  108888. static ClearCoatTintTextureEnabled: boolean;
  108889. private static _SheenTextureEnabled;
  108890. /**
  108891. * Are sheen textures enabled in the application.
  108892. */
  108893. static SheenTextureEnabled: boolean;
  108894. private static _AnisotropicTextureEnabled;
  108895. /**
  108896. * Are anisotropic textures enabled in the application.
  108897. */
  108898. static AnisotropicTextureEnabled: boolean;
  108899. private static _ThicknessTextureEnabled;
  108900. /**
  108901. * Are thickness textures enabled in the application.
  108902. */
  108903. static ThicknessTextureEnabled: boolean;
  108904. }
  108905. }
  108906. declare module BABYLON {
  108907. /** @hidden */
  108908. export var defaultFragmentDeclaration: {
  108909. name: string;
  108910. shader: string;
  108911. };
  108912. }
  108913. declare module BABYLON {
  108914. /** @hidden */
  108915. export var defaultUboDeclaration: {
  108916. name: string;
  108917. shader: string;
  108918. };
  108919. }
  108920. declare module BABYLON {
  108921. /** @hidden */
  108922. export var lightFragmentDeclaration: {
  108923. name: string;
  108924. shader: string;
  108925. };
  108926. }
  108927. declare module BABYLON {
  108928. /** @hidden */
  108929. export var lightUboDeclaration: {
  108930. name: string;
  108931. shader: string;
  108932. };
  108933. }
  108934. declare module BABYLON {
  108935. /** @hidden */
  108936. export var lightsFragmentFunctions: {
  108937. name: string;
  108938. shader: string;
  108939. };
  108940. }
  108941. declare module BABYLON {
  108942. /** @hidden */
  108943. export var shadowsFragmentFunctions: {
  108944. name: string;
  108945. shader: string;
  108946. };
  108947. }
  108948. declare module BABYLON {
  108949. /** @hidden */
  108950. export var fresnelFunction: {
  108951. name: string;
  108952. shader: string;
  108953. };
  108954. }
  108955. declare module BABYLON {
  108956. /** @hidden */
  108957. export var reflectionFunction: {
  108958. name: string;
  108959. shader: string;
  108960. };
  108961. }
  108962. declare module BABYLON {
  108963. /** @hidden */
  108964. export var bumpFragmentFunctions: {
  108965. name: string;
  108966. shader: string;
  108967. };
  108968. }
  108969. declare module BABYLON {
  108970. /** @hidden */
  108971. export var logDepthDeclaration: {
  108972. name: string;
  108973. shader: string;
  108974. };
  108975. }
  108976. declare module BABYLON {
  108977. /** @hidden */
  108978. export var bumpFragment: {
  108979. name: string;
  108980. shader: string;
  108981. };
  108982. }
  108983. declare module BABYLON {
  108984. /** @hidden */
  108985. export var depthPrePass: {
  108986. name: string;
  108987. shader: string;
  108988. };
  108989. }
  108990. declare module BABYLON {
  108991. /** @hidden */
  108992. export var lightFragment: {
  108993. name: string;
  108994. shader: string;
  108995. };
  108996. }
  108997. declare module BABYLON {
  108998. /** @hidden */
  108999. export var logDepthFragment: {
  109000. name: string;
  109001. shader: string;
  109002. };
  109003. }
  109004. declare module BABYLON {
  109005. /** @hidden */
  109006. export var defaultPixelShader: {
  109007. name: string;
  109008. shader: string;
  109009. };
  109010. }
  109011. declare module BABYLON {
  109012. /** @hidden */
  109013. export var defaultVertexDeclaration: {
  109014. name: string;
  109015. shader: string;
  109016. };
  109017. }
  109018. declare module BABYLON {
  109019. /** @hidden */
  109020. export var bumpVertexDeclaration: {
  109021. name: string;
  109022. shader: string;
  109023. };
  109024. }
  109025. declare module BABYLON {
  109026. /** @hidden */
  109027. export var bumpVertex: {
  109028. name: string;
  109029. shader: string;
  109030. };
  109031. }
  109032. declare module BABYLON {
  109033. /** @hidden */
  109034. export var fogVertex: {
  109035. name: string;
  109036. shader: string;
  109037. };
  109038. }
  109039. declare module BABYLON {
  109040. /** @hidden */
  109041. export var shadowsVertex: {
  109042. name: string;
  109043. shader: string;
  109044. };
  109045. }
  109046. declare module BABYLON {
  109047. /** @hidden */
  109048. export var pointCloudVertex: {
  109049. name: string;
  109050. shader: string;
  109051. };
  109052. }
  109053. declare module BABYLON {
  109054. /** @hidden */
  109055. export var logDepthVertex: {
  109056. name: string;
  109057. shader: string;
  109058. };
  109059. }
  109060. declare module BABYLON {
  109061. /** @hidden */
  109062. export var defaultVertexShader: {
  109063. name: string;
  109064. shader: string;
  109065. };
  109066. }
  109067. declare module BABYLON {
  109068. /** @hidden */
  109069. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  109070. MAINUV1: boolean;
  109071. MAINUV2: boolean;
  109072. DIFFUSE: boolean;
  109073. DIFFUSEDIRECTUV: number;
  109074. AMBIENT: boolean;
  109075. AMBIENTDIRECTUV: number;
  109076. OPACITY: boolean;
  109077. OPACITYDIRECTUV: number;
  109078. OPACITYRGB: boolean;
  109079. REFLECTION: boolean;
  109080. EMISSIVE: boolean;
  109081. EMISSIVEDIRECTUV: number;
  109082. SPECULAR: boolean;
  109083. SPECULARDIRECTUV: number;
  109084. BUMP: boolean;
  109085. BUMPDIRECTUV: number;
  109086. PARALLAX: boolean;
  109087. PARALLAXOCCLUSION: boolean;
  109088. SPECULAROVERALPHA: boolean;
  109089. CLIPPLANE: boolean;
  109090. CLIPPLANE2: boolean;
  109091. CLIPPLANE3: boolean;
  109092. CLIPPLANE4: boolean;
  109093. ALPHATEST: boolean;
  109094. DEPTHPREPASS: boolean;
  109095. ALPHAFROMDIFFUSE: boolean;
  109096. POINTSIZE: boolean;
  109097. FOG: boolean;
  109098. SPECULARTERM: boolean;
  109099. DIFFUSEFRESNEL: boolean;
  109100. OPACITYFRESNEL: boolean;
  109101. REFLECTIONFRESNEL: boolean;
  109102. REFRACTIONFRESNEL: boolean;
  109103. EMISSIVEFRESNEL: boolean;
  109104. FRESNEL: boolean;
  109105. NORMAL: boolean;
  109106. UV1: boolean;
  109107. UV2: boolean;
  109108. VERTEXCOLOR: boolean;
  109109. VERTEXALPHA: boolean;
  109110. NUM_BONE_INFLUENCERS: number;
  109111. BonesPerMesh: number;
  109112. BONETEXTURE: boolean;
  109113. INSTANCES: boolean;
  109114. GLOSSINESS: boolean;
  109115. ROUGHNESS: boolean;
  109116. EMISSIVEASILLUMINATION: boolean;
  109117. LINKEMISSIVEWITHDIFFUSE: boolean;
  109118. REFLECTIONFRESNELFROMSPECULAR: boolean;
  109119. LIGHTMAP: boolean;
  109120. LIGHTMAPDIRECTUV: number;
  109121. OBJECTSPACE_NORMALMAP: boolean;
  109122. USELIGHTMAPASSHADOWMAP: boolean;
  109123. REFLECTIONMAP_3D: boolean;
  109124. REFLECTIONMAP_SPHERICAL: boolean;
  109125. REFLECTIONMAP_PLANAR: boolean;
  109126. REFLECTIONMAP_CUBIC: boolean;
  109127. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109128. REFLECTIONMAP_PROJECTION: boolean;
  109129. REFLECTIONMAP_SKYBOX: boolean;
  109130. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109131. REFLECTIONMAP_EXPLICIT: boolean;
  109132. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109133. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109134. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109135. INVERTCUBICMAP: boolean;
  109136. LOGARITHMICDEPTH: boolean;
  109137. REFRACTION: boolean;
  109138. REFRACTIONMAP_3D: boolean;
  109139. REFLECTIONOVERALPHA: boolean;
  109140. TWOSIDEDLIGHTING: boolean;
  109141. SHADOWFLOAT: boolean;
  109142. MORPHTARGETS: boolean;
  109143. MORPHTARGETS_NORMAL: boolean;
  109144. MORPHTARGETS_TANGENT: boolean;
  109145. MORPHTARGETS_UV: boolean;
  109146. NUM_MORPH_INFLUENCERS: number;
  109147. NONUNIFORMSCALING: boolean;
  109148. PREMULTIPLYALPHA: boolean;
  109149. IMAGEPROCESSING: boolean;
  109150. VIGNETTE: boolean;
  109151. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109152. VIGNETTEBLENDMODEOPAQUE: boolean;
  109153. TONEMAPPING: boolean;
  109154. TONEMAPPING_ACES: boolean;
  109155. CONTRAST: boolean;
  109156. COLORCURVES: boolean;
  109157. COLORGRADING: boolean;
  109158. COLORGRADING3D: boolean;
  109159. SAMPLER3DGREENDEPTH: boolean;
  109160. SAMPLER3DBGRMAP: boolean;
  109161. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109162. MULTIVIEW: boolean;
  109163. /**
  109164. * If the reflection texture on this material is in linear color space
  109165. * @hidden
  109166. */
  109167. IS_REFLECTION_LINEAR: boolean;
  109168. /**
  109169. * If the refraction texture on this material is in linear color space
  109170. * @hidden
  109171. */
  109172. IS_REFRACTION_LINEAR: boolean;
  109173. EXPOSURE: boolean;
  109174. constructor();
  109175. setReflectionMode(modeToEnable: string): void;
  109176. }
  109177. /**
  109178. * This is the default material used in Babylon. It is the best trade off between quality
  109179. * and performances.
  109180. * @see http://doc.babylonjs.com/babylon101/materials
  109181. */
  109182. export class StandardMaterial extends PushMaterial {
  109183. private _diffuseTexture;
  109184. /**
  109185. * The basic texture of the material as viewed under a light.
  109186. */
  109187. diffuseTexture: Nullable<BaseTexture>;
  109188. private _ambientTexture;
  109189. /**
  109190. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  109191. */
  109192. ambientTexture: Nullable<BaseTexture>;
  109193. private _opacityTexture;
  109194. /**
  109195. * Define the transparency of the material from a texture.
  109196. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  109197. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  109198. */
  109199. opacityTexture: Nullable<BaseTexture>;
  109200. private _reflectionTexture;
  109201. /**
  109202. * Define the texture used to display the reflection.
  109203. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109204. */
  109205. reflectionTexture: Nullable<BaseTexture>;
  109206. private _emissiveTexture;
  109207. /**
  109208. * Define texture of the material as if self lit.
  109209. * This will be mixed in the final result even in the absence of light.
  109210. */
  109211. emissiveTexture: Nullable<BaseTexture>;
  109212. private _specularTexture;
  109213. /**
  109214. * Define how the color and intensity of the highlight given by the light in the material.
  109215. */
  109216. specularTexture: Nullable<BaseTexture>;
  109217. private _bumpTexture;
  109218. /**
  109219. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  109220. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  109221. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  109222. */
  109223. bumpTexture: Nullable<BaseTexture>;
  109224. private _lightmapTexture;
  109225. /**
  109226. * Complex lighting can be computationally expensive to compute at runtime.
  109227. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109228. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109229. */
  109230. lightmapTexture: Nullable<BaseTexture>;
  109231. private _refractionTexture;
  109232. /**
  109233. * Define the texture used to display the refraction.
  109234. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109235. */
  109236. refractionTexture: Nullable<BaseTexture>;
  109237. /**
  109238. * The color of the material lit by the environmental background lighting.
  109239. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109240. */
  109241. ambientColor: Color3;
  109242. /**
  109243. * The basic color of the material as viewed under a light.
  109244. */
  109245. diffuseColor: Color3;
  109246. /**
  109247. * Define how the color and intensity of the highlight given by the light in the material.
  109248. */
  109249. specularColor: Color3;
  109250. /**
  109251. * Define the color of the material as if self lit.
  109252. * This will be mixed in the final result even in the absence of light.
  109253. */
  109254. emissiveColor: Color3;
  109255. /**
  109256. * Defines how sharp are the highlights in the material.
  109257. * The bigger the value the sharper giving a more glossy feeling to the result.
  109258. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109259. */
  109260. specularPower: number;
  109261. private _useAlphaFromDiffuseTexture;
  109262. /**
  109263. * Does the transparency come from the diffuse texture alpha channel.
  109264. */
  109265. useAlphaFromDiffuseTexture: boolean;
  109266. private _useEmissiveAsIllumination;
  109267. /**
  109268. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109269. */
  109270. useEmissiveAsIllumination: boolean;
  109271. private _linkEmissiveWithDiffuse;
  109272. /**
  109273. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109274. * the emissive level when the final color is close to one.
  109275. */
  109276. linkEmissiveWithDiffuse: boolean;
  109277. private _useSpecularOverAlpha;
  109278. /**
  109279. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109280. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109281. */
  109282. useSpecularOverAlpha: boolean;
  109283. private _useReflectionOverAlpha;
  109284. /**
  109285. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109286. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109287. */
  109288. useReflectionOverAlpha: boolean;
  109289. private _disableLighting;
  109290. /**
  109291. * Does lights from the scene impacts this material.
  109292. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109293. */
  109294. disableLighting: boolean;
  109295. private _useObjectSpaceNormalMap;
  109296. /**
  109297. * Allows using an object space normal map (instead of tangent space).
  109298. */
  109299. useObjectSpaceNormalMap: boolean;
  109300. private _useParallax;
  109301. /**
  109302. * Is parallax enabled or not.
  109303. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109304. */
  109305. useParallax: boolean;
  109306. private _useParallaxOcclusion;
  109307. /**
  109308. * Is parallax occlusion enabled or not.
  109309. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109310. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109311. */
  109312. useParallaxOcclusion: boolean;
  109313. /**
  109314. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  109315. */
  109316. parallaxScaleBias: number;
  109317. private _roughness;
  109318. /**
  109319. * Helps to define how blurry the reflections should appears in the material.
  109320. */
  109321. roughness: number;
  109322. /**
  109323. * In case of refraction, define the value of the index of refraction.
  109324. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109325. */
  109326. indexOfRefraction: number;
  109327. /**
  109328. * Invert the refraction texture alongside the y axis.
  109329. * It can be useful with procedural textures or probe for instance.
  109330. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109331. */
  109332. invertRefractionY: boolean;
  109333. /**
  109334. * Defines the alpha limits in alpha test mode.
  109335. */
  109336. alphaCutOff: number;
  109337. private _useLightmapAsShadowmap;
  109338. /**
  109339. * In case of light mapping, define whether the map contains light or shadow informations.
  109340. */
  109341. useLightmapAsShadowmap: boolean;
  109342. private _diffuseFresnelParameters;
  109343. /**
  109344. * Define the diffuse fresnel parameters of the material.
  109345. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109346. */
  109347. diffuseFresnelParameters: FresnelParameters;
  109348. private _opacityFresnelParameters;
  109349. /**
  109350. * Define the opacity fresnel parameters of the material.
  109351. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109352. */
  109353. opacityFresnelParameters: FresnelParameters;
  109354. private _reflectionFresnelParameters;
  109355. /**
  109356. * Define the reflection fresnel parameters of the material.
  109357. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109358. */
  109359. reflectionFresnelParameters: FresnelParameters;
  109360. private _refractionFresnelParameters;
  109361. /**
  109362. * Define the refraction fresnel parameters of the material.
  109363. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109364. */
  109365. refractionFresnelParameters: FresnelParameters;
  109366. private _emissiveFresnelParameters;
  109367. /**
  109368. * Define the emissive fresnel parameters of the material.
  109369. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109370. */
  109371. emissiveFresnelParameters: FresnelParameters;
  109372. private _useReflectionFresnelFromSpecular;
  109373. /**
  109374. * If true automatically deducts the fresnels values from the material specularity.
  109375. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109376. */
  109377. useReflectionFresnelFromSpecular: boolean;
  109378. private _useGlossinessFromSpecularMapAlpha;
  109379. /**
  109380. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109381. */
  109382. useGlossinessFromSpecularMapAlpha: boolean;
  109383. private _maxSimultaneousLights;
  109384. /**
  109385. * Defines the maximum number of lights that can be used in the material
  109386. */
  109387. maxSimultaneousLights: number;
  109388. private _invertNormalMapX;
  109389. /**
  109390. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109391. */
  109392. invertNormalMapX: boolean;
  109393. private _invertNormalMapY;
  109394. /**
  109395. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109396. */
  109397. invertNormalMapY: boolean;
  109398. private _twoSidedLighting;
  109399. /**
  109400. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109401. */
  109402. twoSidedLighting: boolean;
  109403. /**
  109404. * Default configuration related to image processing available in the standard Material.
  109405. */
  109406. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109407. /**
  109408. * Gets the image processing configuration used either in this material.
  109409. */
  109410. /**
  109411. * Sets the Default image processing configuration used either in the this material.
  109412. *
  109413. * If sets to null, the scene one is in use.
  109414. */
  109415. imageProcessingConfiguration: ImageProcessingConfiguration;
  109416. /**
  109417. * Keep track of the image processing observer to allow dispose and replace.
  109418. */
  109419. private _imageProcessingObserver;
  109420. /**
  109421. * Attaches a new image processing configuration to the Standard Material.
  109422. * @param configuration
  109423. */
  109424. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109425. /**
  109426. * Gets wether the color curves effect is enabled.
  109427. */
  109428. /**
  109429. * Sets wether the color curves effect is enabled.
  109430. */
  109431. cameraColorCurvesEnabled: boolean;
  109432. /**
  109433. * Gets wether the color grading effect is enabled.
  109434. */
  109435. /**
  109436. * Gets wether the color grading effect is enabled.
  109437. */
  109438. cameraColorGradingEnabled: boolean;
  109439. /**
  109440. * Gets wether tonemapping is enabled or not.
  109441. */
  109442. /**
  109443. * Sets wether tonemapping is enabled or not
  109444. */
  109445. cameraToneMappingEnabled: boolean;
  109446. /**
  109447. * The camera exposure used on this material.
  109448. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109449. * This corresponds to a photographic exposure.
  109450. */
  109451. /**
  109452. * The camera exposure used on this material.
  109453. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109454. * This corresponds to a photographic exposure.
  109455. */
  109456. cameraExposure: number;
  109457. /**
  109458. * Gets The camera contrast used on this material.
  109459. */
  109460. /**
  109461. * Sets The camera contrast used on this material.
  109462. */
  109463. cameraContrast: number;
  109464. /**
  109465. * Gets the Color Grading 2D Lookup Texture.
  109466. */
  109467. /**
  109468. * Sets the Color Grading 2D Lookup Texture.
  109469. */
  109470. cameraColorGradingTexture: Nullable<BaseTexture>;
  109471. /**
  109472. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109473. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109474. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109475. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109476. */
  109477. /**
  109478. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109479. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109480. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109481. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109482. */
  109483. cameraColorCurves: Nullable<ColorCurves>;
  109484. /**
  109485. * Custom callback helping to override the default shader used in the material.
  109486. */
  109487. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109488. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109489. protected _worldViewProjectionMatrix: Matrix;
  109490. protected _globalAmbientColor: Color3;
  109491. protected _useLogarithmicDepth: boolean;
  109492. protected _rebuildInParallel: boolean;
  109493. /**
  109494. * Instantiates a new standard material.
  109495. * This is the default material used in Babylon. It is the best trade off between quality
  109496. * and performances.
  109497. * @see http://doc.babylonjs.com/babylon101/materials
  109498. * @param name Define the name of the material in the scene
  109499. * @param scene Define the scene the material belong to
  109500. */
  109501. constructor(name: string, scene: Scene);
  109502. /**
  109503. * Gets a boolean indicating that current material needs to register RTT
  109504. */
  109505. readonly hasRenderTargetTextures: boolean;
  109506. /**
  109507. * Gets the current class name of the material e.g. "StandardMaterial"
  109508. * Mainly use in serialization.
  109509. * @returns the class name
  109510. */
  109511. getClassName(): string;
  109512. /**
  109513. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109514. * You can try switching to logarithmic depth.
  109515. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109516. */
  109517. useLogarithmicDepth: boolean;
  109518. /**
  109519. * Specifies if the material will require alpha blending
  109520. * @returns a boolean specifying if alpha blending is needed
  109521. */
  109522. needAlphaBlending(): boolean;
  109523. /**
  109524. * Specifies if this material should be rendered in alpha test mode
  109525. * @returns a boolean specifying if an alpha test is needed.
  109526. */
  109527. needAlphaTesting(): boolean;
  109528. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109529. /**
  109530. * Get the texture used for alpha test purpose.
  109531. * @returns the diffuse texture in case of the standard material.
  109532. */
  109533. getAlphaTestTexture(): Nullable<BaseTexture>;
  109534. /**
  109535. * Get if the submesh is ready to be used and all its information available.
  109536. * Child classes can use it to update shaders
  109537. * @param mesh defines the mesh to check
  109538. * @param subMesh defines which submesh to check
  109539. * @param useInstances specifies that instances should be used
  109540. * @returns a boolean indicating that the submesh is ready or not
  109541. */
  109542. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109543. /**
  109544. * Builds the material UBO layouts.
  109545. * Used internally during the effect preparation.
  109546. */
  109547. buildUniformLayout(): void;
  109548. /**
  109549. * Unbinds the material from the mesh
  109550. */
  109551. unbind(): void;
  109552. /**
  109553. * Binds the submesh to this material by preparing the effect and shader to draw
  109554. * @param world defines the world transformation matrix
  109555. * @param mesh defines the mesh containing the submesh
  109556. * @param subMesh defines the submesh to bind the material to
  109557. */
  109558. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109559. /**
  109560. * Get the list of animatables in the material.
  109561. * @returns the list of animatables object used in the material
  109562. */
  109563. getAnimatables(): IAnimatable[];
  109564. /**
  109565. * Gets the active textures from the material
  109566. * @returns an array of textures
  109567. */
  109568. getActiveTextures(): BaseTexture[];
  109569. /**
  109570. * Specifies if the material uses a texture
  109571. * @param texture defines the texture to check against the material
  109572. * @returns a boolean specifying if the material uses the texture
  109573. */
  109574. hasTexture(texture: BaseTexture): boolean;
  109575. /**
  109576. * Disposes the material
  109577. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109578. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109579. */
  109580. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109581. /**
  109582. * Makes a duplicate of the material, and gives it a new name
  109583. * @param name defines the new name for the duplicated material
  109584. * @returns the cloned material
  109585. */
  109586. clone(name: string): StandardMaterial;
  109587. /**
  109588. * Serializes this material in a JSON representation
  109589. * @returns the serialized material object
  109590. */
  109591. serialize(): any;
  109592. /**
  109593. * Creates a standard material from parsed material data
  109594. * @param source defines the JSON representation of the material
  109595. * @param scene defines the hosting scene
  109596. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109597. * @returns a new standard material
  109598. */
  109599. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109600. /**
  109601. * Are diffuse textures enabled in the application.
  109602. */
  109603. static DiffuseTextureEnabled: boolean;
  109604. /**
  109605. * Are ambient textures enabled in the application.
  109606. */
  109607. static AmbientTextureEnabled: boolean;
  109608. /**
  109609. * Are opacity textures enabled in the application.
  109610. */
  109611. static OpacityTextureEnabled: boolean;
  109612. /**
  109613. * Are reflection textures enabled in the application.
  109614. */
  109615. static ReflectionTextureEnabled: boolean;
  109616. /**
  109617. * Are emissive textures enabled in the application.
  109618. */
  109619. static EmissiveTextureEnabled: boolean;
  109620. /**
  109621. * Are specular textures enabled in the application.
  109622. */
  109623. static SpecularTextureEnabled: boolean;
  109624. /**
  109625. * Are bump textures enabled in the application.
  109626. */
  109627. static BumpTextureEnabled: boolean;
  109628. /**
  109629. * Are lightmap textures enabled in the application.
  109630. */
  109631. static LightmapTextureEnabled: boolean;
  109632. /**
  109633. * Are refraction textures enabled in the application.
  109634. */
  109635. static RefractionTextureEnabled: boolean;
  109636. /**
  109637. * Are color grading textures enabled in the application.
  109638. */
  109639. static ColorGradingTextureEnabled: boolean;
  109640. /**
  109641. * Are fresnels enabled in the application.
  109642. */
  109643. static FresnelEnabled: boolean;
  109644. }
  109645. }
  109646. declare module BABYLON {
  109647. /** @hidden */
  109648. export var imageProcessingPixelShader: {
  109649. name: string;
  109650. shader: string;
  109651. };
  109652. }
  109653. declare module BABYLON {
  109654. /**
  109655. * ImageProcessingPostProcess
  109656. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109657. */
  109658. export class ImageProcessingPostProcess extends PostProcess {
  109659. /**
  109660. * Default configuration related to image processing available in the PBR Material.
  109661. */
  109662. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109663. /**
  109664. * Gets the image processing configuration used either in this material.
  109665. */
  109666. /**
  109667. * Sets the Default image processing configuration used either in the this material.
  109668. *
  109669. * If sets to null, the scene one is in use.
  109670. */
  109671. imageProcessingConfiguration: ImageProcessingConfiguration;
  109672. /**
  109673. * Keep track of the image processing observer to allow dispose and replace.
  109674. */
  109675. private _imageProcessingObserver;
  109676. /**
  109677. * Attaches a new image processing configuration to the PBR Material.
  109678. * @param configuration
  109679. */
  109680. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109681. /**
  109682. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109683. */
  109684. /**
  109685. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109686. */
  109687. colorCurves: Nullable<ColorCurves>;
  109688. /**
  109689. * Gets wether the color curves effect is enabled.
  109690. */
  109691. /**
  109692. * Sets wether the color curves effect is enabled.
  109693. */
  109694. colorCurvesEnabled: boolean;
  109695. /**
  109696. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109697. */
  109698. /**
  109699. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109700. */
  109701. colorGradingTexture: Nullable<BaseTexture>;
  109702. /**
  109703. * Gets wether the color grading effect is enabled.
  109704. */
  109705. /**
  109706. * Gets wether the color grading effect is enabled.
  109707. */
  109708. colorGradingEnabled: boolean;
  109709. /**
  109710. * Gets exposure used in the effect.
  109711. */
  109712. /**
  109713. * Sets exposure used in the effect.
  109714. */
  109715. exposure: number;
  109716. /**
  109717. * Gets wether tonemapping is enabled or not.
  109718. */
  109719. /**
  109720. * Sets wether tonemapping is enabled or not
  109721. */
  109722. toneMappingEnabled: boolean;
  109723. /**
  109724. * Gets the type of tone mapping effect.
  109725. */
  109726. /**
  109727. * Sets the type of tone mapping effect.
  109728. */
  109729. toneMappingType: number;
  109730. /**
  109731. * Gets contrast used in the effect.
  109732. */
  109733. /**
  109734. * Sets contrast used in the effect.
  109735. */
  109736. contrast: number;
  109737. /**
  109738. * Gets Vignette stretch size.
  109739. */
  109740. /**
  109741. * Sets Vignette stretch size.
  109742. */
  109743. vignetteStretch: number;
  109744. /**
  109745. * Gets Vignette centre X Offset.
  109746. */
  109747. /**
  109748. * Sets Vignette centre X Offset.
  109749. */
  109750. vignetteCentreX: number;
  109751. /**
  109752. * Gets Vignette centre Y Offset.
  109753. */
  109754. /**
  109755. * Sets Vignette centre Y Offset.
  109756. */
  109757. vignetteCentreY: number;
  109758. /**
  109759. * Gets Vignette weight or intensity of the vignette effect.
  109760. */
  109761. /**
  109762. * Sets Vignette weight or intensity of the vignette effect.
  109763. */
  109764. vignetteWeight: number;
  109765. /**
  109766. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109767. * if vignetteEnabled is set to true.
  109768. */
  109769. /**
  109770. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109771. * if vignetteEnabled is set to true.
  109772. */
  109773. vignetteColor: Color4;
  109774. /**
  109775. * Gets Camera field of view used by the Vignette effect.
  109776. */
  109777. /**
  109778. * Sets Camera field of view used by the Vignette effect.
  109779. */
  109780. vignetteCameraFov: number;
  109781. /**
  109782. * Gets the vignette blend mode allowing different kind of effect.
  109783. */
  109784. /**
  109785. * Sets the vignette blend mode allowing different kind of effect.
  109786. */
  109787. vignetteBlendMode: number;
  109788. /**
  109789. * Gets wether the vignette effect is enabled.
  109790. */
  109791. /**
  109792. * Sets wether the vignette effect is enabled.
  109793. */
  109794. vignetteEnabled: boolean;
  109795. private _fromLinearSpace;
  109796. /**
  109797. * Gets wether the input of the processing is in Gamma or Linear Space.
  109798. */
  109799. /**
  109800. * Sets wether the input of the processing is in Gamma or Linear Space.
  109801. */
  109802. fromLinearSpace: boolean;
  109803. /**
  109804. * Defines cache preventing GC.
  109805. */
  109806. private _defines;
  109807. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109808. /**
  109809. * "ImageProcessingPostProcess"
  109810. * @returns "ImageProcessingPostProcess"
  109811. */
  109812. getClassName(): string;
  109813. protected _updateParameters(): void;
  109814. dispose(camera?: Camera): void;
  109815. }
  109816. }
  109817. declare module BABYLON {
  109818. /**
  109819. * Class containing static functions to help procedurally build meshes
  109820. */
  109821. export class GroundBuilder {
  109822. /**
  109823. * Creates a ground mesh
  109824. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109825. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109826. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109827. * @param name defines the name of the mesh
  109828. * @param options defines the options used to create the mesh
  109829. * @param scene defines the hosting scene
  109830. * @returns the ground mesh
  109831. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109832. */
  109833. static CreateGround(name: string, options: {
  109834. width?: number;
  109835. height?: number;
  109836. subdivisions?: number;
  109837. subdivisionsX?: number;
  109838. subdivisionsY?: number;
  109839. updatable?: boolean;
  109840. }, scene: any): Mesh;
  109841. /**
  109842. * Creates a tiled ground mesh
  109843. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109844. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109845. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  109846. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  109847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109848. * @param name defines the name of the mesh
  109849. * @param options defines the options used to create the mesh
  109850. * @param scene defines the hosting scene
  109851. * @returns the tiled ground mesh
  109852. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109853. */
  109854. static CreateTiledGround(name: string, options: {
  109855. xmin: number;
  109856. zmin: number;
  109857. xmax: number;
  109858. zmax: number;
  109859. subdivisions?: {
  109860. w: number;
  109861. h: number;
  109862. };
  109863. precision?: {
  109864. w: number;
  109865. h: number;
  109866. };
  109867. updatable?: boolean;
  109868. }, scene?: Nullable<Scene>): Mesh;
  109869. /**
  109870. * Creates a ground mesh from a height map
  109871. * * The parameter `url` sets the URL of the height map image resource.
  109872. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109873. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109874. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109875. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109876. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  109877. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  109878. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109880. * @param name defines the name of the mesh
  109881. * @param url defines the url to the height map
  109882. * @param options defines the options used to create the mesh
  109883. * @param scene defines the hosting scene
  109884. * @returns the ground mesh
  109885. * @see https://doc.babylonjs.com/babylon101/height_map
  109886. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109887. */
  109888. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109889. width?: number;
  109890. height?: number;
  109891. subdivisions?: number;
  109892. minHeight?: number;
  109893. maxHeight?: number;
  109894. colorFilter?: Color3;
  109895. alphaFilter?: number;
  109896. updatable?: boolean;
  109897. onReady?: (mesh: GroundMesh) => void;
  109898. }, scene?: Nullable<Scene>): GroundMesh;
  109899. }
  109900. }
  109901. declare module BABYLON {
  109902. /**
  109903. * Class containing static functions to help procedurally build meshes
  109904. */
  109905. export class TorusBuilder {
  109906. /**
  109907. * Creates a torus mesh
  109908. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109909. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109910. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109911. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109912. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  109913. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109914. * @param name defines the name of the mesh
  109915. * @param options defines the options used to create the mesh
  109916. * @param scene defines the hosting scene
  109917. * @returns the torus mesh
  109918. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109919. */
  109920. static CreateTorus(name: string, options: {
  109921. diameter?: number;
  109922. thickness?: number;
  109923. tessellation?: number;
  109924. updatable?: boolean;
  109925. sideOrientation?: number;
  109926. frontUVs?: Vector4;
  109927. backUVs?: Vector4;
  109928. }, scene: any): Mesh;
  109929. }
  109930. }
  109931. declare module BABYLON {
  109932. /**
  109933. * Class containing static functions to help procedurally build meshes
  109934. */
  109935. export class CylinderBuilder {
  109936. /**
  109937. * Creates a cylinder or a cone mesh
  109938. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109939. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109940. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  109941. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109942. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109943. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109944. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109945. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  109946. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109947. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  109948. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  109949. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109950. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  109951. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  109952. * * If `enclose` is false, a ring surface is one element.
  109953. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109954. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  109955. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109956. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  109957. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109958. * @param name defines the name of the mesh
  109959. * @param options defines the options used to create the mesh
  109960. * @param scene defines the hosting scene
  109961. * @returns the cylinder mesh
  109962. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109963. */
  109964. static CreateCylinder(name: string, options: {
  109965. height?: number;
  109966. diameterTop?: number;
  109967. diameterBottom?: number;
  109968. diameter?: number;
  109969. tessellation?: number;
  109970. subdivisions?: number;
  109971. arc?: number;
  109972. faceColors?: Color4[];
  109973. faceUV?: Vector4[];
  109974. updatable?: boolean;
  109975. hasRings?: boolean;
  109976. enclose?: boolean;
  109977. cap?: number;
  109978. sideOrientation?: number;
  109979. frontUVs?: Vector4;
  109980. backUVs?: Vector4;
  109981. }, scene: any): Mesh;
  109982. }
  109983. }
  109984. declare module BABYLON {
  109985. /**
  109986. * Options to modify the vr teleportation behavior.
  109987. */
  109988. export interface VRTeleportationOptions {
  109989. /**
  109990. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109991. */
  109992. floorMeshName?: string;
  109993. /**
  109994. * A list of meshes to be used as the teleportation floor. (default: empty)
  109995. */
  109996. floorMeshes?: Mesh[];
  109997. /**
  109998. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  109999. */
  110000. teleportationMode?: number;
  110001. /**
  110002. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  110003. */
  110004. teleportationTime?: number;
  110005. /**
  110006. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  110007. */
  110008. teleportationSpeed?: number;
  110009. }
  110010. /**
  110011. * Options to modify the vr experience helper's behavior.
  110012. */
  110013. export interface VRExperienceHelperOptions extends WebVROptions {
  110014. /**
  110015. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  110016. */
  110017. createDeviceOrientationCamera?: boolean;
  110018. /**
  110019. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  110020. */
  110021. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  110022. /**
  110023. * Uses the main button on the controller to toggle the laser casted. (default: true)
  110024. */
  110025. laserToggle?: boolean;
  110026. /**
  110027. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  110028. */
  110029. floorMeshes?: Mesh[];
  110030. /**
  110031. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  110032. */
  110033. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  110034. }
  110035. /**
  110036. * Event containing information after VR has been entered
  110037. */
  110038. export class OnAfterEnteringVRObservableEvent {
  110039. /**
  110040. * If entering vr was successful
  110041. */
  110042. success: boolean;
  110043. }
  110044. /**
  110045. * Helps to quickly add VR support to an existing scene.
  110046. * See http://doc.babylonjs.com/how_to/webvr_helper
  110047. */
  110048. export class VRExperienceHelper {
  110049. /** Options to modify the vr experience helper's behavior. */
  110050. webVROptions: VRExperienceHelperOptions;
  110051. private _scene;
  110052. private _position;
  110053. private _btnVR;
  110054. private _btnVRDisplayed;
  110055. private _webVRsupported;
  110056. private _webVRready;
  110057. private _webVRrequesting;
  110058. private _webVRpresenting;
  110059. private _hasEnteredVR;
  110060. private _fullscreenVRpresenting;
  110061. private _inputElement;
  110062. private _webVRCamera;
  110063. private _vrDeviceOrientationCamera;
  110064. private _deviceOrientationCamera;
  110065. private _existingCamera;
  110066. private _onKeyDown;
  110067. private _onVrDisplayPresentChange;
  110068. private _onVRDisplayChanged;
  110069. private _onVRRequestPresentStart;
  110070. private _onVRRequestPresentComplete;
  110071. /**
  110072. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  110073. */
  110074. enableGazeEvenWhenNoPointerLock: boolean;
  110075. /**
  110076. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  110077. */
  110078. exitVROnDoubleTap: boolean;
  110079. /**
  110080. * Observable raised right before entering VR.
  110081. */
  110082. onEnteringVRObservable: Observable<VRExperienceHelper>;
  110083. /**
  110084. * Observable raised when entering VR has completed.
  110085. */
  110086. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  110087. /**
  110088. * Observable raised when exiting VR.
  110089. */
  110090. onExitingVRObservable: Observable<VRExperienceHelper>;
  110091. /**
  110092. * Observable raised when controller mesh is loaded.
  110093. */
  110094. onControllerMeshLoadedObservable: Observable<WebVRController>;
  110095. /** Return this.onEnteringVRObservable
  110096. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  110097. */
  110098. readonly onEnteringVR: Observable<VRExperienceHelper>;
  110099. /** Return this.onExitingVRObservable
  110100. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  110101. */
  110102. readonly onExitingVR: Observable<VRExperienceHelper>;
  110103. /** Return this.onControllerMeshLoadedObservable
  110104. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  110105. */
  110106. readonly onControllerMeshLoaded: Observable<WebVRController>;
  110107. private _rayLength;
  110108. private _useCustomVRButton;
  110109. private _teleportationRequested;
  110110. private _teleportActive;
  110111. private _floorMeshName;
  110112. private _floorMeshesCollection;
  110113. private _teleportationMode;
  110114. private _teleportationTime;
  110115. private _teleportationSpeed;
  110116. private _rotationAllowed;
  110117. private _teleportBackwardsVector;
  110118. private _teleportationTarget;
  110119. private _isDefaultTeleportationTarget;
  110120. private _postProcessMove;
  110121. private _teleportationFillColor;
  110122. private _teleportationBorderColor;
  110123. private _rotationAngle;
  110124. private _haloCenter;
  110125. private _cameraGazer;
  110126. private _padSensibilityUp;
  110127. private _padSensibilityDown;
  110128. private _leftController;
  110129. private _rightController;
  110130. /**
  110131. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  110132. */
  110133. onNewMeshSelected: Observable<AbstractMesh>;
  110134. /**
  110135. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  110136. * This observable will provide the mesh and the controller used to select the mesh
  110137. */
  110138. onMeshSelectedWithController: Observable<{
  110139. mesh: AbstractMesh;
  110140. controller: WebVRController;
  110141. }>;
  110142. /**
  110143. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  110144. */
  110145. onNewMeshPicked: Observable<PickingInfo>;
  110146. private _circleEase;
  110147. /**
  110148. * Observable raised before camera teleportation
  110149. */
  110150. onBeforeCameraTeleport: Observable<Vector3>;
  110151. /**
  110152. * Observable raised after camera teleportation
  110153. */
  110154. onAfterCameraTeleport: Observable<Vector3>;
  110155. /**
  110156. * Observable raised when current selected mesh gets unselected
  110157. */
  110158. onSelectedMeshUnselected: Observable<AbstractMesh>;
  110159. private _raySelectionPredicate;
  110160. /**
  110161. * To be optionaly changed by user to define custom ray selection
  110162. */
  110163. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  110164. /**
  110165. * To be optionaly changed by user to define custom selection logic (after ray selection)
  110166. */
  110167. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  110168. /**
  110169. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  110170. */
  110171. teleportationEnabled: boolean;
  110172. private _defaultHeight;
  110173. private _teleportationInitialized;
  110174. private _interactionsEnabled;
  110175. private _interactionsRequested;
  110176. private _displayGaze;
  110177. private _displayLaserPointer;
  110178. /**
  110179. * The mesh used to display where the user is going to teleport.
  110180. */
  110181. /**
  110182. * Sets the mesh to be used to display where the user is going to teleport.
  110183. */
  110184. teleportationTarget: Mesh;
  110185. /**
  110186. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  110187. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  110188. * See http://doc.babylonjs.com/resources/baking_transformations
  110189. */
  110190. gazeTrackerMesh: Mesh;
  110191. /**
  110192. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  110193. */
  110194. updateGazeTrackerScale: boolean;
  110195. /**
  110196. * If the gaze trackers color should be updated when selecting meshes
  110197. */
  110198. updateGazeTrackerColor: boolean;
  110199. /**
  110200. * If the controller laser color should be updated when selecting meshes
  110201. */
  110202. updateControllerLaserColor: boolean;
  110203. /**
  110204. * The gaze tracking mesh corresponding to the left controller
  110205. */
  110206. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  110207. /**
  110208. * The gaze tracking mesh corresponding to the right controller
  110209. */
  110210. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  110211. /**
  110212. * If the ray of the gaze should be displayed.
  110213. */
  110214. /**
  110215. * Sets if the ray of the gaze should be displayed.
  110216. */
  110217. displayGaze: boolean;
  110218. /**
  110219. * If the ray of the LaserPointer should be displayed.
  110220. */
  110221. /**
  110222. * Sets if the ray of the LaserPointer should be displayed.
  110223. */
  110224. displayLaserPointer: boolean;
  110225. /**
  110226. * The deviceOrientationCamera used as the camera when not in VR.
  110227. */
  110228. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  110229. /**
  110230. * Based on the current WebVR support, returns the current VR camera used.
  110231. */
  110232. readonly currentVRCamera: Nullable<Camera>;
  110233. /**
  110234. * The webVRCamera which is used when in VR.
  110235. */
  110236. readonly webVRCamera: WebVRFreeCamera;
  110237. /**
  110238. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110239. */
  110240. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110241. /**
  110242. * The html button that is used to trigger entering into VR.
  110243. */
  110244. readonly vrButton: Nullable<HTMLButtonElement>;
  110245. private readonly _teleportationRequestInitiated;
  110246. /**
  110247. * Defines wether or not Pointer lock should be requested when switching to
  110248. * full screen.
  110249. */
  110250. requestPointerLockOnFullScreen: boolean;
  110251. /**
  110252. * Instantiates a VRExperienceHelper.
  110253. * Helps to quickly add VR support to an existing scene.
  110254. * @param scene The scene the VRExperienceHelper belongs to.
  110255. * @param webVROptions Options to modify the vr experience helper's behavior.
  110256. */
  110257. constructor(scene: Scene,
  110258. /** Options to modify the vr experience helper's behavior. */
  110259. webVROptions?: VRExperienceHelperOptions);
  110260. private _onDefaultMeshLoaded;
  110261. private _onResize;
  110262. private _onFullscreenChange;
  110263. /**
  110264. * Gets a value indicating if we are currently in VR mode.
  110265. */
  110266. readonly isInVRMode: boolean;
  110267. private onVrDisplayPresentChange;
  110268. private onVRDisplayChanged;
  110269. private moveButtonToBottomRight;
  110270. private displayVRButton;
  110271. private updateButtonVisibility;
  110272. private _cachedAngularSensibility;
  110273. /**
  110274. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110275. * Otherwise, will use the fullscreen API.
  110276. */
  110277. enterVR(): void;
  110278. /**
  110279. * Attempt to exit VR, or fullscreen.
  110280. */
  110281. exitVR(): void;
  110282. /**
  110283. * The position of the vr experience helper.
  110284. */
  110285. /**
  110286. * Sets the position of the vr experience helper.
  110287. */
  110288. position: Vector3;
  110289. /**
  110290. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110291. */
  110292. enableInteractions(): void;
  110293. private readonly _noControllerIsActive;
  110294. private beforeRender;
  110295. private _isTeleportationFloor;
  110296. /**
  110297. * Adds a floor mesh to be used for teleportation.
  110298. * @param floorMesh the mesh to be used for teleportation.
  110299. */
  110300. addFloorMesh(floorMesh: Mesh): void;
  110301. /**
  110302. * Removes a floor mesh from being used for teleportation.
  110303. * @param floorMesh the mesh to be removed.
  110304. */
  110305. removeFloorMesh(floorMesh: Mesh): void;
  110306. /**
  110307. * Enables interactions and teleportation using the VR controllers and gaze.
  110308. * @param vrTeleportationOptions options to modify teleportation behavior.
  110309. */
  110310. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110311. private _onNewGamepadConnected;
  110312. private _tryEnableInteractionOnController;
  110313. private _onNewGamepadDisconnected;
  110314. private _enableInteractionOnController;
  110315. private _checkTeleportWithRay;
  110316. private _checkRotate;
  110317. private _checkTeleportBackwards;
  110318. private _enableTeleportationOnController;
  110319. private _createTeleportationCircles;
  110320. private _displayTeleportationTarget;
  110321. private _hideTeleportationTarget;
  110322. private _rotateCamera;
  110323. private _moveTeleportationSelectorTo;
  110324. private _workingVector;
  110325. private _workingQuaternion;
  110326. private _workingMatrix;
  110327. /**
  110328. * Time Constant Teleportation Mode
  110329. */
  110330. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  110331. /**
  110332. * Speed Constant Teleportation Mode
  110333. */
  110334. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  110335. /**
  110336. * Teleports the users feet to the desired location
  110337. * @param location The location where the user's feet should be placed
  110338. */
  110339. teleportCamera(location: Vector3): void;
  110340. private _convertNormalToDirectionOfRay;
  110341. private _castRayAndSelectObject;
  110342. private _notifySelectedMeshUnselected;
  110343. /**
  110344. * Sets the color of the laser ray from the vr controllers.
  110345. * @param color new color for the ray.
  110346. */
  110347. changeLaserColor(color: Color3): void;
  110348. /**
  110349. * Sets the color of the ray from the vr headsets gaze.
  110350. * @param color new color for the ray.
  110351. */
  110352. changeGazeColor(color: Color3): void;
  110353. /**
  110354. * Exits VR and disposes of the vr experience helper
  110355. */
  110356. dispose(): void;
  110357. /**
  110358. * Gets the name of the VRExperienceHelper class
  110359. * @returns "VRExperienceHelper"
  110360. */
  110361. getClassName(): string;
  110362. }
  110363. }
  110364. declare module BABYLON {
  110365. /**
  110366. * States of the webXR experience
  110367. */
  110368. export enum WebXRState {
  110369. /**
  110370. * Transitioning to being in XR mode
  110371. */
  110372. ENTERING_XR = 0,
  110373. /**
  110374. * Transitioning to non XR mode
  110375. */
  110376. EXITING_XR = 1,
  110377. /**
  110378. * In XR mode and presenting
  110379. */
  110380. IN_XR = 2,
  110381. /**
  110382. * Not entered XR mode
  110383. */
  110384. NOT_IN_XR = 3
  110385. }
  110386. /**
  110387. * Abstraction of the XR render target
  110388. */
  110389. export interface WebXRRenderTarget extends IDisposable {
  110390. /**
  110391. * xrpresent context of the canvas which can be used to display/mirror xr content
  110392. */
  110393. canvasContext: WebGLRenderingContext;
  110394. /**
  110395. * xr layer for the canvas
  110396. */
  110397. xrLayer: Nullable<XRWebGLLayer>;
  110398. /**
  110399. * Initializes the xr layer for the session
  110400. * @param xrSession xr session
  110401. * @returns a promise that will resolve once the XR Layer has been created
  110402. */
  110403. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110404. }
  110405. }
  110406. declare module BABYLON {
  110407. /**
  110408. * COnfiguration object for WebXR output canvas
  110409. */
  110410. export class WebXRManagedOutputCanvasOptions {
  110411. /**
  110412. * Options for this XR Layer output
  110413. */
  110414. canvasOptions: XRWebGLLayerOptions;
  110415. /**
  110416. * CSS styling for a newly created canvas (if not provided)
  110417. */
  110418. newCanvasCssStyle?: string;
  110419. /**
  110420. * Get the default values of the configuration object
  110421. * @returns default values of this configuration object
  110422. */
  110423. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110424. }
  110425. /**
  110426. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110427. */
  110428. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110429. private configuration;
  110430. private _engine;
  110431. private _canvas;
  110432. /**
  110433. * xrpresent context of the canvas which can be used to display/mirror xr content
  110434. */
  110435. canvasContext: WebGLRenderingContext;
  110436. /**
  110437. * xr layer for the canvas
  110438. */
  110439. xrLayer: Nullable<XRWebGLLayer>;
  110440. /**
  110441. * Initializes the xr layer for the session
  110442. * @param xrSession xr session
  110443. * @returns a promise that will resolve once the XR Layer has been created
  110444. */
  110445. initializeXRLayerAsync(xrSession: any): any;
  110446. /**
  110447. * Initializes the canvas to be added/removed upon entering/exiting xr
  110448. * @param engine the Babylon engine
  110449. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110450. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110451. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110452. */
  110453. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110454. /**
  110455. * Disposes of the object
  110456. */
  110457. dispose(): void;
  110458. private _setManagedOutputCanvas;
  110459. private _addCanvas;
  110460. private _removeCanvas;
  110461. }
  110462. }
  110463. declare module BABYLON {
  110464. /**
  110465. * Manages an XRSession to work with Babylon's engine
  110466. * @see https://doc.babylonjs.com/how_to/webxr
  110467. */
  110468. export class WebXRSessionManager implements IDisposable {
  110469. private scene;
  110470. /**
  110471. * Fires every time a new xrFrame arrives which can be used to update the camera
  110472. */
  110473. onXRFrameObservable: Observable<any>;
  110474. /**
  110475. * Fires when the xr session is ended either by the device or manually done
  110476. */
  110477. onXRSessionEnded: Observable<any>;
  110478. /**
  110479. * Underlying xr session
  110480. */
  110481. session: XRSession;
  110482. /**
  110483. * Type of reference space used when creating the session
  110484. */
  110485. referenceSpace: XRReferenceSpace;
  110486. /**
  110487. * Current XR frame
  110488. */
  110489. currentFrame: Nullable<XRFrame>;
  110490. private _xrNavigator;
  110491. private baseLayer;
  110492. private _rttProvider;
  110493. private _sessionEnded;
  110494. /**
  110495. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110496. * @param scene The scene which the session should be created for
  110497. */
  110498. constructor(scene: Scene);
  110499. /**
  110500. * Initializes the manager
  110501. * After initialization enterXR can be called to start an XR session
  110502. * @returns Promise which resolves after it is initialized
  110503. */
  110504. initializeAsync(): Promise<void>;
  110505. /**
  110506. * Initializes an xr session
  110507. * @param xrSessionMode mode to initialize
  110508. * @param optionalFeatures defines optional values to pass to the session builder
  110509. * @returns a promise which will resolve once the session has been initialized
  110510. */
  110511. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  110512. /**
  110513. * Sets the reference space on the xr session
  110514. * @param referenceSpace space to set
  110515. * @returns a promise that will resolve once the reference space has been set
  110516. */
  110517. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110518. /**
  110519. * Updates the render state of the session
  110520. * @param state state to set
  110521. * @returns a promise that resolves once the render state has been updated
  110522. */
  110523. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110524. /**
  110525. * Starts rendering to the xr layer
  110526. * @returns a promise that will resolve once rendering has started
  110527. */
  110528. startRenderingToXRAsync(): Promise<void>;
  110529. /**
  110530. * Gets the correct render target texture to be rendered this frame for this eye
  110531. * @param eye the eye for which to get the render target
  110532. * @returns the render target for the specified eye
  110533. */
  110534. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110535. /**
  110536. * Stops the xrSession and restores the renderloop
  110537. * @returns Promise which resolves after it exits XR
  110538. */
  110539. exitXRAsync(): Promise<void>;
  110540. /**
  110541. * Checks if a session would be supported for the creation options specified
  110542. * @param sessionMode session mode to check if supported eg. immersive-vr
  110543. * @returns true if supported
  110544. */
  110545. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110546. /**
  110547. * Creates a WebXRRenderTarget object for the XR session
  110548. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110549. * @param options optional options to provide when creating a new render target
  110550. * @returns a WebXR render target to which the session can render
  110551. */
  110552. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110553. /**
  110554. * @hidden
  110555. * Converts the render layer of xrSession to a render target
  110556. * @param session session to create render target for
  110557. * @param scene scene the new render target should be created for
  110558. */
  110559. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110560. /**
  110561. * Disposes of the session manager
  110562. */
  110563. dispose(): void;
  110564. }
  110565. }
  110566. declare module BABYLON {
  110567. /**
  110568. * WebXR Camera which holds the views for the xrSession
  110569. * @see https://doc.babylonjs.com/how_to/webxr
  110570. */
  110571. export class WebXRCamera extends FreeCamera {
  110572. /**
  110573. * Is the camera in debug mode. Used when using an emulator
  110574. */
  110575. debugMode: boolean;
  110576. /**
  110577. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110578. * @param name the name of the camera
  110579. * @param scene the scene to add the camera to
  110580. */
  110581. constructor(name: string, scene: Scene);
  110582. private _updateNumberOfRigCameras;
  110583. /** @hidden */
  110584. _updateForDualEyeDebugging(): void;
  110585. /**
  110586. * Updates the cameras position from the current pose information of the XR session
  110587. * @param xrSessionManager the session containing pose information
  110588. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110589. */
  110590. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110591. }
  110592. }
  110593. declare module BABYLON {
  110594. /**
  110595. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110596. * @see https://doc.babylonjs.com/how_to/webxr
  110597. */
  110598. export class WebXRExperienceHelper implements IDisposable {
  110599. private scene;
  110600. /**
  110601. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  110602. */
  110603. container: AbstractMesh;
  110604. /**
  110605. * Camera used to render xr content
  110606. */
  110607. camera: WebXRCamera;
  110608. /**
  110609. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110610. */
  110611. state: WebXRState;
  110612. private _setState;
  110613. private static _TmpVector;
  110614. /**
  110615. * Fires when the state of the experience helper has changed
  110616. */
  110617. onStateChangedObservable: Observable<WebXRState>;
  110618. /** Session manager used to keep track of xr session */
  110619. sessionManager: WebXRSessionManager;
  110620. private _nonVRCamera;
  110621. private _originalSceneAutoClear;
  110622. private _supported;
  110623. /**
  110624. * Creates the experience helper
  110625. * @param scene the scene to attach the experience helper to
  110626. * @returns a promise for the experience helper
  110627. */
  110628. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110629. /**
  110630. * Creates a WebXRExperienceHelper
  110631. * @param scene The scene the helper should be created in
  110632. */
  110633. private constructor();
  110634. /**
  110635. * Exits XR mode and returns the scene to its original state
  110636. * @returns promise that resolves after xr mode has exited
  110637. */
  110638. exitXRAsync(): Promise<void>;
  110639. /**
  110640. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110641. * @param sessionMode options for the XR session
  110642. * @param referenceSpaceType frame of reference of the XR session
  110643. * @param renderTarget the output canvas that will be used to enter XR mode
  110644. * @returns promise that resolves after xr mode has entered
  110645. */
  110646. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  110647. /**
  110648. * Updates the global position of the camera by moving the camera's container
  110649. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110650. * @param position The desired global position of the camera
  110651. */
  110652. setPositionOfCameraUsingContainer(position: Vector3): void;
  110653. /**
  110654. * Rotates the xr camera by rotating the camera's container around the camera's position
  110655. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110656. * @param rotation the desired quaternion rotation to apply to the camera
  110657. */
  110658. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110659. /**
  110660. * Disposes of the experience helper
  110661. */
  110662. dispose(): void;
  110663. }
  110664. }
  110665. declare module BABYLON {
  110666. /**
  110667. * Button which can be used to enter a different mode of XR
  110668. */
  110669. export class WebXREnterExitUIButton {
  110670. /** button element */
  110671. element: HTMLElement;
  110672. /** XR initialization options for the button */
  110673. sessionMode: XRSessionMode;
  110674. /** Reference space type */
  110675. referenceSpaceType: XRReferenceSpaceType;
  110676. /**
  110677. * Creates a WebXREnterExitUIButton
  110678. * @param element button element
  110679. * @param sessionMode XR initialization session mode
  110680. * @param referenceSpaceType the type of reference space to be used
  110681. */
  110682. constructor(
  110683. /** button element */
  110684. element: HTMLElement,
  110685. /** XR initialization options for the button */
  110686. sessionMode: XRSessionMode,
  110687. /** Reference space type */
  110688. referenceSpaceType: XRReferenceSpaceType);
  110689. /**
  110690. * Overwritable function which can be used to update the button's visuals when the state changes
  110691. * @param activeButton the current active button in the UI
  110692. */
  110693. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110694. }
  110695. /**
  110696. * Options to create the webXR UI
  110697. */
  110698. export class WebXREnterExitUIOptions {
  110699. /**
  110700. * Context to enter xr with
  110701. */
  110702. renderTarget?: Nullable<WebXRRenderTarget>;
  110703. /**
  110704. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110705. */
  110706. customButtons?: Array<WebXREnterExitUIButton>;
  110707. /**
  110708. * A session mode to use when creating the default button.
  110709. * Default is immersive-vr
  110710. */
  110711. sessionMode?: XRSessionMode;
  110712. /**
  110713. * A reference space type to use when creating the default button.
  110714. * Default is local-floor
  110715. */
  110716. referenceSpaceType?: XRReferenceSpaceType;
  110717. }
  110718. /**
  110719. * UI to allow the user to enter/exit XR mode
  110720. */
  110721. export class WebXREnterExitUI implements IDisposable {
  110722. private scene;
  110723. private _overlay;
  110724. private _buttons;
  110725. private _activeButton;
  110726. /**
  110727. * Fired every time the active button is changed.
  110728. *
  110729. * When xr is entered via a button that launches xr that button will be the callback parameter
  110730. *
  110731. * When exiting xr the callback parameter will be null)
  110732. */
  110733. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110734. /**
  110735. * Creates UI to allow the user to enter/exit XR mode
  110736. * @param scene the scene to add the ui to
  110737. * @param helper the xr experience helper to enter/exit xr with
  110738. * @param options options to configure the UI
  110739. * @returns the created ui
  110740. */
  110741. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110742. private constructor();
  110743. private _updateButtons;
  110744. /**
  110745. * Disposes of the object
  110746. */
  110747. dispose(): void;
  110748. }
  110749. }
  110750. declare module BABYLON {
  110751. /**
  110752. * Represents an XR input
  110753. */
  110754. export class WebXRController {
  110755. private scene;
  110756. /** The underlying input source for the controller */
  110757. inputSource: XRInputSource;
  110758. private parentContainer;
  110759. /**
  110760. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  110761. */
  110762. grip?: AbstractMesh;
  110763. /**
  110764. * Pointer which can be used to select objects or attach a visible laser to
  110765. */
  110766. pointer: AbstractMesh;
  110767. private _gamepadMode;
  110768. /**
  110769. * If available, this is the gamepad object related to this controller.
  110770. * Using this object it is possible to get click events and trackpad changes of the
  110771. * webxr controller that is currently being used.
  110772. */
  110773. gamepadController?: WebVRController;
  110774. /**
  110775. * Event that fires when the controller is removed/disposed
  110776. */
  110777. onDisposeObservable: Observable<{}>;
  110778. private _tmpMatrix;
  110779. private _tmpQuaternion;
  110780. private _tmpVector;
  110781. /**
  110782. * Creates the controller
  110783. * @see https://doc.babylonjs.com/how_to/webxr
  110784. * @param scene the scene which the controller should be associated to
  110785. * @param inputSource the underlying input source for the controller
  110786. * @param parentContainer parent that the controller meshes should be children of
  110787. */
  110788. constructor(scene: Scene,
  110789. /** The underlying input source for the controller */
  110790. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110791. /**
  110792. * Updates the controller pose based on the given XRFrame
  110793. * @param xrFrame xr frame to update the pose with
  110794. * @param referenceSpace reference space to use
  110795. */
  110796. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110797. /**
  110798. * Gets a world space ray coming from the controller
  110799. * @param result the resulting ray
  110800. */
  110801. getWorldPointerRayToRef(result: Ray): void;
  110802. /**
  110803. * Get the scene associated with this controller
  110804. * @returns the scene object
  110805. */
  110806. getScene(): Scene;
  110807. /**
  110808. * Disposes of the object
  110809. */
  110810. dispose(): void;
  110811. }
  110812. }
  110813. declare module BABYLON {
  110814. /**
  110815. * XR input used to track XR inputs such as controllers/rays
  110816. */
  110817. export class WebXRInput implements IDisposable {
  110818. /**
  110819. * Base experience the input listens to
  110820. */
  110821. baseExperience: WebXRExperienceHelper;
  110822. /**
  110823. * XR controllers being tracked
  110824. */
  110825. controllers: Array<WebXRController>;
  110826. private _frameObserver;
  110827. private _stateObserver;
  110828. /**
  110829. * Event when a controller has been connected/added
  110830. */
  110831. onControllerAddedObservable: Observable<WebXRController>;
  110832. /**
  110833. * Event when a controller has been removed/disconnected
  110834. */
  110835. onControllerRemovedObservable: Observable<WebXRController>;
  110836. /**
  110837. * Initializes the WebXRInput
  110838. * @param baseExperience experience helper which the input should be created for
  110839. */
  110840. constructor(
  110841. /**
  110842. * Base experience the input listens to
  110843. */
  110844. baseExperience: WebXRExperienceHelper);
  110845. private _onInputSourcesChange;
  110846. private _addAndRemoveControllers;
  110847. /**
  110848. * Disposes of the object
  110849. */
  110850. dispose(): void;
  110851. }
  110852. }
  110853. declare module BABYLON {
  110854. /**
  110855. * Enables teleportation
  110856. */
  110857. export class WebXRControllerTeleportation {
  110858. private _teleportationFillColor;
  110859. private _teleportationBorderColor;
  110860. private _tmpRay;
  110861. private _tmpVector;
  110862. /**
  110863. * Creates a WebXRControllerTeleportation
  110864. * @param input input manager to add teleportation to
  110865. * @param floorMeshes floormeshes which can be teleported to
  110866. */
  110867. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110868. }
  110869. }
  110870. declare module BABYLON {
  110871. /**
  110872. * Handles pointer input automatically for the pointer of XR controllers
  110873. */
  110874. export class WebXRControllerPointerSelection {
  110875. private static _idCounter;
  110876. private _tmpRay;
  110877. /**
  110878. * Creates a WebXRControllerPointerSelection
  110879. * @param input input manager to setup pointer selection
  110880. */
  110881. constructor(input: WebXRInput);
  110882. private _convertNormalToDirectionOfRay;
  110883. private _updatePointerDistance;
  110884. }
  110885. }
  110886. declare module BABYLON {
  110887. /**
  110888. * Class used to represent data loading progression
  110889. */
  110890. export class SceneLoaderProgressEvent {
  110891. /** defines if data length to load can be evaluated */
  110892. readonly lengthComputable: boolean;
  110893. /** defines the loaded data length */
  110894. readonly loaded: number;
  110895. /** defines the data length to load */
  110896. readonly total: number;
  110897. /**
  110898. * Create a new progress event
  110899. * @param lengthComputable defines if data length to load can be evaluated
  110900. * @param loaded defines the loaded data length
  110901. * @param total defines the data length to load
  110902. */
  110903. constructor(
  110904. /** defines if data length to load can be evaluated */
  110905. lengthComputable: boolean,
  110906. /** defines the loaded data length */
  110907. loaded: number,
  110908. /** defines the data length to load */
  110909. total: number);
  110910. /**
  110911. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110912. * @param event defines the source event
  110913. * @returns a new SceneLoaderProgressEvent
  110914. */
  110915. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110916. }
  110917. /**
  110918. * Interface used by SceneLoader plugins to define supported file extensions
  110919. */
  110920. export interface ISceneLoaderPluginExtensions {
  110921. /**
  110922. * Defines the list of supported extensions
  110923. */
  110924. [extension: string]: {
  110925. isBinary: boolean;
  110926. };
  110927. }
  110928. /**
  110929. * Interface used by SceneLoader plugin factory
  110930. */
  110931. export interface ISceneLoaderPluginFactory {
  110932. /**
  110933. * Defines the name of the factory
  110934. */
  110935. name: string;
  110936. /**
  110937. * Function called to create a new plugin
  110938. * @return the new plugin
  110939. */
  110940. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110941. /**
  110942. * The callback that returns true if the data can be directly loaded.
  110943. * @param data string containing the file data
  110944. * @returns if the data can be loaded directly
  110945. */
  110946. canDirectLoad?(data: string): boolean;
  110947. }
  110948. /**
  110949. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110950. */
  110951. export interface ISceneLoaderPluginBase {
  110952. /**
  110953. * The friendly name of this plugin.
  110954. */
  110955. name: string;
  110956. /**
  110957. * The file extensions supported by this plugin.
  110958. */
  110959. extensions: string | ISceneLoaderPluginExtensions;
  110960. /**
  110961. * The callback called when loading from a url.
  110962. * @param scene scene loading this url
  110963. * @param url url to load
  110964. * @param onSuccess callback called when the file successfully loads
  110965. * @param onProgress callback called while file is loading (if the server supports this mode)
  110966. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110967. * @param onError callback called when the file fails to load
  110968. * @returns a file request object
  110969. */
  110970. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110971. /**
  110972. * The callback called when loading from a file object.
  110973. * @param scene scene loading this file
  110974. * @param file defines the file to load
  110975. * @param onSuccess defines the callback to call when data is loaded
  110976. * @param onProgress defines the callback to call during loading process
  110977. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110978. * @param onError defines the callback to call when an error occurs
  110979. * @returns a file request object
  110980. */
  110981. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110982. /**
  110983. * The callback that returns true if the data can be directly loaded.
  110984. * @param data string containing the file data
  110985. * @returns if the data can be loaded directly
  110986. */
  110987. canDirectLoad?(data: string): boolean;
  110988. /**
  110989. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110990. * @param scene scene loading this data
  110991. * @param data string containing the data
  110992. * @returns data to pass to the plugin
  110993. */
  110994. directLoad?(scene: Scene, data: string): any;
  110995. /**
  110996. * The callback that allows custom handling of the root url based on the response url.
  110997. * @param rootUrl the original root url
  110998. * @param responseURL the response url if available
  110999. * @returns the new root url
  111000. */
  111001. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  111002. }
  111003. /**
  111004. * Interface used to define a SceneLoader plugin
  111005. */
  111006. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  111007. /**
  111008. * Import meshes into a scene.
  111009. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111010. * @param scene The scene to import into
  111011. * @param data The data to import
  111012. * @param rootUrl The root url for scene and resources
  111013. * @param meshes The meshes array to import into
  111014. * @param particleSystems The particle systems array to import into
  111015. * @param skeletons The skeletons array to import into
  111016. * @param onError The callback when import fails
  111017. * @returns True if successful or false otherwise
  111018. */
  111019. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  111020. /**
  111021. * Load into a scene.
  111022. * @param scene The scene to load into
  111023. * @param data The data to import
  111024. * @param rootUrl The root url for scene and resources
  111025. * @param onError The callback when import fails
  111026. * @returns True if successful or false otherwise
  111027. */
  111028. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  111029. /**
  111030. * Load into an asset container.
  111031. * @param scene The scene to load into
  111032. * @param data The data to import
  111033. * @param rootUrl The root url for scene and resources
  111034. * @param onError The callback when import fails
  111035. * @returns The loaded asset container
  111036. */
  111037. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  111038. }
  111039. /**
  111040. * Interface used to define an async SceneLoader plugin
  111041. */
  111042. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  111043. /**
  111044. * Import meshes into a scene.
  111045. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111046. * @param scene The scene to import into
  111047. * @param data The data to import
  111048. * @param rootUrl The root url for scene and resources
  111049. * @param onProgress The callback when the load progresses
  111050. * @param fileName Defines the name of the file to load
  111051. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  111052. */
  111053. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  111054. meshes: AbstractMesh[];
  111055. particleSystems: IParticleSystem[];
  111056. skeletons: Skeleton[];
  111057. animationGroups: AnimationGroup[];
  111058. }>;
  111059. /**
  111060. * Load into a scene.
  111061. * @param scene The scene to load into
  111062. * @param data The data to import
  111063. * @param rootUrl The root url for scene and resources
  111064. * @param onProgress The callback when the load progresses
  111065. * @param fileName Defines the name of the file to load
  111066. * @returns Nothing
  111067. */
  111068. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  111069. /**
  111070. * Load into an asset container.
  111071. * @param scene The scene to load into
  111072. * @param data The data to import
  111073. * @param rootUrl The root url for scene and resources
  111074. * @param onProgress The callback when the load progresses
  111075. * @param fileName Defines the name of the file to load
  111076. * @returns The loaded asset container
  111077. */
  111078. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  111079. }
  111080. /**
  111081. * Class used to load scene from various file formats using registered plugins
  111082. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  111083. */
  111084. export class SceneLoader {
  111085. /**
  111086. * No logging while loading
  111087. */
  111088. static readonly NO_LOGGING: number;
  111089. /**
  111090. * Minimal logging while loading
  111091. */
  111092. static readonly MINIMAL_LOGGING: number;
  111093. /**
  111094. * Summary logging while loading
  111095. */
  111096. static readonly SUMMARY_LOGGING: number;
  111097. /**
  111098. * Detailled logging while loading
  111099. */
  111100. static readonly DETAILED_LOGGING: number;
  111101. /**
  111102. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  111103. */
  111104. static ForceFullSceneLoadingForIncremental: boolean;
  111105. /**
  111106. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  111107. */
  111108. static ShowLoadingScreen: boolean;
  111109. /**
  111110. * Defines the current logging level (while loading the scene)
  111111. * @ignorenaming
  111112. */
  111113. static loggingLevel: number;
  111114. /**
  111115. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  111116. */
  111117. static CleanBoneMatrixWeights: boolean;
  111118. /**
  111119. * Event raised when a plugin is used to load a scene
  111120. */
  111121. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111122. private static _registeredPlugins;
  111123. private static _getDefaultPlugin;
  111124. private static _getPluginForExtension;
  111125. private static _getPluginForDirectLoad;
  111126. private static _getPluginForFilename;
  111127. private static _getDirectLoad;
  111128. private static _loadData;
  111129. private static _getFileInfo;
  111130. /**
  111131. * Gets a plugin that can load the given extension
  111132. * @param extension defines the extension to load
  111133. * @returns a plugin or null if none works
  111134. */
  111135. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  111136. /**
  111137. * Gets a boolean indicating that the given extension can be loaded
  111138. * @param extension defines the extension to load
  111139. * @returns true if the extension is supported
  111140. */
  111141. static IsPluginForExtensionAvailable(extension: string): boolean;
  111142. /**
  111143. * Adds a new plugin to the list of registered plugins
  111144. * @param plugin defines the plugin to add
  111145. */
  111146. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  111147. /**
  111148. * Import meshes into a scene
  111149. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111150. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111151. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111152. * @param scene the instance of BABYLON.Scene to append to
  111153. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  111154. * @param onProgress a callback with a progress event for each file being loaded
  111155. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111156. * @param pluginExtension the extension used to determine the plugin
  111157. * @returns The loaded plugin
  111158. */
  111159. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111160. /**
  111161. * Import meshes into a scene
  111162. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111163. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111164. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111165. * @param scene the instance of BABYLON.Scene to append to
  111166. * @param onProgress a callback with a progress event for each file being loaded
  111167. * @param pluginExtension the extension used to determine the plugin
  111168. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  111169. */
  111170. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  111171. meshes: AbstractMesh[];
  111172. particleSystems: IParticleSystem[];
  111173. skeletons: Skeleton[];
  111174. animationGroups: AnimationGroup[];
  111175. }>;
  111176. /**
  111177. * Load a scene
  111178. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111179. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111180. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111181. * @param onSuccess a callback with the scene when import succeeds
  111182. * @param onProgress a callback with a progress event for each file being loaded
  111183. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111184. * @param pluginExtension the extension used to determine the plugin
  111185. * @returns The loaded plugin
  111186. */
  111187. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111188. /**
  111189. * Load a scene
  111190. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111191. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111192. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111193. * @param onProgress a callback with a progress event for each file being loaded
  111194. * @param pluginExtension the extension used to determine the plugin
  111195. * @returns The loaded scene
  111196. */
  111197. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111198. /**
  111199. * Append a scene
  111200. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111201. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111202. * @param scene is the instance of BABYLON.Scene to append to
  111203. * @param onSuccess a callback with the scene when import succeeds
  111204. * @param onProgress a callback with a progress event for each file being loaded
  111205. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111206. * @param pluginExtension the extension used to determine the plugin
  111207. * @returns The loaded plugin
  111208. */
  111209. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111210. /**
  111211. * Append a scene
  111212. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111213. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111214. * @param scene is the instance of BABYLON.Scene to append to
  111215. * @param onProgress a callback with a progress event for each file being loaded
  111216. * @param pluginExtension the extension used to determine the plugin
  111217. * @returns The given scene
  111218. */
  111219. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111220. /**
  111221. * Load a scene into an asset container
  111222. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111223. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111224. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  111225. * @param onSuccess a callback with the scene when import succeeds
  111226. * @param onProgress a callback with a progress event for each file being loaded
  111227. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111228. * @param pluginExtension the extension used to determine the plugin
  111229. * @returns The loaded plugin
  111230. */
  111231. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111232. /**
  111233. * Load a scene into an asset container
  111234. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111235. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  111236. * @param scene is the instance of Scene to append to
  111237. * @param onProgress a callback with a progress event for each file being loaded
  111238. * @param pluginExtension the extension used to determine the plugin
  111239. * @returns The loaded asset container
  111240. */
  111241. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  111242. }
  111243. }
  111244. declare module BABYLON {
  111245. /**
  111246. * Generic Controller
  111247. */
  111248. export class GenericController extends WebVRController {
  111249. /**
  111250. * Base Url for the controller model.
  111251. */
  111252. static readonly MODEL_BASE_URL: string;
  111253. /**
  111254. * File name for the controller model.
  111255. */
  111256. static readonly MODEL_FILENAME: string;
  111257. /**
  111258. * Creates a new GenericController from a gamepad
  111259. * @param vrGamepad the gamepad that the controller should be created from
  111260. */
  111261. constructor(vrGamepad: any);
  111262. /**
  111263. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111264. * @param scene scene in which to add meshes
  111265. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111266. */
  111267. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111268. /**
  111269. * Called once for each button that changed state since the last frame
  111270. * @param buttonIdx Which button index changed
  111271. * @param state New state of the button
  111272. * @param changes Which properties on the state changed since last frame
  111273. */
  111274. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111275. }
  111276. }
  111277. declare module BABYLON {
  111278. /**
  111279. * Defines the WindowsMotionController object that the state of the windows motion controller
  111280. */
  111281. export class WindowsMotionController extends WebVRController {
  111282. /**
  111283. * The base url used to load the left and right controller models
  111284. */
  111285. static MODEL_BASE_URL: string;
  111286. /**
  111287. * The name of the left controller model file
  111288. */
  111289. static MODEL_LEFT_FILENAME: string;
  111290. /**
  111291. * The name of the right controller model file
  111292. */
  111293. static MODEL_RIGHT_FILENAME: string;
  111294. /**
  111295. * The controller name prefix for this controller type
  111296. */
  111297. static readonly GAMEPAD_ID_PREFIX: string;
  111298. /**
  111299. * The controller id pattern for this controller type
  111300. */
  111301. private static readonly GAMEPAD_ID_PATTERN;
  111302. private _loadedMeshInfo;
  111303. private readonly _mapping;
  111304. /**
  111305. * Fired when the trackpad on this controller is clicked
  111306. */
  111307. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111308. /**
  111309. * Fired when the trackpad on this controller is modified
  111310. */
  111311. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111312. /**
  111313. * The current x and y values of this controller's trackpad
  111314. */
  111315. trackpad: StickValues;
  111316. /**
  111317. * Creates a new WindowsMotionController from a gamepad
  111318. * @param vrGamepad the gamepad that the controller should be created from
  111319. */
  111320. constructor(vrGamepad: any);
  111321. /**
  111322. * Fired when the trigger on this controller is modified
  111323. */
  111324. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111325. /**
  111326. * Fired when the menu button on this controller is modified
  111327. */
  111328. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111329. /**
  111330. * Fired when the grip button on this controller is modified
  111331. */
  111332. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111333. /**
  111334. * Fired when the thumbstick button on this controller is modified
  111335. */
  111336. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111337. /**
  111338. * Fired when the touchpad button on this controller is modified
  111339. */
  111340. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111341. /**
  111342. * Fired when the touchpad values on this controller are modified
  111343. */
  111344. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111345. private _updateTrackpad;
  111346. /**
  111347. * Called once per frame by the engine.
  111348. */
  111349. update(): void;
  111350. /**
  111351. * Called once for each button that changed state since the last frame
  111352. * @param buttonIdx Which button index changed
  111353. * @param state New state of the button
  111354. * @param changes Which properties on the state changed since last frame
  111355. */
  111356. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111357. /**
  111358. * Moves the buttons on the controller mesh based on their current state
  111359. * @param buttonName the name of the button to move
  111360. * @param buttonValue the value of the button which determines the buttons new position
  111361. */
  111362. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111363. /**
  111364. * Moves the axis on the controller mesh based on its current state
  111365. * @param axis the index of the axis
  111366. * @param axisValue the value of the axis which determines the meshes new position
  111367. * @hidden
  111368. */
  111369. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111370. /**
  111371. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111372. * @param scene scene in which to add meshes
  111373. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111374. */
  111375. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111376. /**
  111377. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111378. * can be transformed by button presses and axes values, based on this._mapping.
  111379. *
  111380. * @param scene scene in which the meshes exist
  111381. * @param meshes list of meshes that make up the controller model to process
  111382. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111383. */
  111384. private processModel;
  111385. private createMeshInfo;
  111386. /**
  111387. * Gets the ray of the controller in the direction the controller is pointing
  111388. * @param length the length the resulting ray should be
  111389. * @returns a ray in the direction the controller is pointing
  111390. */
  111391. getForwardRay(length?: number): Ray;
  111392. /**
  111393. * Disposes of the controller
  111394. */
  111395. dispose(): void;
  111396. }
  111397. }
  111398. declare module BABYLON {
  111399. /**
  111400. * Oculus Touch Controller
  111401. */
  111402. export class OculusTouchController extends WebVRController {
  111403. /**
  111404. * Base Url for the controller model.
  111405. */
  111406. static MODEL_BASE_URL: string;
  111407. /**
  111408. * File name for the left controller model.
  111409. */
  111410. static MODEL_LEFT_FILENAME: string;
  111411. /**
  111412. * File name for the right controller model.
  111413. */
  111414. static MODEL_RIGHT_FILENAME: string;
  111415. /**
  111416. * Base Url for the Quest controller model.
  111417. */
  111418. static QUEST_MODEL_BASE_URL: string;
  111419. /**
  111420. * @hidden
  111421. * If the controllers are running on a device that needs the updated Quest controller models
  111422. */
  111423. static _IsQuest: boolean;
  111424. /**
  111425. * Fired when the secondary trigger on this controller is modified
  111426. */
  111427. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111428. /**
  111429. * Fired when the thumb rest on this controller is modified
  111430. */
  111431. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111432. /**
  111433. * Creates a new OculusTouchController from a gamepad
  111434. * @param vrGamepad the gamepad that the controller should be created from
  111435. */
  111436. constructor(vrGamepad: any);
  111437. /**
  111438. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111439. * @param scene scene in which to add meshes
  111440. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111441. */
  111442. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111443. /**
  111444. * Fired when the A button on this controller is modified
  111445. */
  111446. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111447. /**
  111448. * Fired when the B button on this controller is modified
  111449. */
  111450. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111451. /**
  111452. * Fired when the X button on this controller is modified
  111453. */
  111454. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111455. /**
  111456. * Fired when the Y button on this controller is modified
  111457. */
  111458. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111459. /**
  111460. * Called once for each button that changed state since the last frame
  111461. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111462. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111463. * 2) secondary trigger (same)
  111464. * 3) A (right) X (left), touch, pressed = value
  111465. * 4) B / Y
  111466. * 5) thumb rest
  111467. * @param buttonIdx Which button index changed
  111468. * @param state New state of the button
  111469. * @param changes Which properties on the state changed since last frame
  111470. */
  111471. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111472. }
  111473. }
  111474. declare module BABYLON {
  111475. /**
  111476. * Vive Controller
  111477. */
  111478. export class ViveController extends WebVRController {
  111479. /**
  111480. * Base Url for the controller model.
  111481. */
  111482. static MODEL_BASE_URL: string;
  111483. /**
  111484. * File name for the controller model.
  111485. */
  111486. static MODEL_FILENAME: string;
  111487. /**
  111488. * Creates a new ViveController from a gamepad
  111489. * @param vrGamepad the gamepad that the controller should be created from
  111490. */
  111491. constructor(vrGamepad: any);
  111492. /**
  111493. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111494. * @param scene scene in which to add meshes
  111495. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111496. */
  111497. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111498. /**
  111499. * Fired when the left button on this controller is modified
  111500. */
  111501. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111502. /**
  111503. * Fired when the right button on this controller is modified
  111504. */
  111505. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111506. /**
  111507. * Fired when the menu button on this controller is modified
  111508. */
  111509. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111510. /**
  111511. * Called once for each button that changed state since the last frame
  111512. * Vive mapping:
  111513. * 0: touchpad
  111514. * 1: trigger
  111515. * 2: left AND right buttons
  111516. * 3: menu button
  111517. * @param buttonIdx Which button index changed
  111518. * @param state New state of the button
  111519. * @param changes Which properties on the state changed since last frame
  111520. */
  111521. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111522. }
  111523. }
  111524. declare module BABYLON {
  111525. /**
  111526. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111527. */
  111528. export class WebXRControllerModelLoader {
  111529. /**
  111530. * an observable that triggers when a new model (the mesh itself) was initialized.
  111531. * To know when the mesh was loaded use the controller's own modelLoaded() method
  111532. */
  111533. onControllerModelLoaded: Observable<WebXRController>;
  111534. /**
  111535. * Creates the WebXRControllerModelLoader
  111536. * @param input xr input that creates the controllers
  111537. */
  111538. constructor(input: WebXRInput);
  111539. }
  111540. }
  111541. declare module BABYLON {
  111542. /**
  111543. * Options for the default xr helper
  111544. */
  111545. export class WebXRDefaultExperienceOptions {
  111546. /**
  111547. * Floor meshes that should be used for teleporting
  111548. */
  111549. floorMeshes: Array<AbstractMesh>;
  111550. /**
  111551. * Enable or disable default UI to enter XR
  111552. */
  111553. disableDefaultUI: boolean;
  111554. /**
  111555. * optional configuration for the output canvas
  111556. */
  111557. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111558. }
  111559. /**
  111560. * Default experience which provides a similar setup to the previous webVRExperience
  111561. */
  111562. export class WebXRDefaultExperience {
  111563. /**
  111564. * Base experience
  111565. */
  111566. baseExperience: WebXRExperienceHelper;
  111567. /**
  111568. * Input experience extension
  111569. */
  111570. input: WebXRInput;
  111571. /**
  111572. * Loads the controller models
  111573. */
  111574. controllerModelLoader: WebXRControllerModelLoader;
  111575. /**
  111576. * Enables laser pointer and selection
  111577. */
  111578. pointerSelection: WebXRControllerPointerSelection;
  111579. /**
  111580. * Enables teleportation
  111581. */
  111582. teleportation: WebXRControllerTeleportation;
  111583. /**
  111584. * Enables ui for enetering/exiting xr
  111585. */
  111586. enterExitUI: WebXREnterExitUI;
  111587. /**
  111588. * Default target xr should render to
  111589. */
  111590. renderTarget: WebXRRenderTarget;
  111591. /**
  111592. * Creates the default xr experience
  111593. * @param scene scene
  111594. * @param options options for basic configuration
  111595. * @returns resulting WebXRDefaultExperience
  111596. */
  111597. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111598. private constructor();
  111599. /**
  111600. * DIsposes of the experience helper
  111601. */
  111602. dispose(): void;
  111603. }
  111604. }
  111605. declare module BABYLON {
  111606. /**
  111607. * Contains an array of blocks representing the octree
  111608. */
  111609. export interface IOctreeContainer<T> {
  111610. /**
  111611. * Blocks within the octree
  111612. */
  111613. blocks: Array<OctreeBlock<T>>;
  111614. }
  111615. /**
  111616. * Class used to store a cell in an octree
  111617. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111618. */
  111619. export class OctreeBlock<T> {
  111620. /**
  111621. * Gets the content of the current block
  111622. */
  111623. entries: T[];
  111624. /**
  111625. * Gets the list of block children
  111626. */
  111627. blocks: Array<OctreeBlock<T>>;
  111628. private _depth;
  111629. private _maxDepth;
  111630. private _capacity;
  111631. private _minPoint;
  111632. private _maxPoint;
  111633. private _boundingVectors;
  111634. private _creationFunc;
  111635. /**
  111636. * Creates a new block
  111637. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111638. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111639. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111640. * @param depth defines the current depth of this block in the octree
  111641. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111642. * @param creationFunc defines a callback to call when an element is added to the block
  111643. */
  111644. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111645. /**
  111646. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111647. */
  111648. readonly capacity: number;
  111649. /**
  111650. * Gets the minimum vector (in world space) of the block's bounding box
  111651. */
  111652. readonly minPoint: Vector3;
  111653. /**
  111654. * Gets the maximum vector (in world space) of the block's bounding box
  111655. */
  111656. readonly maxPoint: Vector3;
  111657. /**
  111658. * Add a new element to this block
  111659. * @param entry defines the element to add
  111660. */
  111661. addEntry(entry: T): void;
  111662. /**
  111663. * Remove an element from this block
  111664. * @param entry defines the element to remove
  111665. */
  111666. removeEntry(entry: T): void;
  111667. /**
  111668. * Add an array of elements to this block
  111669. * @param entries defines the array of elements to add
  111670. */
  111671. addEntries(entries: T[]): void;
  111672. /**
  111673. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111674. * @param frustumPlanes defines the frustum planes to test
  111675. * @param selection defines the array to store current content if selection is positive
  111676. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111677. */
  111678. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111679. /**
  111680. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111681. * @param sphereCenter defines the bounding sphere center
  111682. * @param sphereRadius defines the bounding sphere radius
  111683. * @param selection defines the array to store current content if selection is positive
  111684. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111685. */
  111686. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111687. /**
  111688. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111689. * @param ray defines the ray to test with
  111690. * @param selection defines the array to store current content if selection is positive
  111691. */
  111692. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111693. /**
  111694. * Subdivide the content into child blocks (this block will then be empty)
  111695. */
  111696. createInnerBlocks(): void;
  111697. /**
  111698. * @hidden
  111699. */
  111700. 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;
  111701. }
  111702. }
  111703. declare module BABYLON {
  111704. /**
  111705. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111706. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111707. */
  111708. export class Octree<T> {
  111709. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  111710. maxDepth: number;
  111711. /**
  111712. * Blocks within the octree containing objects
  111713. */
  111714. blocks: Array<OctreeBlock<T>>;
  111715. /**
  111716. * Content stored in the octree
  111717. */
  111718. dynamicContent: T[];
  111719. private _maxBlockCapacity;
  111720. private _selectionContent;
  111721. private _creationFunc;
  111722. /**
  111723. * Creates a octree
  111724. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111725. * @param creationFunc function to be used to instatiate the octree
  111726. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111727. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  111728. */
  111729. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111730. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  111731. maxDepth?: number);
  111732. /**
  111733. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111734. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  111735. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  111736. * @param entries meshes to be added to the octree blocks
  111737. */
  111738. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111739. /**
  111740. * Adds a mesh to the octree
  111741. * @param entry Mesh to add to the octree
  111742. */
  111743. addMesh(entry: T): void;
  111744. /**
  111745. * Remove an element from the octree
  111746. * @param entry defines the element to remove
  111747. */
  111748. removeMesh(entry: T): void;
  111749. /**
  111750. * Selects an array of meshes within the frustum
  111751. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111752. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111753. * @returns array of meshes within the frustum
  111754. */
  111755. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111756. /**
  111757. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111758. * @param sphereCenter defines the bounding sphere center
  111759. * @param sphereRadius defines the bounding sphere radius
  111760. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111761. * @returns an array of objects that intersect the sphere
  111762. */
  111763. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111764. /**
  111765. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111766. * @param ray defines the ray to test with
  111767. * @returns array of intersected objects
  111768. */
  111769. intersectsRay(ray: Ray): SmartArray<T>;
  111770. /**
  111771. * Adds a mesh into the octree block if it intersects the block
  111772. */
  111773. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111774. /**
  111775. * Adds a submesh into the octree block if it intersects the block
  111776. */
  111777. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111778. }
  111779. }
  111780. declare module BABYLON {
  111781. interface Scene {
  111782. /**
  111783. * @hidden
  111784. * Backing Filed
  111785. */
  111786. _selectionOctree: Octree<AbstractMesh>;
  111787. /**
  111788. * Gets the octree used to boost mesh selection (picking)
  111789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111790. */
  111791. selectionOctree: Octree<AbstractMesh>;
  111792. /**
  111793. * Creates or updates the octree used to boost selection (picking)
  111794. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111795. * @param maxCapacity defines the maximum capacity per leaf
  111796. * @param maxDepth defines the maximum depth of the octree
  111797. * @returns an octree of AbstractMesh
  111798. */
  111799. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111800. }
  111801. interface AbstractMesh {
  111802. /**
  111803. * @hidden
  111804. * Backing Field
  111805. */
  111806. _submeshesOctree: Octree<SubMesh>;
  111807. /**
  111808. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111809. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111810. * @param maxCapacity defines the maximum size of each block (64 by default)
  111811. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111812. * @returns the new octree
  111813. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111814. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111815. */
  111816. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111817. }
  111818. /**
  111819. * Defines the octree scene component responsible to manage any octrees
  111820. * in a given scene.
  111821. */
  111822. export class OctreeSceneComponent {
  111823. /**
  111824. * The component name help to identify the component in the list of scene components.
  111825. */
  111826. readonly name: string;
  111827. /**
  111828. * The scene the component belongs to.
  111829. */
  111830. scene: Scene;
  111831. /**
  111832. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111833. */
  111834. readonly checksIsEnabled: boolean;
  111835. /**
  111836. * Creates a new instance of the component for the given scene
  111837. * @param scene Defines the scene to register the component in
  111838. */
  111839. constructor(scene: Scene);
  111840. /**
  111841. * Registers the component in a given scene
  111842. */
  111843. register(): void;
  111844. /**
  111845. * Return the list of active meshes
  111846. * @returns the list of active meshes
  111847. */
  111848. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111849. /**
  111850. * Return the list of active sub meshes
  111851. * @param mesh The mesh to get the candidates sub meshes from
  111852. * @returns the list of active sub meshes
  111853. */
  111854. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111855. private _tempRay;
  111856. /**
  111857. * Return the list of sub meshes intersecting with a given local ray
  111858. * @param mesh defines the mesh to find the submesh for
  111859. * @param localRay defines the ray in local space
  111860. * @returns the list of intersecting sub meshes
  111861. */
  111862. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111863. /**
  111864. * Return the list of sub meshes colliding with a collider
  111865. * @param mesh defines the mesh to find the submesh for
  111866. * @param collider defines the collider to evaluate the collision against
  111867. * @returns the list of colliding sub meshes
  111868. */
  111869. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111870. /**
  111871. * Rebuilds the elements related to this component in case of
  111872. * context lost for instance.
  111873. */
  111874. rebuild(): void;
  111875. /**
  111876. * Disposes the component and the associated ressources.
  111877. */
  111878. dispose(): void;
  111879. }
  111880. }
  111881. declare module BABYLON {
  111882. /**
  111883. * Renders a layer on top of an existing scene
  111884. */
  111885. export class UtilityLayerRenderer implements IDisposable {
  111886. /** the original scene that will be rendered on top of */
  111887. originalScene: Scene;
  111888. private _pointerCaptures;
  111889. private _lastPointerEvents;
  111890. private static _DefaultUtilityLayer;
  111891. private static _DefaultKeepDepthUtilityLayer;
  111892. private _sharedGizmoLight;
  111893. private _renderCamera;
  111894. /**
  111895. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111896. * @returns the camera that is used when rendering the utility layer
  111897. */
  111898. getRenderCamera(): Nullable<Camera>;
  111899. /**
  111900. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111901. * @param cam the camera that should be used when rendering the utility layer
  111902. */
  111903. setRenderCamera(cam: Nullable<Camera>): void;
  111904. /**
  111905. * @hidden
  111906. * Light which used by gizmos to get light shading
  111907. */
  111908. _getSharedGizmoLight(): HemisphericLight;
  111909. /**
  111910. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111911. */
  111912. pickUtilitySceneFirst: boolean;
  111913. /**
  111914. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  111915. */
  111916. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111917. /**
  111918. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  111919. */
  111920. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111921. /**
  111922. * The scene that is rendered on top of the original scene
  111923. */
  111924. utilityLayerScene: Scene;
  111925. /**
  111926. * If the utility layer should automatically be rendered on top of existing scene
  111927. */
  111928. shouldRender: boolean;
  111929. /**
  111930. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111931. */
  111932. onlyCheckPointerDownEvents: boolean;
  111933. /**
  111934. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111935. */
  111936. processAllEvents: boolean;
  111937. /**
  111938. * Observable raised when the pointer move from the utility layer scene to the main scene
  111939. */
  111940. onPointerOutObservable: Observable<number>;
  111941. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111942. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111943. private _afterRenderObserver;
  111944. private _sceneDisposeObserver;
  111945. private _originalPointerObserver;
  111946. /**
  111947. * Instantiates a UtilityLayerRenderer
  111948. * @param originalScene the original scene that will be rendered on top of
  111949. * @param handleEvents boolean indicating if the utility layer should handle events
  111950. */
  111951. constructor(
  111952. /** the original scene that will be rendered on top of */
  111953. originalScene: Scene, handleEvents?: boolean);
  111954. private _notifyObservers;
  111955. /**
  111956. * Renders the utility layers scene on top of the original scene
  111957. */
  111958. render(): void;
  111959. /**
  111960. * Disposes of the renderer
  111961. */
  111962. dispose(): void;
  111963. private _updateCamera;
  111964. }
  111965. }
  111966. declare module BABYLON {
  111967. /**
  111968. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111969. */
  111970. export class Gizmo implements IDisposable {
  111971. /** The utility layer the gizmo will be added to */
  111972. gizmoLayer: UtilityLayerRenderer;
  111973. /**
  111974. * The root mesh of the gizmo
  111975. */
  111976. _rootMesh: Mesh;
  111977. private _attachedMesh;
  111978. /**
  111979. * Ratio for the scale of the gizmo (Default: 1)
  111980. */
  111981. scaleRatio: number;
  111982. /**
  111983. * If a custom mesh has been set (Default: false)
  111984. */
  111985. protected _customMeshSet: boolean;
  111986. /**
  111987. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111988. * * When set, interactions will be enabled
  111989. */
  111990. attachedMesh: Nullable<AbstractMesh>;
  111991. /**
  111992. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111993. * @param mesh The mesh to replace the default mesh of the gizmo
  111994. */
  111995. setCustomMesh(mesh: Mesh): void;
  111996. /**
  111997. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111998. */
  111999. updateGizmoRotationToMatchAttachedMesh: boolean;
  112000. /**
  112001. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  112002. */
  112003. updateGizmoPositionToMatchAttachedMesh: boolean;
  112004. /**
  112005. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  112006. */
  112007. updateScale: boolean;
  112008. protected _interactionsEnabled: boolean;
  112009. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112010. private _beforeRenderObserver;
  112011. private _tempVector;
  112012. /**
  112013. * Creates a gizmo
  112014. * @param gizmoLayer The utility layer the gizmo will be added to
  112015. */
  112016. constructor(
  112017. /** The utility layer the gizmo will be added to */
  112018. gizmoLayer?: UtilityLayerRenderer);
  112019. /**
  112020. * Updates the gizmo to match the attached mesh's position/rotation
  112021. */
  112022. protected _update(): void;
  112023. /**
  112024. * Disposes of the gizmo
  112025. */
  112026. dispose(): void;
  112027. }
  112028. }
  112029. declare module BABYLON {
  112030. /**
  112031. * Single plane drag gizmo
  112032. */
  112033. export class PlaneDragGizmo extends Gizmo {
  112034. /**
  112035. * Drag behavior responsible for the gizmos dragging interactions
  112036. */
  112037. dragBehavior: PointerDragBehavior;
  112038. private _pointerObserver;
  112039. /**
  112040. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112041. */
  112042. snapDistance: number;
  112043. /**
  112044. * Event that fires each time the gizmo snaps to a new location.
  112045. * * snapDistance is the the change in distance
  112046. */
  112047. onSnapObservable: Observable<{
  112048. snapDistance: number;
  112049. }>;
  112050. private _plane;
  112051. private _coloredMaterial;
  112052. private _hoverMaterial;
  112053. private _isEnabled;
  112054. private _parent;
  112055. /** @hidden */
  112056. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  112057. /** @hidden */
  112058. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112059. /**
  112060. * Creates a PlaneDragGizmo
  112061. * @param gizmoLayer The utility layer the gizmo will be added to
  112062. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  112063. * @param color The color of the gizmo
  112064. */
  112065. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112066. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112067. /**
  112068. * If the gizmo is enabled
  112069. */
  112070. isEnabled: boolean;
  112071. /**
  112072. * Disposes of the gizmo
  112073. */
  112074. dispose(): void;
  112075. }
  112076. }
  112077. declare module BABYLON {
  112078. /**
  112079. * Gizmo that enables dragging a mesh along 3 axis
  112080. */
  112081. export class PositionGizmo extends Gizmo {
  112082. /**
  112083. * Internal gizmo used for interactions on the x axis
  112084. */
  112085. xGizmo: AxisDragGizmo;
  112086. /**
  112087. * Internal gizmo used for interactions on the y axis
  112088. */
  112089. yGizmo: AxisDragGizmo;
  112090. /**
  112091. * Internal gizmo used for interactions on the z axis
  112092. */
  112093. zGizmo: AxisDragGizmo;
  112094. /**
  112095. * Internal gizmo used for interactions on the yz plane
  112096. */
  112097. xPlaneGizmo: PlaneDragGizmo;
  112098. /**
  112099. * Internal gizmo used for interactions on the xz plane
  112100. */
  112101. yPlaneGizmo: PlaneDragGizmo;
  112102. /**
  112103. * Internal gizmo used for interactions on the xy plane
  112104. */
  112105. zPlaneGizmo: PlaneDragGizmo;
  112106. /**
  112107. * private variables
  112108. */
  112109. private _meshAttached;
  112110. private _updateGizmoRotationToMatchAttachedMesh;
  112111. private _snapDistance;
  112112. private _scaleRatio;
  112113. /** Fires an event when any of it's sub gizmos are dragged */
  112114. onDragStartObservable: Observable<unknown>;
  112115. /** Fires an event when any of it's sub gizmos are released from dragging */
  112116. onDragEndObservable: Observable<unknown>;
  112117. /**
  112118. * If set to true, planar drag is enabled
  112119. */
  112120. private _planarGizmoEnabled;
  112121. attachedMesh: Nullable<AbstractMesh>;
  112122. /**
  112123. * Creates a PositionGizmo
  112124. * @param gizmoLayer The utility layer the gizmo will be added to
  112125. */
  112126. constructor(gizmoLayer?: UtilityLayerRenderer);
  112127. /**
  112128. * If the planar drag gizmo is enabled
  112129. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  112130. */
  112131. planarGizmoEnabled: boolean;
  112132. updateGizmoRotationToMatchAttachedMesh: boolean;
  112133. /**
  112134. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112135. */
  112136. snapDistance: number;
  112137. /**
  112138. * Ratio for the scale of the gizmo (Default: 1)
  112139. */
  112140. scaleRatio: number;
  112141. /**
  112142. * Disposes of the gizmo
  112143. */
  112144. dispose(): void;
  112145. /**
  112146. * CustomMeshes are not supported by this gizmo
  112147. * @param mesh The mesh to replace the default mesh of the gizmo
  112148. */
  112149. setCustomMesh(mesh: Mesh): void;
  112150. }
  112151. }
  112152. declare module BABYLON {
  112153. /**
  112154. * Single axis drag gizmo
  112155. */
  112156. export class AxisDragGizmo extends Gizmo {
  112157. /**
  112158. * Drag behavior responsible for the gizmos dragging interactions
  112159. */
  112160. dragBehavior: PointerDragBehavior;
  112161. private _pointerObserver;
  112162. /**
  112163. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112164. */
  112165. snapDistance: number;
  112166. /**
  112167. * Event that fires each time the gizmo snaps to a new location.
  112168. * * snapDistance is the the change in distance
  112169. */
  112170. onSnapObservable: Observable<{
  112171. snapDistance: number;
  112172. }>;
  112173. private _isEnabled;
  112174. private _parent;
  112175. private _arrow;
  112176. private _coloredMaterial;
  112177. private _hoverMaterial;
  112178. /** @hidden */
  112179. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  112180. /** @hidden */
  112181. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112182. /**
  112183. * Creates an AxisDragGizmo
  112184. * @param gizmoLayer The utility layer the gizmo will be added to
  112185. * @param dragAxis The axis which the gizmo will be able to drag on
  112186. * @param color The color of the gizmo
  112187. */
  112188. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112189. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112190. /**
  112191. * If the gizmo is enabled
  112192. */
  112193. isEnabled: boolean;
  112194. /**
  112195. * Disposes of the gizmo
  112196. */
  112197. dispose(): void;
  112198. }
  112199. }
  112200. declare module BABYLON.Debug {
  112201. /**
  112202. * The Axes viewer will show 3 axes in a specific point in space
  112203. */
  112204. export class AxesViewer {
  112205. private _xAxis;
  112206. private _yAxis;
  112207. private _zAxis;
  112208. private _scaleLinesFactor;
  112209. private _instanced;
  112210. /**
  112211. * Gets the hosting scene
  112212. */
  112213. scene: Scene;
  112214. /**
  112215. * Gets or sets a number used to scale line length
  112216. */
  112217. scaleLines: number;
  112218. /** Gets the node hierarchy used to render x-axis */
  112219. readonly xAxis: TransformNode;
  112220. /** Gets the node hierarchy used to render y-axis */
  112221. readonly yAxis: TransformNode;
  112222. /** Gets the node hierarchy used to render z-axis */
  112223. readonly zAxis: TransformNode;
  112224. /**
  112225. * Creates a new AxesViewer
  112226. * @param scene defines the hosting scene
  112227. * @param scaleLines defines a number used to scale line length (1 by default)
  112228. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  112229. * @param xAxis defines the node hierarchy used to render the x-axis
  112230. * @param yAxis defines the node hierarchy used to render the y-axis
  112231. * @param zAxis defines the node hierarchy used to render the z-axis
  112232. */
  112233. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  112234. /**
  112235. * Force the viewer to update
  112236. * @param position defines the position of the viewer
  112237. * @param xaxis defines the x axis of the viewer
  112238. * @param yaxis defines the y axis of the viewer
  112239. * @param zaxis defines the z axis of the viewer
  112240. */
  112241. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  112242. /**
  112243. * Creates an instance of this axes viewer.
  112244. * @returns a new axes viewer with instanced meshes
  112245. */
  112246. createInstance(): AxesViewer;
  112247. /** Releases resources */
  112248. dispose(): void;
  112249. private static _SetRenderingGroupId;
  112250. }
  112251. }
  112252. declare module BABYLON.Debug {
  112253. /**
  112254. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  112255. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  112256. */
  112257. export class BoneAxesViewer extends AxesViewer {
  112258. /**
  112259. * Gets or sets the target mesh where to display the axes viewer
  112260. */
  112261. mesh: Nullable<Mesh>;
  112262. /**
  112263. * Gets or sets the target bone where to display the axes viewer
  112264. */
  112265. bone: Nullable<Bone>;
  112266. /** Gets current position */
  112267. pos: Vector3;
  112268. /** Gets direction of X axis */
  112269. xaxis: Vector3;
  112270. /** Gets direction of Y axis */
  112271. yaxis: Vector3;
  112272. /** Gets direction of Z axis */
  112273. zaxis: Vector3;
  112274. /**
  112275. * Creates a new BoneAxesViewer
  112276. * @param scene defines the hosting scene
  112277. * @param bone defines the target bone
  112278. * @param mesh defines the target mesh
  112279. * @param scaleLines defines a scaling factor for line length (1 by default)
  112280. */
  112281. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112282. /**
  112283. * Force the viewer to update
  112284. */
  112285. update(): void;
  112286. /** Releases resources */
  112287. dispose(): void;
  112288. }
  112289. }
  112290. declare module BABYLON {
  112291. /**
  112292. * Interface used to define scene explorer extensibility option
  112293. */
  112294. export interface IExplorerExtensibilityOption {
  112295. /**
  112296. * Define the option label
  112297. */
  112298. label: string;
  112299. /**
  112300. * Defines the action to execute on click
  112301. */
  112302. action: (entity: any) => void;
  112303. }
  112304. /**
  112305. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112306. */
  112307. export interface IExplorerExtensibilityGroup {
  112308. /**
  112309. * Defines a predicate to test if a given type mut be extended
  112310. */
  112311. predicate: (entity: any) => boolean;
  112312. /**
  112313. * Gets the list of options added to a type
  112314. */
  112315. entries: IExplorerExtensibilityOption[];
  112316. }
  112317. /**
  112318. * Interface used to define the options to use to create the Inspector
  112319. */
  112320. export interface IInspectorOptions {
  112321. /**
  112322. * Display in overlay mode (default: false)
  112323. */
  112324. overlay?: boolean;
  112325. /**
  112326. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112327. */
  112328. globalRoot?: HTMLElement;
  112329. /**
  112330. * Display the Scene explorer
  112331. */
  112332. showExplorer?: boolean;
  112333. /**
  112334. * Display the property inspector
  112335. */
  112336. showInspector?: boolean;
  112337. /**
  112338. * Display in embed mode (both panes on the right)
  112339. */
  112340. embedMode?: boolean;
  112341. /**
  112342. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112343. */
  112344. handleResize?: boolean;
  112345. /**
  112346. * Allow the panes to popup (default: true)
  112347. */
  112348. enablePopup?: boolean;
  112349. /**
  112350. * Allow the panes to be closed by users (default: true)
  112351. */
  112352. enableClose?: boolean;
  112353. /**
  112354. * Optional list of extensibility entries
  112355. */
  112356. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112357. /**
  112358. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112359. */
  112360. inspectorURL?: string;
  112361. }
  112362. interface Scene {
  112363. /**
  112364. * @hidden
  112365. * Backing field
  112366. */
  112367. _debugLayer: DebugLayer;
  112368. /**
  112369. * Gets the debug layer (aka Inspector) associated with the scene
  112370. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112371. */
  112372. debugLayer: DebugLayer;
  112373. }
  112374. /**
  112375. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112376. * what is happening in your scene
  112377. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112378. */
  112379. export class DebugLayer {
  112380. /**
  112381. * Define the url to get the inspector script from.
  112382. * By default it uses the babylonjs CDN.
  112383. * @ignoreNaming
  112384. */
  112385. static InspectorURL: string;
  112386. private _scene;
  112387. private BJSINSPECTOR;
  112388. private _onPropertyChangedObservable?;
  112389. /**
  112390. * Observable triggered when a property is changed through the inspector.
  112391. */
  112392. readonly onPropertyChangedObservable: any;
  112393. /**
  112394. * Instantiates a new debug layer.
  112395. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112396. * what is happening in your scene
  112397. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112398. * @param scene Defines the scene to inspect
  112399. */
  112400. constructor(scene: Scene);
  112401. /** Creates the inspector window. */
  112402. private _createInspector;
  112403. /**
  112404. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112405. * @param entity defines the entity to select
  112406. * @param lineContainerTitle defines the specific block to highlight
  112407. */
  112408. select(entity: any, lineContainerTitle?: string): void;
  112409. /** Get the inspector from bundle or global */
  112410. private _getGlobalInspector;
  112411. /**
  112412. * Get if the inspector is visible or not.
  112413. * @returns true if visible otherwise, false
  112414. */
  112415. isVisible(): boolean;
  112416. /**
  112417. * Hide the inspector and close its window.
  112418. */
  112419. hide(): void;
  112420. /**
  112421. * Launch the debugLayer.
  112422. * @param config Define the configuration of the inspector
  112423. * @return a promise fulfilled when the debug layer is visible
  112424. */
  112425. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112426. }
  112427. }
  112428. declare module BABYLON {
  112429. /**
  112430. * Class containing static functions to help procedurally build meshes
  112431. */
  112432. export class BoxBuilder {
  112433. /**
  112434. * Creates a box mesh
  112435. * * The parameter `size` sets the size (float) of each box side (default 1)
  112436. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112437. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  112438. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112439. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112440. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112442. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112443. * @param name defines the name of the mesh
  112444. * @param options defines the options used to create the mesh
  112445. * @param scene defines the hosting scene
  112446. * @returns the box mesh
  112447. */
  112448. static CreateBox(name: string, options: {
  112449. size?: number;
  112450. width?: number;
  112451. height?: number;
  112452. depth?: number;
  112453. faceUV?: Vector4[];
  112454. faceColors?: Color4[];
  112455. sideOrientation?: number;
  112456. frontUVs?: Vector4;
  112457. backUVs?: Vector4;
  112458. wrap?: boolean;
  112459. topBaseAt?: number;
  112460. bottomBaseAt?: number;
  112461. updatable?: boolean;
  112462. }, scene?: Nullable<Scene>): Mesh;
  112463. }
  112464. }
  112465. declare module BABYLON {
  112466. /**
  112467. * Class containing static functions to help procedurally build meshes
  112468. */
  112469. export class SphereBuilder {
  112470. /**
  112471. * Creates a sphere mesh
  112472. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112473. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  112474. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112475. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  112476. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  112477. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112478. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112480. * @param name defines the name of the mesh
  112481. * @param options defines the options used to create the mesh
  112482. * @param scene defines the hosting scene
  112483. * @returns the sphere mesh
  112484. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112485. */
  112486. static CreateSphere(name: string, options: {
  112487. segments?: number;
  112488. diameter?: number;
  112489. diameterX?: number;
  112490. diameterY?: number;
  112491. diameterZ?: number;
  112492. arc?: number;
  112493. slice?: number;
  112494. sideOrientation?: number;
  112495. frontUVs?: Vector4;
  112496. backUVs?: Vector4;
  112497. updatable?: boolean;
  112498. }, scene?: Nullable<Scene>): Mesh;
  112499. }
  112500. }
  112501. declare module BABYLON.Debug {
  112502. /**
  112503. * Used to show the physics impostor around the specific mesh
  112504. */
  112505. export class PhysicsViewer {
  112506. /** @hidden */
  112507. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112508. /** @hidden */
  112509. protected _meshes: Array<Nullable<AbstractMesh>>;
  112510. /** @hidden */
  112511. protected _scene: Nullable<Scene>;
  112512. /** @hidden */
  112513. protected _numMeshes: number;
  112514. /** @hidden */
  112515. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112516. private _renderFunction;
  112517. private _utilityLayer;
  112518. private _debugBoxMesh;
  112519. private _debugSphereMesh;
  112520. private _debugCylinderMesh;
  112521. private _debugMaterial;
  112522. private _debugMeshMeshes;
  112523. /**
  112524. * Creates a new PhysicsViewer
  112525. * @param scene defines the hosting scene
  112526. */
  112527. constructor(scene: Scene);
  112528. /** @hidden */
  112529. protected _updateDebugMeshes(): void;
  112530. /**
  112531. * Renders a specified physic impostor
  112532. * @param impostor defines the impostor to render
  112533. * @param targetMesh defines the mesh represented by the impostor
  112534. * @returns the new debug mesh used to render the impostor
  112535. */
  112536. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112537. /**
  112538. * Hides a specified physic impostor
  112539. * @param impostor defines the impostor to hide
  112540. */
  112541. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112542. private _getDebugMaterial;
  112543. private _getDebugBoxMesh;
  112544. private _getDebugSphereMesh;
  112545. private _getDebugCylinderMesh;
  112546. private _getDebugMeshMesh;
  112547. private _getDebugMesh;
  112548. /** Releases all resources */
  112549. dispose(): void;
  112550. }
  112551. }
  112552. declare module BABYLON {
  112553. /**
  112554. * Class containing static functions to help procedurally build meshes
  112555. */
  112556. export class LinesBuilder {
  112557. /**
  112558. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112559. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  112560. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112561. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112562. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112563. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112564. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112565. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112566. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112568. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112569. * @param name defines the name of the new line system
  112570. * @param options defines the options used to create the line system
  112571. * @param scene defines the hosting scene
  112572. * @returns a new line system mesh
  112573. */
  112574. static CreateLineSystem(name: string, options: {
  112575. lines: Vector3[][];
  112576. updatable?: boolean;
  112577. instance?: Nullable<LinesMesh>;
  112578. colors?: Nullable<Color4[][]>;
  112579. useVertexAlpha?: boolean;
  112580. }, scene: Nullable<Scene>): LinesMesh;
  112581. /**
  112582. * Creates a line mesh
  112583. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  112584. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112585. * * The parameter `points` is an array successive Vector3
  112586. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112587. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112588. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112589. * * When updating an instance, remember that only point positions can change, not the number of points
  112590. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112591. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112592. * @param name defines the name of the new line system
  112593. * @param options defines the options used to create the line system
  112594. * @param scene defines the hosting scene
  112595. * @returns a new line mesh
  112596. */
  112597. static CreateLines(name: string, options: {
  112598. points: Vector3[];
  112599. updatable?: boolean;
  112600. instance?: Nullable<LinesMesh>;
  112601. colors?: Color4[];
  112602. useVertexAlpha?: boolean;
  112603. }, scene?: Nullable<Scene>): LinesMesh;
  112604. /**
  112605. * Creates a dashed line mesh
  112606. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  112607. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112608. * * The parameter `points` is an array successive Vector3
  112609. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112610. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112611. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112612. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112613. * * When updating an instance, remember that only point positions can change, not the number of points
  112614. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112615. * @param name defines the name of the mesh
  112616. * @param options defines the options used to create the mesh
  112617. * @param scene defines the hosting scene
  112618. * @returns the dashed line mesh
  112619. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112620. */
  112621. static CreateDashedLines(name: string, options: {
  112622. points: Vector3[];
  112623. dashSize?: number;
  112624. gapSize?: number;
  112625. dashNb?: number;
  112626. updatable?: boolean;
  112627. instance?: LinesMesh;
  112628. }, scene?: Nullable<Scene>): LinesMesh;
  112629. }
  112630. }
  112631. declare module BABYLON {
  112632. /**
  112633. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112634. * in order to better appreciate the issue one might have.
  112635. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112636. */
  112637. export class RayHelper {
  112638. /**
  112639. * Defines the ray we are currently tryin to visualize.
  112640. */
  112641. ray: Nullable<Ray>;
  112642. private _renderPoints;
  112643. private _renderLine;
  112644. private _renderFunction;
  112645. private _scene;
  112646. private _updateToMeshFunction;
  112647. private _attachedToMesh;
  112648. private _meshSpaceDirection;
  112649. private _meshSpaceOrigin;
  112650. /**
  112651. * Helper function to create a colored helper in a scene in one line.
  112652. * @param ray Defines the ray we are currently tryin to visualize
  112653. * @param scene Defines the scene the ray is used in
  112654. * @param color Defines the color we want to see the ray in
  112655. * @returns The newly created ray helper.
  112656. */
  112657. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112658. /**
  112659. * Instantiate a new ray helper.
  112660. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112661. * in order to better appreciate the issue one might have.
  112662. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112663. * @param ray Defines the ray we are currently tryin to visualize
  112664. */
  112665. constructor(ray: Ray);
  112666. /**
  112667. * Shows the ray we are willing to debug.
  112668. * @param scene Defines the scene the ray needs to be rendered in
  112669. * @param color Defines the color the ray needs to be rendered in
  112670. */
  112671. show(scene: Scene, color?: Color3): void;
  112672. /**
  112673. * Hides the ray we are debugging.
  112674. */
  112675. hide(): void;
  112676. private _render;
  112677. /**
  112678. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112679. * @param mesh Defines the mesh we want the helper attached to
  112680. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112681. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112682. * @param length Defines the length of the ray
  112683. */
  112684. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112685. /**
  112686. * Detach the ray helper from the mesh it has previously been attached to.
  112687. */
  112688. detachFromMesh(): void;
  112689. private _updateToMesh;
  112690. /**
  112691. * Dispose the helper and release its associated resources.
  112692. */
  112693. dispose(): void;
  112694. }
  112695. }
  112696. declare module BABYLON.Debug {
  112697. /**
  112698. * Class used to render a debug view of a given skeleton
  112699. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112700. */
  112701. export class SkeletonViewer {
  112702. /** defines the skeleton to render */
  112703. skeleton: Skeleton;
  112704. /** defines the mesh attached to the skeleton */
  112705. mesh: AbstractMesh;
  112706. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112707. autoUpdateBonesMatrices: boolean;
  112708. /** defines the rendering group id to use with the viewer */
  112709. renderingGroupId: number;
  112710. /** Gets or sets the color used to render the skeleton */
  112711. color: Color3;
  112712. private _scene;
  112713. private _debugLines;
  112714. private _debugMesh;
  112715. private _isEnabled;
  112716. private _renderFunction;
  112717. private _utilityLayer;
  112718. /**
  112719. * Returns the mesh used to render the bones
  112720. */
  112721. readonly debugMesh: Nullable<LinesMesh>;
  112722. /**
  112723. * Creates a new SkeletonViewer
  112724. * @param skeleton defines the skeleton to render
  112725. * @param mesh defines the mesh attached to the skeleton
  112726. * @param scene defines the hosting scene
  112727. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112728. * @param renderingGroupId defines the rendering group id to use with the viewer
  112729. */
  112730. constructor(
  112731. /** defines the skeleton to render */
  112732. skeleton: Skeleton,
  112733. /** defines the mesh attached to the skeleton */
  112734. mesh: AbstractMesh, scene: Scene,
  112735. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112736. autoUpdateBonesMatrices?: boolean,
  112737. /** defines the rendering group id to use with the viewer */
  112738. renderingGroupId?: number);
  112739. /** Gets or sets a boolean indicating if the viewer is enabled */
  112740. isEnabled: boolean;
  112741. private _getBonePosition;
  112742. private _getLinesForBonesWithLength;
  112743. private _getLinesForBonesNoLength;
  112744. /** Update the viewer to sync with current skeleton state */
  112745. update(): void;
  112746. /** Release associated resources */
  112747. dispose(): void;
  112748. }
  112749. }
  112750. declare module BABYLON {
  112751. /**
  112752. * Options to create the null engine
  112753. */
  112754. export class NullEngineOptions {
  112755. /**
  112756. * Render width (Default: 512)
  112757. */
  112758. renderWidth: number;
  112759. /**
  112760. * Render height (Default: 256)
  112761. */
  112762. renderHeight: number;
  112763. /**
  112764. * Texture size (Default: 512)
  112765. */
  112766. textureSize: number;
  112767. /**
  112768. * If delta time between frames should be constant
  112769. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112770. */
  112771. deterministicLockstep: boolean;
  112772. /**
  112773. * Maximum about of steps between frames (Default: 4)
  112774. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112775. */
  112776. lockstepMaxSteps: number;
  112777. }
  112778. /**
  112779. * The null engine class provides support for headless version of babylon.js.
  112780. * This can be used in server side scenario or for testing purposes
  112781. */
  112782. export class NullEngine extends Engine {
  112783. private _options;
  112784. /**
  112785. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112786. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112787. * @returns true if engine is in deterministic lock step mode
  112788. */
  112789. isDeterministicLockStep(): boolean;
  112790. /**
  112791. * Gets the max steps when engine is running in deterministic lock step
  112792. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112793. * @returns the max steps
  112794. */
  112795. getLockstepMaxSteps(): number;
  112796. /**
  112797. * Gets the current hardware scaling level.
  112798. * By default the hardware scaling level is computed from the window device ratio.
  112799. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  112800. * @returns a number indicating the current hardware scaling level
  112801. */
  112802. getHardwareScalingLevel(): number;
  112803. constructor(options?: NullEngineOptions);
  112804. /**
  112805. * Creates a vertex buffer
  112806. * @param vertices the data for the vertex buffer
  112807. * @returns the new WebGL static buffer
  112808. */
  112809. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112810. /**
  112811. * Creates a new index buffer
  112812. * @param indices defines the content of the index buffer
  112813. * @param updatable defines if the index buffer must be updatable
  112814. * @returns a new webGL buffer
  112815. */
  112816. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112817. /**
  112818. * Clear the current render buffer or the current render target (if any is set up)
  112819. * @param color defines the color to use
  112820. * @param backBuffer defines if the back buffer must be cleared
  112821. * @param depth defines if the depth buffer must be cleared
  112822. * @param stencil defines if the stencil buffer must be cleared
  112823. */
  112824. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112825. /**
  112826. * Gets the current render width
  112827. * @param useScreen defines if screen size must be used (or the current render target if any)
  112828. * @returns a number defining the current render width
  112829. */
  112830. getRenderWidth(useScreen?: boolean): number;
  112831. /**
  112832. * Gets the current render height
  112833. * @param useScreen defines if screen size must be used (or the current render target if any)
  112834. * @returns a number defining the current render height
  112835. */
  112836. getRenderHeight(useScreen?: boolean): number;
  112837. /**
  112838. * Set the WebGL's viewport
  112839. * @param viewport defines the viewport element to be used
  112840. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112841. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112842. */
  112843. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112844. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112845. /**
  112846. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112847. * @param pipelineContext defines the pipeline context to use
  112848. * @param uniformsNames defines the list of uniform names
  112849. * @returns an array of webGL uniform locations
  112850. */
  112851. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112852. /**
  112853. * Gets the lsit of active attributes for a given webGL program
  112854. * @param pipelineContext defines the pipeline context to use
  112855. * @param attributesNames defines the list of attribute names to get
  112856. * @returns an array of indices indicating the offset of each attribute
  112857. */
  112858. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112859. /**
  112860. * Binds an effect to the webGL context
  112861. * @param effect defines the effect to bind
  112862. */
  112863. bindSamplers(effect: Effect): void;
  112864. /**
  112865. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112866. * @param effect defines the effect to activate
  112867. */
  112868. enableEffect(effect: Effect): void;
  112869. /**
  112870. * Set various states to the webGL context
  112871. * @param culling defines backface culling state
  112872. * @param zOffset defines the value to apply to zOffset (0 by default)
  112873. * @param force defines if states must be applied even if cache is up to date
  112874. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112875. */
  112876. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112877. /**
  112878. * Set the value of an uniform to an array of int32
  112879. * @param uniform defines the webGL uniform location where to store the value
  112880. * @param array defines the array of int32 to store
  112881. */
  112882. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112883. /**
  112884. * Set the value of an uniform to an array of int32 (stored as vec2)
  112885. * @param uniform defines the webGL uniform location where to store the value
  112886. * @param array defines the array of int32 to store
  112887. */
  112888. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112889. /**
  112890. * Set the value of an uniform to an array of int32 (stored as vec3)
  112891. * @param uniform defines the webGL uniform location where to store the value
  112892. * @param array defines the array of int32 to store
  112893. */
  112894. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112895. /**
  112896. * Set the value of an uniform to an array of int32 (stored as vec4)
  112897. * @param uniform defines the webGL uniform location where to store the value
  112898. * @param array defines the array of int32 to store
  112899. */
  112900. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112901. /**
  112902. * Set the value of an uniform to an array of float32
  112903. * @param uniform defines the webGL uniform location where to store the value
  112904. * @param array defines the array of float32 to store
  112905. */
  112906. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112907. /**
  112908. * Set the value of an uniform to an array of float32 (stored as vec2)
  112909. * @param uniform defines the webGL uniform location where to store the value
  112910. * @param array defines the array of float32 to store
  112911. */
  112912. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112913. /**
  112914. * Set the value of an uniform to an array of float32 (stored as vec3)
  112915. * @param uniform defines the webGL uniform location where to store the value
  112916. * @param array defines the array of float32 to store
  112917. */
  112918. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112919. /**
  112920. * Set the value of an uniform to an array of float32 (stored as vec4)
  112921. * @param uniform defines the webGL uniform location where to store the value
  112922. * @param array defines the array of float32 to store
  112923. */
  112924. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112925. /**
  112926. * Set the value of an uniform to an array of number
  112927. * @param uniform defines the webGL uniform location where to store the value
  112928. * @param array defines the array of number to store
  112929. */
  112930. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112931. /**
  112932. * Set the value of an uniform to an array of number (stored as vec2)
  112933. * @param uniform defines the webGL uniform location where to store the value
  112934. * @param array defines the array of number to store
  112935. */
  112936. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112937. /**
  112938. * Set the value of an uniform to an array of number (stored as vec3)
  112939. * @param uniform defines the webGL uniform location where to store the value
  112940. * @param array defines the array of number to store
  112941. */
  112942. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112943. /**
  112944. * Set the value of an uniform to an array of number (stored as vec4)
  112945. * @param uniform defines the webGL uniform location where to store the value
  112946. * @param array defines the array of number to store
  112947. */
  112948. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112949. /**
  112950. * Set the value of an uniform to an array of float32 (stored as matrices)
  112951. * @param uniform defines the webGL uniform location where to store the value
  112952. * @param matrices defines the array of float32 to store
  112953. */
  112954. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112955. /**
  112956. * Set the value of an uniform to a matrix (3x3)
  112957. * @param uniform defines the webGL uniform location where to store the value
  112958. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112959. */
  112960. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112961. /**
  112962. * Set the value of an uniform to a matrix (2x2)
  112963. * @param uniform defines the webGL uniform location where to store the value
  112964. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112965. */
  112966. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112967. /**
  112968. * Set the value of an uniform to a number (float)
  112969. * @param uniform defines the webGL uniform location where to store the value
  112970. * @param value defines the float number to store
  112971. */
  112972. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112973. /**
  112974. * Set the value of an uniform to a vec2
  112975. * @param uniform defines the webGL uniform location where to store the value
  112976. * @param x defines the 1st component of the value
  112977. * @param y defines the 2nd component of the value
  112978. */
  112979. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112980. /**
  112981. * Set the value of an uniform to a vec3
  112982. * @param uniform defines the webGL uniform location where to store the value
  112983. * @param x defines the 1st component of the value
  112984. * @param y defines the 2nd component of the value
  112985. * @param z defines the 3rd component of the value
  112986. */
  112987. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112988. /**
  112989. * Set the value of an uniform to a boolean
  112990. * @param uniform defines the webGL uniform location where to store the value
  112991. * @param bool defines the boolean to store
  112992. */
  112993. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112994. /**
  112995. * Set the value of an uniform to a vec4
  112996. * @param uniform defines the webGL uniform location where to store the value
  112997. * @param x defines the 1st component of the value
  112998. * @param y defines the 2nd component of the value
  112999. * @param z defines the 3rd component of the value
  113000. * @param w defines the 4th component of the value
  113001. */
  113002. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113003. /**
  113004. * Sets the current alpha mode
  113005. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  113006. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113007. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113008. */
  113009. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113010. /**
  113011. * Bind webGl buffers directly to the webGL context
  113012. * @param vertexBuffers defines the vertex buffer to bind
  113013. * @param indexBuffer defines the index buffer to bind
  113014. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  113015. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  113016. * @param effect defines the effect associated with the vertex buffer
  113017. */
  113018. bindBuffers(vertexBuffers: {
  113019. [key: string]: VertexBuffer;
  113020. }, indexBuffer: DataBuffer, effect: Effect): void;
  113021. /**
  113022. * Force the entire cache to be cleared
  113023. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  113024. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  113025. */
  113026. wipeCaches(bruteForce?: boolean): void;
  113027. /**
  113028. * Send a draw order
  113029. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  113030. * @param indexStart defines the starting index
  113031. * @param indexCount defines the number of index to draw
  113032. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113033. */
  113034. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  113035. /**
  113036. * Draw a list of indexed primitives
  113037. * @param fillMode defines the primitive to use
  113038. * @param indexStart defines the starting index
  113039. * @param indexCount defines the number of index to draw
  113040. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113041. */
  113042. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113043. /**
  113044. * Draw a list of unindexed primitives
  113045. * @param fillMode defines the primitive to use
  113046. * @param verticesStart defines the index of first vertex to draw
  113047. * @param verticesCount defines the count of vertices to draw
  113048. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113049. */
  113050. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113051. /** @hidden */
  113052. _createTexture(): WebGLTexture;
  113053. /** @hidden */
  113054. _releaseTexture(texture: InternalTexture): void;
  113055. /**
  113056. * Usually called from Texture.ts.
  113057. * Passed information to create a WebGLTexture
  113058. * @param urlArg defines a value which contains one of the following:
  113059. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113060. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113061. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113062. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113063. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  113064. * @param scene needed for loading to the correct scene
  113065. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  113066. * @param onLoad optional callback to be called upon successful completion
  113067. * @param onError optional callback to be called upon failure
  113068. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  113069. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113070. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113071. * @param forcedExtension defines the extension to use to pick the right loader
  113072. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  113073. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113074. */
  113075. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  113076. /**
  113077. * Creates a new render target texture
  113078. * @param size defines the size of the texture
  113079. * @param options defines the options used to create the texture
  113080. * @returns a new render target texture stored in an InternalTexture
  113081. */
  113082. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  113083. /**
  113084. * Update the sampling mode of a given texture
  113085. * @param samplingMode defines the required sampling mode
  113086. * @param texture defines the texture to update
  113087. */
  113088. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113089. /**
  113090. * Binds the frame buffer to the specified texture.
  113091. * @param texture The texture to render to or null for the default canvas
  113092. * @param faceIndex The face of the texture to render to in case of cube texture
  113093. * @param requiredWidth The width of the target to render to
  113094. * @param requiredHeight The height of the target to render to
  113095. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  113096. * @param depthStencilTexture The depth stencil texture to use to render
  113097. * @param lodLevel defines le lod level to bind to the frame buffer
  113098. */
  113099. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113100. /**
  113101. * Unbind the current render target texture from the webGL context
  113102. * @param texture defines the render target texture to unbind
  113103. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113104. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113105. */
  113106. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113107. /**
  113108. * Creates a dynamic vertex buffer
  113109. * @param vertices the data for the dynamic vertex buffer
  113110. * @returns the new WebGL dynamic buffer
  113111. */
  113112. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  113113. /**
  113114. * Update the content of a dynamic texture
  113115. * @param texture defines the texture to update
  113116. * @param canvas defines the canvas containing the source
  113117. * @param invertY defines if data must be stored with Y axis inverted
  113118. * @param premulAlpha defines if alpha is stored as premultiplied
  113119. * @param format defines the format of the data
  113120. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  113121. */
  113122. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  113123. /**
  113124. * Gets a boolean indicating if all created effects are ready
  113125. * @returns true if all effects are ready
  113126. */
  113127. areAllEffectsReady(): boolean;
  113128. /**
  113129. * @hidden
  113130. * Get the current error code of the webGL context
  113131. * @returns the error code
  113132. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  113133. */
  113134. getError(): number;
  113135. /** @hidden */
  113136. _getUnpackAlignement(): number;
  113137. /** @hidden */
  113138. _unpackFlipY(value: boolean): void;
  113139. /**
  113140. * Update a dynamic index buffer
  113141. * @param indexBuffer defines the target index buffer
  113142. * @param indices defines the data to update
  113143. * @param offset defines the offset in the target index buffer where update should start
  113144. */
  113145. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  113146. /**
  113147. * Updates a dynamic vertex buffer.
  113148. * @param vertexBuffer the vertex buffer to update
  113149. * @param vertices the data used to update the vertex buffer
  113150. * @param byteOffset the byte offset of the data (optional)
  113151. * @param byteLength the byte length of the data (optional)
  113152. */
  113153. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  113154. /** @hidden */
  113155. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  113156. /** @hidden */
  113157. _bindTexture(channel: number, texture: InternalTexture): void;
  113158. protected _deleteBuffer(buffer: WebGLBuffer): void;
  113159. /**
  113160. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  113161. */
  113162. releaseEffects(): void;
  113163. displayLoadingUI(): void;
  113164. hideLoadingUI(): void;
  113165. /** @hidden */
  113166. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113167. /** @hidden */
  113168. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113169. /** @hidden */
  113170. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113171. /** @hidden */
  113172. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113173. }
  113174. }
  113175. declare module BABYLON {
  113176. /** @hidden */
  113177. export class _OcclusionDataStorage {
  113178. /** @hidden */
  113179. occlusionInternalRetryCounter: number;
  113180. /** @hidden */
  113181. isOcclusionQueryInProgress: boolean;
  113182. /** @hidden */
  113183. isOccluded: boolean;
  113184. /** @hidden */
  113185. occlusionRetryCount: number;
  113186. /** @hidden */
  113187. occlusionType: number;
  113188. /** @hidden */
  113189. occlusionQueryAlgorithmType: number;
  113190. }
  113191. interface Engine {
  113192. /**
  113193. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  113194. * @return the new query
  113195. */
  113196. createQuery(): WebGLQuery;
  113197. /**
  113198. * Delete and release a webGL query
  113199. * @param query defines the query to delete
  113200. * @return the current engine
  113201. */
  113202. deleteQuery(query: WebGLQuery): Engine;
  113203. /**
  113204. * Check if a given query has resolved and got its value
  113205. * @param query defines the query to check
  113206. * @returns true if the query got its value
  113207. */
  113208. isQueryResultAvailable(query: WebGLQuery): boolean;
  113209. /**
  113210. * Gets the value of a given query
  113211. * @param query defines the query to check
  113212. * @returns the value of the query
  113213. */
  113214. getQueryResult(query: WebGLQuery): number;
  113215. /**
  113216. * Initiates an occlusion query
  113217. * @param algorithmType defines the algorithm to use
  113218. * @param query defines the query to use
  113219. * @returns the current engine
  113220. * @see http://doc.babylonjs.com/features/occlusionquery
  113221. */
  113222. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  113223. /**
  113224. * Ends an occlusion query
  113225. * @see http://doc.babylonjs.com/features/occlusionquery
  113226. * @param algorithmType defines the algorithm to use
  113227. * @returns the current engine
  113228. */
  113229. endOcclusionQuery(algorithmType: number): Engine;
  113230. /**
  113231. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  113232. * Please note that only one query can be issued at a time
  113233. * @returns a time token used to track the time span
  113234. */
  113235. startTimeQuery(): Nullable<_TimeToken>;
  113236. /**
  113237. * Ends a time query
  113238. * @param token defines the token used to measure the time span
  113239. * @returns the time spent (in ns)
  113240. */
  113241. endTimeQuery(token: _TimeToken): int;
  113242. /** @hidden */
  113243. _currentNonTimestampToken: Nullable<_TimeToken>;
  113244. /** @hidden */
  113245. _createTimeQuery(): WebGLQuery;
  113246. /** @hidden */
  113247. _deleteTimeQuery(query: WebGLQuery): void;
  113248. /** @hidden */
  113249. _getGlAlgorithmType(algorithmType: number): number;
  113250. /** @hidden */
  113251. _getTimeQueryResult(query: WebGLQuery): any;
  113252. /** @hidden */
  113253. _getTimeQueryAvailability(query: WebGLQuery): any;
  113254. }
  113255. interface AbstractMesh {
  113256. /**
  113257. * Backing filed
  113258. * @hidden
  113259. */
  113260. __occlusionDataStorage: _OcclusionDataStorage;
  113261. /**
  113262. * Access property
  113263. * @hidden
  113264. */
  113265. _occlusionDataStorage: _OcclusionDataStorage;
  113266. /**
  113267. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  113268. * The default value is -1 which means don't break the query and wait till the result
  113269. * @see http://doc.babylonjs.com/features/occlusionquery
  113270. */
  113271. occlusionRetryCount: number;
  113272. /**
  113273. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  113274. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113275. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113276. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  113277. * @see http://doc.babylonjs.com/features/occlusionquery
  113278. */
  113279. occlusionType: number;
  113280. /**
  113281. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113282. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113283. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  113284. * @see http://doc.babylonjs.com/features/occlusionquery
  113285. */
  113286. occlusionQueryAlgorithmType: number;
  113287. /**
  113288. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  113289. * @see http://doc.babylonjs.com/features/occlusionquery
  113290. */
  113291. isOccluded: boolean;
  113292. /**
  113293. * Flag to check the progress status of the query
  113294. * @see http://doc.babylonjs.com/features/occlusionquery
  113295. */
  113296. isOcclusionQueryInProgress: boolean;
  113297. }
  113298. }
  113299. declare module BABYLON {
  113300. /** @hidden */
  113301. export var _forceTransformFeedbackToBundle: boolean;
  113302. interface Engine {
  113303. /**
  113304. * Creates a webGL transform feedback object
  113305. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113306. * @returns the webGL transform feedback object
  113307. */
  113308. createTransformFeedback(): WebGLTransformFeedback;
  113309. /**
  113310. * Delete a webGL transform feedback object
  113311. * @param value defines the webGL transform feedback object to delete
  113312. */
  113313. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113314. /**
  113315. * Bind a webGL transform feedback object to the webgl context
  113316. * @param value defines the webGL transform feedback object to bind
  113317. */
  113318. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113319. /**
  113320. * Begins a transform feedback operation
  113321. * @param usePoints defines if points or triangles must be used
  113322. */
  113323. beginTransformFeedback(usePoints: boolean): void;
  113324. /**
  113325. * Ends a transform feedback operation
  113326. */
  113327. endTransformFeedback(): void;
  113328. /**
  113329. * Specify the varyings to use with transform feedback
  113330. * @param program defines the associated webGL program
  113331. * @param value defines the list of strings representing the varying names
  113332. */
  113333. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113334. /**
  113335. * Bind a webGL buffer for a transform feedback operation
  113336. * @param value defines the webGL buffer to bind
  113337. */
  113338. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113339. }
  113340. }
  113341. declare module BABYLON {
  113342. /**
  113343. * Creation options of the multi render target texture.
  113344. */
  113345. export interface IMultiRenderTargetOptions {
  113346. /**
  113347. * Define if the texture needs to create mip maps after render.
  113348. */
  113349. generateMipMaps?: boolean;
  113350. /**
  113351. * Define the types of all the draw buffers we want to create
  113352. */
  113353. types?: number[];
  113354. /**
  113355. * Define the sampling modes of all the draw buffers we want to create
  113356. */
  113357. samplingModes?: number[];
  113358. /**
  113359. * Define if a depth buffer is required
  113360. */
  113361. generateDepthBuffer?: boolean;
  113362. /**
  113363. * Define if a stencil buffer is required
  113364. */
  113365. generateStencilBuffer?: boolean;
  113366. /**
  113367. * Define if a depth texture is required instead of a depth buffer
  113368. */
  113369. generateDepthTexture?: boolean;
  113370. /**
  113371. * Define the number of desired draw buffers
  113372. */
  113373. textureCount?: number;
  113374. /**
  113375. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113376. */
  113377. doNotChangeAspectRatio?: boolean;
  113378. /**
  113379. * Define the default type of the buffers we are creating
  113380. */
  113381. defaultType?: number;
  113382. }
  113383. /**
  113384. * A multi render target, like a render target provides the ability to render to a texture.
  113385. * Unlike the render target, it can render to several draw buffers in one draw.
  113386. * This is specially interesting in deferred rendering or for any effects requiring more than
  113387. * just one color from a single pass.
  113388. */
  113389. export class MultiRenderTarget extends RenderTargetTexture {
  113390. private _internalTextures;
  113391. private _textures;
  113392. private _multiRenderTargetOptions;
  113393. /**
  113394. * Get if draw buffers are currently supported by the used hardware and browser.
  113395. */
  113396. readonly isSupported: boolean;
  113397. /**
  113398. * Get the list of textures generated by the multi render target.
  113399. */
  113400. readonly textures: Texture[];
  113401. /**
  113402. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113403. */
  113404. readonly depthTexture: Texture;
  113405. /**
  113406. * Set the wrapping mode on U of all the textures we are rendering to.
  113407. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113408. */
  113409. wrapU: number;
  113410. /**
  113411. * Set the wrapping mode on V of all the textures we are rendering to.
  113412. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113413. */
  113414. wrapV: number;
  113415. /**
  113416. * Instantiate a new multi render target texture.
  113417. * A multi render target, like a render target provides the ability to render to a texture.
  113418. * Unlike the render target, it can render to several draw buffers in one draw.
  113419. * This is specially interesting in deferred rendering or for any effects requiring more than
  113420. * just one color from a single pass.
  113421. * @param name Define the name of the texture
  113422. * @param size Define the size of the buffers to render to
  113423. * @param count Define the number of target we are rendering into
  113424. * @param scene Define the scene the texture belongs to
  113425. * @param options Define the options used to create the multi render target
  113426. */
  113427. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113428. /** @hidden */
  113429. _rebuild(): void;
  113430. private _createInternalTextures;
  113431. private _createTextures;
  113432. /**
  113433. * Define the number of samples used if MSAA is enabled.
  113434. */
  113435. samples: number;
  113436. /**
  113437. * Resize all the textures in the multi render target.
  113438. * Be carrefull as it will recreate all the data in the new texture.
  113439. * @param size Define the new size
  113440. */
  113441. resize(size: any): void;
  113442. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113443. /**
  113444. * Dispose the render targets and their associated resources
  113445. */
  113446. dispose(): void;
  113447. /**
  113448. * Release all the underlying texture used as draw buffers.
  113449. */
  113450. releaseInternalTextures(): void;
  113451. }
  113452. }
  113453. declare module BABYLON {
  113454. interface ThinEngine {
  113455. /**
  113456. * Unbind a list of render target textures from the webGL context
  113457. * This is used only when drawBuffer extension or webGL2 are active
  113458. * @param textures defines the render target textures to unbind
  113459. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113460. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113461. */
  113462. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113463. /**
  113464. * Create a multi render target texture
  113465. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113466. * @param size defines the size of the texture
  113467. * @param options defines the creation options
  113468. * @returns the cube texture as an InternalTexture
  113469. */
  113470. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113471. /**
  113472. * Update the sample count for a given multiple render target texture
  113473. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113474. * @param textures defines the textures to update
  113475. * @param samples defines the sample count to set
  113476. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113477. */
  113478. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113479. }
  113480. }
  113481. declare module BABYLON {
  113482. /**
  113483. * Class used to define an additional view for the engine
  113484. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113485. */
  113486. export class EngineView {
  113487. /** Defines the canvas where to render the view */
  113488. target: HTMLCanvasElement;
  113489. /** Defines an optional camera used to render the view (will use active camera else) */
  113490. camera?: Camera;
  113491. }
  113492. interface Engine {
  113493. /**
  113494. * Gets or sets the HTML element to use for attaching events
  113495. */
  113496. inputElement: Nullable<HTMLElement>;
  113497. /**
  113498. * Gets the current engine view
  113499. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113500. */
  113501. activeView: Nullable<EngineView>;
  113502. /** Gets or sets the list of views */
  113503. views: EngineView[];
  113504. /**
  113505. * Register a new child canvas
  113506. * @param canvas defines the canvas to register
  113507. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113508. * @returns the associated view
  113509. */
  113510. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113511. /**
  113512. * Remove a registered child canvas
  113513. * @param canvas defines the canvas to remove
  113514. * @returns the current engine
  113515. */
  113516. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113517. }
  113518. }
  113519. declare module BABYLON {
  113520. /**
  113521. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113522. */
  113523. export interface CubeMapInfo {
  113524. /**
  113525. * The pixel array for the front face.
  113526. * This is stored in format, left to right, up to down format.
  113527. */
  113528. front: Nullable<ArrayBufferView>;
  113529. /**
  113530. * The pixel array for the back face.
  113531. * This is stored in format, left to right, up to down format.
  113532. */
  113533. back: Nullable<ArrayBufferView>;
  113534. /**
  113535. * The pixel array for the left face.
  113536. * This is stored in format, left to right, up to down format.
  113537. */
  113538. left: Nullable<ArrayBufferView>;
  113539. /**
  113540. * The pixel array for the right face.
  113541. * This is stored in format, left to right, up to down format.
  113542. */
  113543. right: Nullable<ArrayBufferView>;
  113544. /**
  113545. * The pixel array for the up face.
  113546. * This is stored in format, left to right, up to down format.
  113547. */
  113548. up: Nullable<ArrayBufferView>;
  113549. /**
  113550. * The pixel array for the down face.
  113551. * This is stored in format, left to right, up to down format.
  113552. */
  113553. down: Nullable<ArrayBufferView>;
  113554. /**
  113555. * The size of the cubemap stored.
  113556. *
  113557. * Each faces will be size * size pixels.
  113558. */
  113559. size: number;
  113560. /**
  113561. * The format of the texture.
  113562. *
  113563. * RGBA, RGB.
  113564. */
  113565. format: number;
  113566. /**
  113567. * The type of the texture data.
  113568. *
  113569. * UNSIGNED_INT, FLOAT.
  113570. */
  113571. type: number;
  113572. /**
  113573. * Specifies whether the texture is in gamma space.
  113574. */
  113575. gammaSpace: boolean;
  113576. }
  113577. /**
  113578. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113579. */
  113580. export class PanoramaToCubeMapTools {
  113581. private static FACE_FRONT;
  113582. private static FACE_BACK;
  113583. private static FACE_RIGHT;
  113584. private static FACE_LEFT;
  113585. private static FACE_DOWN;
  113586. private static FACE_UP;
  113587. /**
  113588. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113589. *
  113590. * @param float32Array The source data.
  113591. * @param inputWidth The width of the input panorama.
  113592. * @param inputHeight The height of the input panorama.
  113593. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113594. * @return The cubemap data
  113595. */
  113596. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113597. private static CreateCubemapTexture;
  113598. private static CalcProjectionSpherical;
  113599. }
  113600. }
  113601. declare module BABYLON {
  113602. /**
  113603. * Helper class dealing with the extraction of spherical polynomial dataArray
  113604. * from a cube map.
  113605. */
  113606. export class CubeMapToSphericalPolynomialTools {
  113607. private static FileFaces;
  113608. /**
  113609. * Converts a texture to the according Spherical Polynomial data.
  113610. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113611. *
  113612. * @param texture The texture to extract the information from.
  113613. * @return The Spherical Polynomial data.
  113614. */
  113615. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113616. /**
  113617. * Converts a cubemap to the according Spherical Polynomial data.
  113618. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113619. *
  113620. * @param cubeInfo The Cube map to extract the information from.
  113621. * @return The Spherical Polynomial data.
  113622. */
  113623. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113624. }
  113625. }
  113626. declare module BABYLON {
  113627. interface BaseTexture {
  113628. /**
  113629. * Get the polynomial representation of the texture data.
  113630. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113631. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113632. */
  113633. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113634. }
  113635. }
  113636. declare module BABYLON {
  113637. /** @hidden */
  113638. export var rgbdEncodePixelShader: {
  113639. name: string;
  113640. shader: string;
  113641. };
  113642. }
  113643. declare module BABYLON {
  113644. /** @hidden */
  113645. export var rgbdDecodePixelShader: {
  113646. name: string;
  113647. shader: string;
  113648. };
  113649. }
  113650. declare module BABYLON {
  113651. /**
  113652. * Raw texture data and descriptor sufficient for WebGL texture upload
  113653. */
  113654. export interface EnvironmentTextureInfo {
  113655. /**
  113656. * Version of the environment map
  113657. */
  113658. version: number;
  113659. /**
  113660. * Width of image
  113661. */
  113662. width: number;
  113663. /**
  113664. * Irradiance information stored in the file.
  113665. */
  113666. irradiance: any;
  113667. /**
  113668. * Specular information stored in the file.
  113669. */
  113670. specular: any;
  113671. }
  113672. /**
  113673. * Defines One Image in the file. It requires only the position in the file
  113674. * as well as the length.
  113675. */
  113676. interface BufferImageData {
  113677. /**
  113678. * Length of the image data.
  113679. */
  113680. length: number;
  113681. /**
  113682. * Position of the data from the null terminator delimiting the end of the JSON.
  113683. */
  113684. position: number;
  113685. }
  113686. /**
  113687. * Defines the specular data enclosed in the file.
  113688. * This corresponds to the version 1 of the data.
  113689. */
  113690. export interface EnvironmentTextureSpecularInfoV1 {
  113691. /**
  113692. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113693. */
  113694. specularDataPosition?: number;
  113695. /**
  113696. * This contains all the images data needed to reconstruct the cubemap.
  113697. */
  113698. mipmaps: Array<BufferImageData>;
  113699. /**
  113700. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113701. */
  113702. lodGenerationScale: number;
  113703. }
  113704. /**
  113705. * Sets of helpers addressing the serialization and deserialization of environment texture
  113706. * stored in a BabylonJS env file.
  113707. * Those files are usually stored as .env files.
  113708. */
  113709. export class EnvironmentTextureTools {
  113710. /**
  113711. * Magic number identifying the env file.
  113712. */
  113713. private static _MagicBytes;
  113714. /**
  113715. * Gets the environment info from an env file.
  113716. * @param data The array buffer containing the .env bytes.
  113717. * @returns the environment file info (the json header) if successfully parsed.
  113718. */
  113719. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113720. /**
  113721. * Creates an environment texture from a loaded cube texture.
  113722. * @param texture defines the cube texture to convert in env file
  113723. * @return a promise containing the environment data if succesfull.
  113724. */
  113725. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113726. /**
  113727. * Creates a JSON representation of the spherical data.
  113728. * @param texture defines the texture containing the polynomials
  113729. * @return the JSON representation of the spherical info
  113730. */
  113731. private static _CreateEnvTextureIrradiance;
  113732. /**
  113733. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113734. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113735. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113736. * @return the views described by info providing access to the underlying buffer
  113737. */
  113738. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113739. /**
  113740. * Uploads the texture info contained in the env file to the GPU.
  113741. * @param texture defines the internal texture to upload to
  113742. * @param arrayBuffer defines the buffer cotaining the data to load
  113743. * @param info defines the texture info retrieved through the GetEnvInfo method
  113744. * @returns a promise
  113745. */
  113746. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113747. private static _OnImageReadyAsync;
  113748. /**
  113749. * Uploads the levels of image data to the GPU.
  113750. * @param texture defines the internal texture to upload to
  113751. * @param imageData defines the array buffer views of image data [mipmap][face]
  113752. * @returns a promise
  113753. */
  113754. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113755. /**
  113756. * Uploads spherical polynomials information to the texture.
  113757. * @param texture defines the texture we are trying to upload the information to
  113758. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113759. */
  113760. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113761. /** @hidden */
  113762. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113763. }
  113764. }
  113765. declare module BABYLON {
  113766. /**
  113767. * Contains position and normal vectors for a vertex
  113768. */
  113769. export class PositionNormalVertex {
  113770. /** the position of the vertex (defaut: 0,0,0) */
  113771. position: Vector3;
  113772. /** the normal of the vertex (defaut: 0,1,0) */
  113773. normal: Vector3;
  113774. /**
  113775. * Creates a PositionNormalVertex
  113776. * @param position the position of the vertex (defaut: 0,0,0)
  113777. * @param normal the normal of the vertex (defaut: 0,1,0)
  113778. */
  113779. constructor(
  113780. /** the position of the vertex (defaut: 0,0,0) */
  113781. position?: Vector3,
  113782. /** the normal of the vertex (defaut: 0,1,0) */
  113783. normal?: Vector3);
  113784. /**
  113785. * Clones the PositionNormalVertex
  113786. * @returns the cloned PositionNormalVertex
  113787. */
  113788. clone(): PositionNormalVertex;
  113789. }
  113790. /**
  113791. * Contains position, normal and uv vectors for a vertex
  113792. */
  113793. export class PositionNormalTextureVertex {
  113794. /** the position of the vertex (defaut: 0,0,0) */
  113795. position: Vector3;
  113796. /** the normal of the vertex (defaut: 0,1,0) */
  113797. normal: Vector3;
  113798. /** the uv of the vertex (default: 0,0) */
  113799. uv: Vector2;
  113800. /**
  113801. * Creates a PositionNormalTextureVertex
  113802. * @param position the position of the vertex (defaut: 0,0,0)
  113803. * @param normal the normal of the vertex (defaut: 0,1,0)
  113804. * @param uv the uv of the vertex (default: 0,0)
  113805. */
  113806. constructor(
  113807. /** the position of the vertex (defaut: 0,0,0) */
  113808. position?: Vector3,
  113809. /** the normal of the vertex (defaut: 0,1,0) */
  113810. normal?: Vector3,
  113811. /** the uv of the vertex (default: 0,0) */
  113812. uv?: Vector2);
  113813. /**
  113814. * Clones the PositionNormalTextureVertex
  113815. * @returns the cloned PositionNormalTextureVertex
  113816. */
  113817. clone(): PositionNormalTextureVertex;
  113818. }
  113819. }
  113820. declare module BABYLON {
  113821. /** @hidden */
  113822. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113823. private _genericAttributeLocation;
  113824. private _varyingLocationCount;
  113825. private _varyingLocationMap;
  113826. private _replacements;
  113827. private _textureCount;
  113828. private _uniforms;
  113829. lineProcessor(line: string): string;
  113830. attributeProcessor(attribute: string): string;
  113831. varyingProcessor(varying: string, isFragment: boolean): string;
  113832. uniformProcessor(uniform: string): string;
  113833. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113834. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113835. }
  113836. }
  113837. declare module BABYLON {
  113838. /**
  113839. * Container for accessors for natively-stored mesh data buffers.
  113840. */
  113841. class NativeDataBuffer extends DataBuffer {
  113842. /**
  113843. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113844. */
  113845. nativeIndexBuffer?: any;
  113846. /**
  113847. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113848. */
  113849. nativeVertexBuffer?: any;
  113850. }
  113851. /** @hidden */
  113852. class NativeTexture extends InternalTexture {
  113853. getInternalTexture(): InternalTexture;
  113854. getViewCount(): number;
  113855. }
  113856. /** @hidden */
  113857. export class NativeEngine extends Engine {
  113858. private readonly _native;
  113859. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  113860. private readonly INVALID_HANDLE;
  113861. getHardwareScalingLevel(): number;
  113862. constructor();
  113863. /**
  113864. * Can be used to override the current requestAnimationFrame requester.
  113865. * @hidden
  113866. */
  113867. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113868. /**
  113869. * Override default engine behavior.
  113870. * @param color
  113871. * @param backBuffer
  113872. * @param depth
  113873. * @param stencil
  113874. */
  113875. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113876. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113877. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113878. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113879. recordVertexArrayObject(vertexBuffers: {
  113880. [key: string]: VertexBuffer;
  113881. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113882. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113883. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113884. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113885. /**
  113886. * Draw a list of indexed primitives
  113887. * @param fillMode defines the primitive to use
  113888. * @param indexStart defines the starting index
  113889. * @param indexCount defines the number of index to draw
  113890. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113891. */
  113892. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113893. /**
  113894. * Draw a list of unindexed primitives
  113895. * @param fillMode defines the primitive to use
  113896. * @param verticesStart defines the index of first vertex to draw
  113897. * @param verticesCount defines the count of vertices to draw
  113898. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113899. */
  113900. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113901. createPipelineContext(): IPipelineContext;
  113902. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113903. /** @hidden */
  113904. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113905. /** @hidden */
  113906. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113907. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113908. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113909. protected _setProgram(program: WebGLProgram): void;
  113910. _releaseEffect(effect: Effect): void;
  113911. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113912. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113913. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113914. bindSamplers(effect: Effect): void;
  113915. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113916. getRenderWidth(useScreen?: boolean): number;
  113917. getRenderHeight(useScreen?: boolean): number;
  113918. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113919. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113920. /**
  113921. * Set the z offset to apply to current rendering
  113922. * @param value defines the offset to apply
  113923. */
  113924. setZOffset(value: number): void;
  113925. /**
  113926. * Gets the current value of the zOffset
  113927. * @returns the current zOffset state
  113928. */
  113929. getZOffset(): number;
  113930. /**
  113931. * Enable or disable depth buffering
  113932. * @param enable defines the state to set
  113933. */
  113934. setDepthBuffer(enable: boolean): void;
  113935. /**
  113936. * Gets a boolean indicating if depth writing is enabled
  113937. * @returns the current depth writing state
  113938. */
  113939. getDepthWrite(): boolean;
  113940. /**
  113941. * Enable or disable depth writing
  113942. * @param enable defines the state to set
  113943. */
  113944. setDepthWrite(enable: boolean): void;
  113945. /**
  113946. * Enable or disable color writing
  113947. * @param enable defines the state to set
  113948. */
  113949. setColorWrite(enable: boolean): void;
  113950. /**
  113951. * Gets a boolean indicating if color writing is enabled
  113952. * @returns the current color writing state
  113953. */
  113954. getColorWrite(): boolean;
  113955. /**
  113956. * Sets alpha constants used by some alpha blending modes
  113957. * @param r defines the red component
  113958. * @param g defines the green component
  113959. * @param b defines the blue component
  113960. * @param a defines the alpha component
  113961. */
  113962. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113963. /**
  113964. * Sets the current alpha mode
  113965. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113966. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113967. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113968. */
  113969. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113970. /**
  113971. * Gets the current alpha mode
  113972. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113973. * @returns the current alpha mode
  113974. */
  113975. getAlphaMode(): number;
  113976. setInt(uniform: WebGLUniformLocation, int: number): void;
  113977. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113978. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113979. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113980. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113981. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113982. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113983. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113984. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113985. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113986. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113987. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113988. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113989. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113990. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113991. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113992. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113993. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113994. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113995. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113996. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113997. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113998. wipeCaches(bruteForce?: boolean): void;
  113999. _createTexture(): WebGLTexture;
  114000. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  114001. /**
  114002. * Usually called from BABYLON.Texture.ts.
  114003. * Passed information to create a WebGLTexture
  114004. * @param urlArg defines a value which contains one of the following:
  114005. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  114006. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  114007. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  114008. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  114009. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  114010. * @param scene needed for loading to the correct scene
  114011. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114012. * @param onLoad optional callback to be called upon successful completion
  114013. * @param onError optional callback to be called upon failure
  114014. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  114015. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  114016. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  114017. * @param forcedExtension defines the extension to use to pick the right loader
  114018. * @returns a InternalTexture for assignment back into BABYLON.Texture
  114019. */
  114020. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  114021. /**
  114022. * Creates a cube texture
  114023. * @param rootUrl defines the url where the files to load is located
  114024. * @param scene defines the current scene
  114025. * @param files defines the list of files to load (1 per face)
  114026. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  114027. * @param onLoad defines an optional callback raised when the texture is loaded
  114028. * @param onError defines an optional callback raised if there is an issue to load the texture
  114029. * @param format defines the format of the data
  114030. * @param forcedExtension defines the extension to use to pick the right loader
  114031. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  114032. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114033. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114034. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  114035. * @returns the cube texture as an InternalTexture
  114036. */
  114037. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  114038. private _getSamplingFilter;
  114039. private static _GetNativeTextureFormat;
  114040. createRenderTargetTexture(size: number | {
  114041. width: number;
  114042. height: number;
  114043. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  114044. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  114045. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  114046. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  114047. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  114048. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  114049. /**
  114050. * Updates a dynamic vertex buffer.
  114051. * @param vertexBuffer the vertex buffer to update
  114052. * @param data the data used to update the vertex buffer
  114053. * @param byteOffset the byte offset of the data (optional)
  114054. * @param byteLength the byte length of the data (optional)
  114055. */
  114056. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  114057. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  114058. private _updateAnisotropicLevel;
  114059. private _getAddressMode;
  114060. /** @hidden */
  114061. _bindTexture(channel: number, texture: InternalTexture): void;
  114062. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  114063. releaseEffects(): void;
  114064. /** @hidden */
  114065. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114066. /** @hidden */
  114067. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114068. /** @hidden */
  114069. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114070. /** @hidden */
  114071. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  114072. }
  114073. }
  114074. declare module BABYLON {
  114075. /**
  114076. * Gather the list of clipboard event types as constants.
  114077. */
  114078. export class ClipboardEventTypes {
  114079. /**
  114080. * The clipboard event is fired when a copy command is active (pressed).
  114081. */
  114082. static readonly COPY: number;
  114083. /**
  114084. * The clipboard event is fired when a cut command is active (pressed).
  114085. */
  114086. static readonly CUT: number;
  114087. /**
  114088. * The clipboard event is fired when a paste command is active (pressed).
  114089. */
  114090. static readonly PASTE: number;
  114091. }
  114092. /**
  114093. * This class is used to store clipboard related info for the onClipboardObservable event.
  114094. */
  114095. export class ClipboardInfo {
  114096. /**
  114097. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114098. */
  114099. type: number;
  114100. /**
  114101. * Defines the related dom event
  114102. */
  114103. event: ClipboardEvent;
  114104. /**
  114105. *Creates an instance of ClipboardInfo.
  114106. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  114107. * @param event Defines the related dom event
  114108. */
  114109. constructor(
  114110. /**
  114111. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114112. */
  114113. type: number,
  114114. /**
  114115. * Defines the related dom event
  114116. */
  114117. event: ClipboardEvent);
  114118. /**
  114119. * Get the clipboard event's type from the keycode.
  114120. * @param keyCode Defines the keyCode for the current keyboard event.
  114121. * @return {number}
  114122. */
  114123. static GetTypeFromCharacter(keyCode: number): number;
  114124. }
  114125. }
  114126. declare module BABYLON {
  114127. /**
  114128. * Google Daydream controller
  114129. */
  114130. export class DaydreamController extends WebVRController {
  114131. /**
  114132. * Base Url for the controller model.
  114133. */
  114134. static MODEL_BASE_URL: string;
  114135. /**
  114136. * File name for the controller model.
  114137. */
  114138. static MODEL_FILENAME: string;
  114139. /**
  114140. * Gamepad Id prefix used to identify Daydream Controller.
  114141. */
  114142. static readonly GAMEPAD_ID_PREFIX: string;
  114143. /**
  114144. * Creates a new DaydreamController from a gamepad
  114145. * @param vrGamepad the gamepad that the controller should be created from
  114146. */
  114147. constructor(vrGamepad: any);
  114148. /**
  114149. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114150. * @param scene scene in which to add meshes
  114151. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114152. */
  114153. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114154. /**
  114155. * Called once for each button that changed state since the last frame
  114156. * @param buttonIdx Which button index changed
  114157. * @param state New state of the button
  114158. * @param changes Which properties on the state changed since last frame
  114159. */
  114160. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114161. }
  114162. }
  114163. declare module BABYLON {
  114164. /**
  114165. * Gear VR Controller
  114166. */
  114167. export class GearVRController extends WebVRController {
  114168. /**
  114169. * Base Url for the controller model.
  114170. */
  114171. static MODEL_BASE_URL: string;
  114172. /**
  114173. * File name for the controller model.
  114174. */
  114175. static MODEL_FILENAME: string;
  114176. /**
  114177. * Gamepad Id prefix used to identify this controller.
  114178. */
  114179. static readonly GAMEPAD_ID_PREFIX: string;
  114180. private readonly _buttonIndexToObservableNameMap;
  114181. /**
  114182. * Creates a new GearVRController from a gamepad
  114183. * @param vrGamepad the gamepad that the controller should be created from
  114184. */
  114185. constructor(vrGamepad: any);
  114186. /**
  114187. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114188. * @param scene scene in which to add meshes
  114189. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114190. */
  114191. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114192. /**
  114193. * Called once for each button that changed state since the last frame
  114194. * @param buttonIdx Which button index changed
  114195. * @param state New state of the button
  114196. * @param changes Which properties on the state changed since last frame
  114197. */
  114198. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114199. }
  114200. }
  114201. declare module BABYLON {
  114202. /**
  114203. * Class containing static functions to help procedurally build meshes
  114204. */
  114205. export class PolyhedronBuilder {
  114206. /**
  114207. * Creates a polyhedron mesh
  114208. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  114209. * * The parameter `size` (positive float, default 1) sets the polygon size
  114210. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  114211. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  114212. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  114213. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  114214. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  114215. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  114216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114217. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114219. * @param name defines the name of the mesh
  114220. * @param options defines the options used to create the mesh
  114221. * @param scene defines the hosting scene
  114222. * @returns the polyhedron mesh
  114223. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  114224. */
  114225. static CreatePolyhedron(name: string, options: {
  114226. type?: number;
  114227. size?: number;
  114228. sizeX?: number;
  114229. sizeY?: number;
  114230. sizeZ?: number;
  114231. custom?: any;
  114232. faceUV?: Vector4[];
  114233. faceColors?: Color4[];
  114234. flat?: boolean;
  114235. updatable?: boolean;
  114236. sideOrientation?: number;
  114237. frontUVs?: Vector4;
  114238. backUVs?: Vector4;
  114239. }, scene?: Nullable<Scene>): Mesh;
  114240. }
  114241. }
  114242. declare module BABYLON {
  114243. /**
  114244. * Gizmo that enables scaling a mesh along 3 axis
  114245. */
  114246. export class ScaleGizmo extends Gizmo {
  114247. /**
  114248. * Internal gizmo used for interactions on the x axis
  114249. */
  114250. xGizmo: AxisScaleGizmo;
  114251. /**
  114252. * Internal gizmo used for interactions on the y axis
  114253. */
  114254. yGizmo: AxisScaleGizmo;
  114255. /**
  114256. * Internal gizmo used for interactions on the z axis
  114257. */
  114258. zGizmo: AxisScaleGizmo;
  114259. /**
  114260. * Internal gizmo used to scale all axis equally
  114261. */
  114262. uniformScaleGizmo: AxisScaleGizmo;
  114263. private _meshAttached;
  114264. private _updateGizmoRotationToMatchAttachedMesh;
  114265. private _snapDistance;
  114266. private _scaleRatio;
  114267. private _uniformScalingMesh;
  114268. private _octahedron;
  114269. private _sensitivity;
  114270. /** Fires an event when any of it's sub gizmos are dragged */
  114271. onDragStartObservable: Observable<unknown>;
  114272. /** Fires an event when any of it's sub gizmos are released from dragging */
  114273. onDragEndObservable: Observable<unknown>;
  114274. attachedMesh: Nullable<AbstractMesh>;
  114275. /**
  114276. * Creates a ScaleGizmo
  114277. * @param gizmoLayer The utility layer the gizmo will be added to
  114278. */
  114279. constructor(gizmoLayer?: UtilityLayerRenderer);
  114280. updateGizmoRotationToMatchAttachedMesh: boolean;
  114281. /**
  114282. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114283. */
  114284. snapDistance: number;
  114285. /**
  114286. * Ratio for the scale of the gizmo (Default: 1)
  114287. */
  114288. scaleRatio: number;
  114289. /**
  114290. * Sensitivity factor for dragging (Default: 1)
  114291. */
  114292. sensitivity: number;
  114293. /**
  114294. * Disposes of the gizmo
  114295. */
  114296. dispose(): void;
  114297. }
  114298. }
  114299. declare module BABYLON {
  114300. /**
  114301. * Single axis scale gizmo
  114302. */
  114303. export class AxisScaleGizmo extends Gizmo {
  114304. /**
  114305. * Drag behavior responsible for the gizmos dragging interactions
  114306. */
  114307. dragBehavior: PointerDragBehavior;
  114308. private _pointerObserver;
  114309. /**
  114310. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114311. */
  114312. snapDistance: number;
  114313. /**
  114314. * Event that fires each time the gizmo snaps to a new location.
  114315. * * snapDistance is the the change in distance
  114316. */
  114317. onSnapObservable: Observable<{
  114318. snapDistance: number;
  114319. }>;
  114320. /**
  114321. * If the scaling operation should be done on all axis (default: false)
  114322. */
  114323. uniformScaling: boolean;
  114324. /**
  114325. * Custom sensitivity value for the drag strength
  114326. */
  114327. sensitivity: number;
  114328. private _isEnabled;
  114329. private _parent;
  114330. private _arrow;
  114331. private _coloredMaterial;
  114332. private _hoverMaterial;
  114333. /**
  114334. * Creates an AxisScaleGizmo
  114335. * @param gizmoLayer The utility layer the gizmo will be added to
  114336. * @param dragAxis The axis which the gizmo will be able to scale on
  114337. * @param color The color of the gizmo
  114338. */
  114339. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114340. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114341. /**
  114342. * If the gizmo is enabled
  114343. */
  114344. isEnabled: boolean;
  114345. /**
  114346. * Disposes of the gizmo
  114347. */
  114348. dispose(): void;
  114349. /**
  114350. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114351. * @param mesh The mesh to replace the default mesh of the gizmo
  114352. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114353. */
  114354. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114355. }
  114356. }
  114357. declare module BABYLON {
  114358. /**
  114359. * Bounding box gizmo
  114360. */
  114361. export class BoundingBoxGizmo extends Gizmo {
  114362. private _lineBoundingBox;
  114363. private _rotateSpheresParent;
  114364. private _scaleBoxesParent;
  114365. private _boundingDimensions;
  114366. private _renderObserver;
  114367. private _pointerObserver;
  114368. private _scaleDragSpeed;
  114369. private _tmpQuaternion;
  114370. private _tmpVector;
  114371. private _tmpRotationMatrix;
  114372. /**
  114373. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  114374. */
  114375. ignoreChildren: boolean;
  114376. /**
  114377. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  114378. */
  114379. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114380. /**
  114381. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114382. */
  114383. rotationSphereSize: number;
  114384. /**
  114385. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114386. */
  114387. scaleBoxSize: number;
  114388. /**
  114389. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  114390. */
  114391. fixedDragMeshScreenSize: boolean;
  114392. /**
  114393. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114394. */
  114395. fixedDragMeshScreenSizeDistanceFactor: number;
  114396. /**
  114397. * Fired when a rotation sphere or scale box is dragged
  114398. */
  114399. onDragStartObservable: Observable<{}>;
  114400. /**
  114401. * Fired when a scale box is dragged
  114402. */
  114403. onScaleBoxDragObservable: Observable<{}>;
  114404. /**
  114405. * Fired when a scale box drag is ended
  114406. */
  114407. onScaleBoxDragEndObservable: Observable<{}>;
  114408. /**
  114409. * Fired when a rotation sphere is dragged
  114410. */
  114411. onRotationSphereDragObservable: Observable<{}>;
  114412. /**
  114413. * Fired when a rotation sphere drag is ended
  114414. */
  114415. onRotationSphereDragEndObservable: Observable<{}>;
  114416. /**
  114417. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  114418. */
  114419. scalePivot: Nullable<Vector3>;
  114420. /**
  114421. * Mesh used as a pivot to rotate the attached mesh
  114422. */
  114423. private _anchorMesh;
  114424. private _existingMeshScale;
  114425. private _dragMesh;
  114426. private pointerDragBehavior;
  114427. private coloredMaterial;
  114428. private hoverColoredMaterial;
  114429. /**
  114430. * Sets the color of the bounding box gizmo
  114431. * @param color the color to set
  114432. */
  114433. setColor(color: Color3): void;
  114434. /**
  114435. * Creates an BoundingBoxGizmo
  114436. * @param gizmoLayer The utility layer the gizmo will be added to
  114437. * @param color The color of the gizmo
  114438. */
  114439. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114440. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114441. private _selectNode;
  114442. /**
  114443. * Updates the bounding box information for the Gizmo
  114444. */
  114445. updateBoundingBox(): void;
  114446. private _updateRotationSpheres;
  114447. private _updateScaleBoxes;
  114448. /**
  114449. * Enables rotation on the specified axis and disables rotation on the others
  114450. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114451. */
  114452. setEnabledRotationAxis(axis: string): void;
  114453. /**
  114454. * Enables/disables scaling
  114455. * @param enable if scaling should be enabled
  114456. */
  114457. setEnabledScaling(enable: boolean): void;
  114458. private _updateDummy;
  114459. /**
  114460. * Enables a pointer drag behavior on the bounding box of the gizmo
  114461. */
  114462. enableDragBehavior(): void;
  114463. /**
  114464. * Disposes of the gizmo
  114465. */
  114466. dispose(): void;
  114467. /**
  114468. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  114469. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114470. * @returns the bounding box mesh with the passed in mesh as a child
  114471. */
  114472. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114473. /**
  114474. * CustomMeshes are not supported by this gizmo
  114475. * @param mesh The mesh to replace the default mesh of the gizmo
  114476. */
  114477. setCustomMesh(mesh: Mesh): void;
  114478. }
  114479. }
  114480. declare module BABYLON {
  114481. /**
  114482. * Single plane rotation gizmo
  114483. */
  114484. export class PlaneRotationGizmo extends Gizmo {
  114485. /**
  114486. * Drag behavior responsible for the gizmos dragging interactions
  114487. */
  114488. dragBehavior: PointerDragBehavior;
  114489. private _pointerObserver;
  114490. /**
  114491. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114492. */
  114493. snapDistance: number;
  114494. /**
  114495. * Event that fires each time the gizmo snaps to a new location.
  114496. * * snapDistance is the the change in distance
  114497. */
  114498. onSnapObservable: Observable<{
  114499. snapDistance: number;
  114500. }>;
  114501. private _isEnabled;
  114502. private _parent;
  114503. /**
  114504. * Creates a PlaneRotationGizmo
  114505. * @param gizmoLayer The utility layer the gizmo will be added to
  114506. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114507. * @param color The color of the gizmo
  114508. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114509. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114510. */
  114511. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114512. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114513. /**
  114514. * If the gizmo is enabled
  114515. */
  114516. isEnabled: boolean;
  114517. /**
  114518. * Disposes of the gizmo
  114519. */
  114520. dispose(): void;
  114521. }
  114522. }
  114523. declare module BABYLON {
  114524. /**
  114525. * Gizmo that enables rotating a mesh along 3 axis
  114526. */
  114527. export class RotationGizmo extends Gizmo {
  114528. /**
  114529. * Internal gizmo used for interactions on the x axis
  114530. */
  114531. xGizmo: PlaneRotationGizmo;
  114532. /**
  114533. * Internal gizmo used for interactions on the y axis
  114534. */
  114535. yGizmo: PlaneRotationGizmo;
  114536. /**
  114537. * Internal gizmo used for interactions on the z axis
  114538. */
  114539. zGizmo: PlaneRotationGizmo;
  114540. /** Fires an event when any of it's sub gizmos are dragged */
  114541. onDragStartObservable: Observable<unknown>;
  114542. /** Fires an event when any of it's sub gizmos are released from dragging */
  114543. onDragEndObservable: Observable<unknown>;
  114544. private _meshAttached;
  114545. attachedMesh: Nullable<AbstractMesh>;
  114546. /**
  114547. * Creates a RotationGizmo
  114548. * @param gizmoLayer The utility layer the gizmo will be added to
  114549. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114550. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114551. */
  114552. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114553. updateGizmoRotationToMatchAttachedMesh: boolean;
  114554. /**
  114555. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114556. */
  114557. snapDistance: number;
  114558. /**
  114559. * Ratio for the scale of the gizmo (Default: 1)
  114560. */
  114561. scaleRatio: number;
  114562. /**
  114563. * Disposes of the gizmo
  114564. */
  114565. dispose(): void;
  114566. /**
  114567. * CustomMeshes are not supported by this gizmo
  114568. * @param mesh The mesh to replace the default mesh of the gizmo
  114569. */
  114570. setCustomMesh(mesh: Mesh): void;
  114571. }
  114572. }
  114573. declare module BABYLON {
  114574. /**
  114575. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114576. */
  114577. export class GizmoManager implements IDisposable {
  114578. private scene;
  114579. /**
  114580. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114581. */
  114582. gizmos: {
  114583. positionGizmo: Nullable<PositionGizmo>;
  114584. rotationGizmo: Nullable<RotationGizmo>;
  114585. scaleGizmo: Nullable<ScaleGizmo>;
  114586. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114587. };
  114588. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114589. clearGizmoOnEmptyPointerEvent: boolean;
  114590. /** Fires an event when the manager is attached to a mesh */
  114591. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114592. private _gizmosEnabled;
  114593. private _pointerObserver;
  114594. private _attachedMesh;
  114595. private _boundingBoxColor;
  114596. private _defaultUtilityLayer;
  114597. private _defaultKeepDepthUtilityLayer;
  114598. /**
  114599. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114600. */
  114601. boundingBoxDragBehavior: SixDofDragBehavior;
  114602. /**
  114603. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114604. */
  114605. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114606. /**
  114607. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114608. */
  114609. usePointerToAttachGizmos: boolean;
  114610. /**
  114611. * Utility layer that the bounding box gizmo belongs to
  114612. */
  114613. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114614. /**
  114615. * Utility layer that all gizmos besides bounding box belong to
  114616. */
  114617. readonly utilityLayer: UtilityLayerRenderer;
  114618. /**
  114619. * Instatiates a gizmo manager
  114620. * @param scene the scene to overlay the gizmos on top of
  114621. */
  114622. constructor(scene: Scene);
  114623. /**
  114624. * Attaches a set of gizmos to the specified mesh
  114625. * @param mesh The mesh the gizmo's should be attached to
  114626. */
  114627. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114628. /**
  114629. * If the position gizmo is enabled
  114630. */
  114631. positionGizmoEnabled: boolean;
  114632. /**
  114633. * If the rotation gizmo is enabled
  114634. */
  114635. rotationGizmoEnabled: boolean;
  114636. /**
  114637. * If the scale gizmo is enabled
  114638. */
  114639. scaleGizmoEnabled: boolean;
  114640. /**
  114641. * If the boundingBox gizmo is enabled
  114642. */
  114643. boundingBoxGizmoEnabled: boolean;
  114644. /**
  114645. * Disposes of the gizmo manager
  114646. */
  114647. dispose(): void;
  114648. }
  114649. }
  114650. declare module BABYLON {
  114651. /**
  114652. * A directional light is defined by a direction (what a surprise!).
  114653. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114654. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  114655. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114656. */
  114657. export class DirectionalLight extends ShadowLight {
  114658. private _shadowFrustumSize;
  114659. /**
  114660. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114661. */
  114662. /**
  114663. * Specifies a fix frustum size for the shadow generation.
  114664. */
  114665. shadowFrustumSize: number;
  114666. private _shadowOrthoScale;
  114667. /**
  114668. * Gets the shadow projection scale against the optimal computed one.
  114669. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114670. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114671. */
  114672. /**
  114673. * Sets the shadow projection scale against the optimal computed one.
  114674. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114675. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114676. */
  114677. shadowOrthoScale: number;
  114678. /**
  114679. * Automatically compute the projection matrix to best fit (including all the casters)
  114680. * on each frame.
  114681. */
  114682. autoUpdateExtends: boolean;
  114683. private _orthoLeft;
  114684. private _orthoRight;
  114685. private _orthoTop;
  114686. private _orthoBottom;
  114687. /**
  114688. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114689. * The directional light is emitted from everywhere in the given direction.
  114690. * It can cast shadows.
  114691. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114692. * @param name The friendly name of the light
  114693. * @param direction The direction of the light
  114694. * @param scene The scene the light belongs to
  114695. */
  114696. constructor(name: string, direction: Vector3, scene: Scene);
  114697. /**
  114698. * Returns the string "DirectionalLight".
  114699. * @return The class name
  114700. */
  114701. getClassName(): string;
  114702. /**
  114703. * Returns the integer 1.
  114704. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114705. */
  114706. getTypeID(): number;
  114707. /**
  114708. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114709. * Returns the DirectionalLight Shadow projection matrix.
  114710. */
  114711. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114712. /**
  114713. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114714. * Returns the DirectionalLight Shadow projection matrix.
  114715. */
  114716. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114717. /**
  114718. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114719. * Returns the DirectionalLight Shadow projection matrix.
  114720. */
  114721. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114722. protected _buildUniformLayout(): void;
  114723. /**
  114724. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114725. * @param effect The effect to update
  114726. * @param lightIndex The index of the light in the effect to update
  114727. * @returns The directional light
  114728. */
  114729. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114730. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114731. /**
  114732. * Gets the minZ used for shadow according to both the scene and the light.
  114733. *
  114734. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114735. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114736. * @param activeCamera The camera we are returning the min for
  114737. * @returns the depth min z
  114738. */
  114739. getDepthMinZ(activeCamera: Camera): number;
  114740. /**
  114741. * Gets the maxZ used for shadow according to both the scene and the light.
  114742. *
  114743. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114744. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114745. * @param activeCamera The camera we are returning the max for
  114746. * @returns the depth max z
  114747. */
  114748. getDepthMaxZ(activeCamera: Camera): number;
  114749. /**
  114750. * Prepares the list of defines specific to the light type.
  114751. * @param defines the list of defines
  114752. * @param lightIndex defines the index of the light for the effect
  114753. */
  114754. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114755. }
  114756. }
  114757. declare module BABYLON {
  114758. /**
  114759. * Class containing static functions to help procedurally build meshes
  114760. */
  114761. export class HemisphereBuilder {
  114762. /**
  114763. * Creates a hemisphere mesh
  114764. * @param name defines the name of the mesh
  114765. * @param options defines the options used to create the mesh
  114766. * @param scene defines the hosting scene
  114767. * @returns the hemisphere mesh
  114768. */
  114769. static CreateHemisphere(name: string, options: {
  114770. segments?: number;
  114771. diameter?: number;
  114772. sideOrientation?: number;
  114773. }, scene: any): Mesh;
  114774. }
  114775. }
  114776. declare module BABYLON {
  114777. /**
  114778. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114779. * These values define a cone of light starting from the position, emitting toward the direction.
  114780. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114781. * and the exponent defines the speed of the decay of the light with distance (reach).
  114782. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114783. */
  114784. export class SpotLight extends ShadowLight {
  114785. private _angle;
  114786. private _innerAngle;
  114787. private _cosHalfAngle;
  114788. private _lightAngleScale;
  114789. private _lightAngleOffset;
  114790. /**
  114791. * Gets the cone angle of the spot light in Radians.
  114792. */
  114793. /**
  114794. * Sets the cone angle of the spot light in Radians.
  114795. */
  114796. angle: number;
  114797. /**
  114798. * Only used in gltf falloff mode, this defines the angle where
  114799. * the directional falloff will start before cutting at angle which could be seen
  114800. * as outer angle.
  114801. */
  114802. /**
  114803. * Only used in gltf falloff mode, this defines the angle where
  114804. * the directional falloff will start before cutting at angle which could be seen
  114805. * as outer angle.
  114806. */
  114807. innerAngle: number;
  114808. private _shadowAngleScale;
  114809. /**
  114810. * Allows scaling the angle of the light for shadow generation only.
  114811. */
  114812. /**
  114813. * Allows scaling the angle of the light for shadow generation only.
  114814. */
  114815. shadowAngleScale: number;
  114816. /**
  114817. * The light decay speed with the distance from the emission spot.
  114818. */
  114819. exponent: number;
  114820. private _projectionTextureMatrix;
  114821. /**
  114822. * Allows reading the projecton texture
  114823. */
  114824. readonly projectionTextureMatrix: Matrix;
  114825. protected _projectionTextureLightNear: number;
  114826. /**
  114827. * Gets the near clip of the Spotlight for texture projection.
  114828. */
  114829. /**
  114830. * Sets the near clip of the Spotlight for texture projection.
  114831. */
  114832. projectionTextureLightNear: number;
  114833. protected _projectionTextureLightFar: number;
  114834. /**
  114835. * Gets the far clip of the Spotlight for texture projection.
  114836. */
  114837. /**
  114838. * Sets the far clip of the Spotlight for texture projection.
  114839. */
  114840. projectionTextureLightFar: number;
  114841. protected _projectionTextureUpDirection: Vector3;
  114842. /**
  114843. * Gets the Up vector of the Spotlight for texture projection.
  114844. */
  114845. /**
  114846. * Sets the Up vector of the Spotlight for texture projection.
  114847. */
  114848. projectionTextureUpDirection: Vector3;
  114849. private _projectionTexture;
  114850. /**
  114851. * Gets the projection texture of the light.
  114852. */
  114853. /**
  114854. * Sets the projection texture of the light.
  114855. */
  114856. projectionTexture: Nullable<BaseTexture>;
  114857. private _projectionTextureViewLightDirty;
  114858. private _projectionTextureProjectionLightDirty;
  114859. private _projectionTextureDirty;
  114860. private _projectionTextureViewTargetVector;
  114861. private _projectionTextureViewLightMatrix;
  114862. private _projectionTextureProjectionLightMatrix;
  114863. private _projectionTextureScalingMatrix;
  114864. /**
  114865. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114866. * It can cast shadows.
  114867. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114868. * @param name The light friendly name
  114869. * @param position The position of the spot light in the scene
  114870. * @param direction The direction of the light in the scene
  114871. * @param angle The cone angle of the light in Radians
  114872. * @param exponent The light decay speed with the distance from the emission spot
  114873. * @param scene The scene the lights belongs to
  114874. */
  114875. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114876. /**
  114877. * Returns the string "SpotLight".
  114878. * @returns the class name
  114879. */
  114880. getClassName(): string;
  114881. /**
  114882. * Returns the integer 2.
  114883. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114884. */
  114885. getTypeID(): number;
  114886. /**
  114887. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114888. */
  114889. protected _setDirection(value: Vector3): void;
  114890. /**
  114891. * Overrides the position setter to recompute the projection texture view light Matrix.
  114892. */
  114893. protected _setPosition(value: Vector3): void;
  114894. /**
  114895. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  114896. * Returns the SpotLight.
  114897. */
  114898. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114899. protected _computeProjectionTextureViewLightMatrix(): void;
  114900. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114901. /**
  114902. * Main function for light texture projection matrix computing.
  114903. */
  114904. protected _computeProjectionTextureMatrix(): void;
  114905. protected _buildUniformLayout(): void;
  114906. private _computeAngleValues;
  114907. /**
  114908. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114909. * @param effect The effect to update
  114910. * @param lightIndex The index of the light in the effect to update
  114911. * @returns The spot light
  114912. */
  114913. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114914. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114915. /**
  114916. * Disposes the light and the associated resources.
  114917. */
  114918. dispose(): void;
  114919. /**
  114920. * Prepares the list of defines specific to the light type.
  114921. * @param defines the list of defines
  114922. * @param lightIndex defines the index of the light for the effect
  114923. */
  114924. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114925. }
  114926. }
  114927. declare module BABYLON {
  114928. /**
  114929. * Gizmo that enables viewing a light
  114930. */
  114931. export class LightGizmo extends Gizmo {
  114932. private _lightMesh;
  114933. private _material;
  114934. private _cachedPosition;
  114935. private _cachedForward;
  114936. private _attachedMeshParent;
  114937. /**
  114938. * Creates a LightGizmo
  114939. * @param gizmoLayer The utility layer the gizmo will be added to
  114940. */
  114941. constructor(gizmoLayer?: UtilityLayerRenderer);
  114942. private _light;
  114943. /**
  114944. * The light that the gizmo is attached to
  114945. */
  114946. light: Nullable<Light>;
  114947. /**
  114948. * Gets the material used to render the light gizmo
  114949. */
  114950. readonly material: StandardMaterial;
  114951. /**
  114952. * @hidden
  114953. * Updates the gizmo to match the attached mesh's position/rotation
  114954. */
  114955. protected _update(): void;
  114956. private static _Scale;
  114957. /**
  114958. * Creates the lines for a light mesh
  114959. */
  114960. private static _CreateLightLines;
  114961. /**
  114962. * Disposes of the light gizmo
  114963. */
  114964. dispose(): void;
  114965. private static _CreateHemisphericLightMesh;
  114966. private static _CreatePointLightMesh;
  114967. private static _CreateSpotLightMesh;
  114968. private static _CreateDirectionalLightMesh;
  114969. }
  114970. }
  114971. declare module BABYLON {
  114972. /** @hidden */
  114973. export var backgroundFragmentDeclaration: {
  114974. name: string;
  114975. shader: string;
  114976. };
  114977. }
  114978. declare module BABYLON {
  114979. /** @hidden */
  114980. export var backgroundUboDeclaration: {
  114981. name: string;
  114982. shader: string;
  114983. };
  114984. }
  114985. declare module BABYLON {
  114986. /** @hidden */
  114987. export var backgroundPixelShader: {
  114988. name: string;
  114989. shader: string;
  114990. };
  114991. }
  114992. declare module BABYLON {
  114993. /** @hidden */
  114994. export var backgroundVertexDeclaration: {
  114995. name: string;
  114996. shader: string;
  114997. };
  114998. }
  114999. declare module BABYLON {
  115000. /** @hidden */
  115001. export var backgroundVertexShader: {
  115002. name: string;
  115003. shader: string;
  115004. };
  115005. }
  115006. declare module BABYLON {
  115007. /**
  115008. * Background material used to create an efficient environement around your scene.
  115009. */
  115010. export class BackgroundMaterial extends PushMaterial {
  115011. /**
  115012. * Standard reflectance value at parallel view angle.
  115013. */
  115014. static StandardReflectance0: number;
  115015. /**
  115016. * Standard reflectance value at grazing angle.
  115017. */
  115018. static StandardReflectance90: number;
  115019. protected _primaryColor: Color3;
  115020. /**
  115021. * Key light Color (multiply against the environement texture)
  115022. */
  115023. primaryColor: Color3;
  115024. protected __perceptualColor: Nullable<Color3>;
  115025. /**
  115026. * Experimental Internal Use Only.
  115027. *
  115028. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115029. * This acts as a helper to set the primary color to a more "human friendly" value.
  115030. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115031. * output color as close as possible from the chosen value.
  115032. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115033. * part of lighting setup.)
  115034. */
  115035. _perceptualColor: Nullable<Color3>;
  115036. protected _primaryColorShadowLevel: float;
  115037. /**
  115038. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115039. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115040. */
  115041. primaryColorShadowLevel: float;
  115042. protected _primaryColorHighlightLevel: float;
  115043. /**
  115044. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115045. * The primary color is used at the level chosen to define what the white area would look.
  115046. */
  115047. primaryColorHighlightLevel: float;
  115048. protected _reflectionTexture: Nullable<BaseTexture>;
  115049. /**
  115050. * Reflection Texture used in the material.
  115051. * Should be author in a specific way for the best result (refer to the documentation).
  115052. */
  115053. reflectionTexture: Nullable<BaseTexture>;
  115054. protected _reflectionBlur: float;
  115055. /**
  115056. * Reflection Texture level of blur.
  115057. *
  115058. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115059. * texture twice.
  115060. */
  115061. reflectionBlur: float;
  115062. protected _diffuseTexture: Nullable<BaseTexture>;
  115063. /**
  115064. * Diffuse Texture used in the material.
  115065. * Should be author in a specific way for the best result (refer to the documentation).
  115066. */
  115067. diffuseTexture: Nullable<BaseTexture>;
  115068. protected _shadowLights: Nullable<IShadowLight[]>;
  115069. /**
  115070. * Specify the list of lights casting shadow on the material.
  115071. * All scene shadow lights will be included if null.
  115072. */
  115073. shadowLights: Nullable<IShadowLight[]>;
  115074. protected _shadowLevel: float;
  115075. /**
  115076. * Helps adjusting the shadow to a softer level if required.
  115077. * 0 means black shadows and 1 means no shadows.
  115078. */
  115079. shadowLevel: float;
  115080. protected _sceneCenter: Vector3;
  115081. /**
  115082. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115083. * It is usually zero but might be interesting to modify according to your setup.
  115084. */
  115085. sceneCenter: Vector3;
  115086. protected _opacityFresnel: boolean;
  115087. /**
  115088. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115089. * This helps ensuring a nice transition when the camera goes under the ground.
  115090. */
  115091. opacityFresnel: boolean;
  115092. protected _reflectionFresnel: boolean;
  115093. /**
  115094. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115095. * This helps adding a mirror texture on the ground.
  115096. */
  115097. reflectionFresnel: boolean;
  115098. protected _reflectionFalloffDistance: number;
  115099. /**
  115100. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115101. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115102. */
  115103. reflectionFalloffDistance: number;
  115104. protected _reflectionAmount: number;
  115105. /**
  115106. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115107. */
  115108. reflectionAmount: number;
  115109. protected _reflectionReflectance0: number;
  115110. /**
  115111. * This specifies the weight of the reflection at grazing angle.
  115112. */
  115113. reflectionReflectance0: number;
  115114. protected _reflectionReflectance90: number;
  115115. /**
  115116. * This specifies the weight of the reflection at a perpendicular point of view.
  115117. */
  115118. reflectionReflectance90: number;
  115119. /**
  115120. * Sets the reflection reflectance fresnel values according to the default standard
  115121. * empirically know to work well :-)
  115122. */
  115123. reflectionStandardFresnelWeight: number;
  115124. protected _useRGBColor: boolean;
  115125. /**
  115126. * Helps to directly use the maps channels instead of their level.
  115127. */
  115128. useRGBColor: boolean;
  115129. protected _enableNoise: boolean;
  115130. /**
  115131. * This helps reducing the banding effect that could occur on the background.
  115132. */
  115133. enableNoise: boolean;
  115134. /**
  115135. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115136. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115137. * Recommended to be keep at 1.0 except for special cases.
  115138. */
  115139. fovMultiplier: number;
  115140. private _fovMultiplier;
  115141. /**
  115142. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115143. */
  115144. useEquirectangularFOV: boolean;
  115145. private _maxSimultaneousLights;
  115146. /**
  115147. * Number of Simultaneous lights allowed on the material.
  115148. */
  115149. maxSimultaneousLights: int;
  115150. /**
  115151. * Default configuration related to image processing available in the Background Material.
  115152. */
  115153. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115154. /**
  115155. * Keep track of the image processing observer to allow dispose and replace.
  115156. */
  115157. private _imageProcessingObserver;
  115158. /**
  115159. * Attaches a new image processing configuration to the PBR Material.
  115160. * @param configuration (if null the scene configuration will be use)
  115161. */
  115162. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115163. /**
  115164. * Gets the image processing configuration used either in this material.
  115165. */
  115166. /**
  115167. * Sets the Default image processing configuration used either in the this material.
  115168. *
  115169. * If sets to null, the scene one is in use.
  115170. */
  115171. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  115172. /**
  115173. * Gets wether the color curves effect is enabled.
  115174. */
  115175. /**
  115176. * Sets wether the color curves effect is enabled.
  115177. */
  115178. cameraColorCurvesEnabled: boolean;
  115179. /**
  115180. * Gets wether the color grading effect is enabled.
  115181. */
  115182. /**
  115183. * Gets wether the color grading effect is enabled.
  115184. */
  115185. cameraColorGradingEnabled: boolean;
  115186. /**
  115187. * Gets wether tonemapping is enabled or not.
  115188. */
  115189. /**
  115190. * Sets wether tonemapping is enabled or not
  115191. */
  115192. cameraToneMappingEnabled: boolean;
  115193. /**
  115194. * The camera exposure used on this material.
  115195. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115196. * This corresponds to a photographic exposure.
  115197. */
  115198. /**
  115199. * The camera exposure used on this material.
  115200. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115201. * This corresponds to a photographic exposure.
  115202. */
  115203. cameraExposure: float;
  115204. /**
  115205. * Gets The camera contrast used on this material.
  115206. */
  115207. /**
  115208. * Sets The camera contrast used on this material.
  115209. */
  115210. cameraContrast: float;
  115211. /**
  115212. * Gets the Color Grading 2D Lookup Texture.
  115213. */
  115214. /**
  115215. * Sets the Color Grading 2D Lookup Texture.
  115216. */
  115217. cameraColorGradingTexture: Nullable<BaseTexture>;
  115218. /**
  115219. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115220. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115221. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  115222. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115223. */
  115224. /**
  115225. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115226. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115227. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  115228. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115229. */
  115230. cameraColorCurves: Nullable<ColorCurves>;
  115231. /**
  115232. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115233. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115234. */
  115235. switchToBGR: boolean;
  115236. private _renderTargets;
  115237. private _reflectionControls;
  115238. private _white;
  115239. private _primaryShadowColor;
  115240. private _primaryHighlightColor;
  115241. /**
  115242. * Instantiates a Background Material in the given scene
  115243. * @param name The friendly name of the material
  115244. * @param scene The scene to add the material to
  115245. */
  115246. constructor(name: string, scene: Scene);
  115247. /**
  115248. * Gets a boolean indicating that current material needs to register RTT
  115249. */
  115250. readonly hasRenderTargetTextures: boolean;
  115251. /**
  115252. * The entire material has been created in order to prevent overdraw.
  115253. * @returns false
  115254. */
  115255. needAlphaTesting(): boolean;
  115256. /**
  115257. * The entire material has been created in order to prevent overdraw.
  115258. * @returns true if blending is enable
  115259. */
  115260. needAlphaBlending(): boolean;
  115261. /**
  115262. * Checks wether the material is ready to be rendered for a given mesh.
  115263. * @param mesh The mesh to render
  115264. * @param subMesh The submesh to check against
  115265. * @param useInstances Specify wether or not the material is used with instances
  115266. * @returns true if all the dependencies are ready (Textures, Effects...)
  115267. */
  115268. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115269. /**
  115270. * Compute the primary color according to the chosen perceptual color.
  115271. */
  115272. private _computePrimaryColorFromPerceptualColor;
  115273. /**
  115274. * Compute the highlights and shadow colors according to their chosen levels.
  115275. */
  115276. private _computePrimaryColors;
  115277. /**
  115278. * Build the uniform buffer used in the material.
  115279. */
  115280. buildUniformLayout(): void;
  115281. /**
  115282. * Unbind the material.
  115283. */
  115284. unbind(): void;
  115285. /**
  115286. * Bind only the world matrix to the material.
  115287. * @param world The world matrix to bind.
  115288. */
  115289. bindOnlyWorldMatrix(world: Matrix): void;
  115290. /**
  115291. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115292. * @param world The world matrix to bind.
  115293. * @param subMesh The submesh to bind for.
  115294. */
  115295. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115296. /**
  115297. * Checks to see if a texture is used in the material.
  115298. * @param texture - Base texture to use.
  115299. * @returns - Boolean specifying if a texture is used in the material.
  115300. */
  115301. hasTexture(texture: BaseTexture): boolean;
  115302. /**
  115303. * Dispose the material.
  115304. * @param forceDisposeEffect Force disposal of the associated effect.
  115305. * @param forceDisposeTextures Force disposal of the associated textures.
  115306. */
  115307. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115308. /**
  115309. * Clones the material.
  115310. * @param name The cloned name.
  115311. * @returns The cloned material.
  115312. */
  115313. clone(name: string): BackgroundMaterial;
  115314. /**
  115315. * Serializes the current material to its JSON representation.
  115316. * @returns The JSON representation.
  115317. */
  115318. serialize(): any;
  115319. /**
  115320. * Gets the class name of the material
  115321. * @returns "BackgroundMaterial"
  115322. */
  115323. getClassName(): string;
  115324. /**
  115325. * Parse a JSON input to create back a background material.
  115326. * @param source The JSON data to parse
  115327. * @param scene The scene to create the parsed material in
  115328. * @param rootUrl The root url of the assets the material depends upon
  115329. * @returns the instantiated BackgroundMaterial.
  115330. */
  115331. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115332. }
  115333. }
  115334. declare module BABYLON {
  115335. /**
  115336. * Represents the different options available during the creation of
  115337. * a Environment helper.
  115338. *
  115339. * This can control the default ground, skybox and image processing setup of your scene.
  115340. */
  115341. export interface IEnvironmentHelperOptions {
  115342. /**
  115343. * Specifies wether or not to create a ground.
  115344. * True by default.
  115345. */
  115346. createGround: boolean;
  115347. /**
  115348. * Specifies the ground size.
  115349. * 15 by default.
  115350. */
  115351. groundSize: number;
  115352. /**
  115353. * The texture used on the ground for the main color.
  115354. * Comes from the BabylonJS CDN by default.
  115355. *
  115356. * Remarks: Can be either a texture or a url.
  115357. */
  115358. groundTexture: string | BaseTexture;
  115359. /**
  115360. * The color mixed in the ground texture by default.
  115361. * BabylonJS clearColor by default.
  115362. */
  115363. groundColor: Color3;
  115364. /**
  115365. * Specifies the ground opacity.
  115366. * 1 by default.
  115367. */
  115368. groundOpacity: number;
  115369. /**
  115370. * Enables the ground to receive shadows.
  115371. * True by default.
  115372. */
  115373. enableGroundShadow: boolean;
  115374. /**
  115375. * Helps preventing the shadow to be fully black on the ground.
  115376. * 0.5 by default.
  115377. */
  115378. groundShadowLevel: number;
  115379. /**
  115380. * Creates a mirror texture attach to the ground.
  115381. * false by default.
  115382. */
  115383. enableGroundMirror: boolean;
  115384. /**
  115385. * Specifies the ground mirror size ratio.
  115386. * 0.3 by default as the default kernel is 64.
  115387. */
  115388. groundMirrorSizeRatio: number;
  115389. /**
  115390. * Specifies the ground mirror blur kernel size.
  115391. * 64 by default.
  115392. */
  115393. groundMirrorBlurKernel: number;
  115394. /**
  115395. * Specifies the ground mirror visibility amount.
  115396. * 1 by default
  115397. */
  115398. groundMirrorAmount: number;
  115399. /**
  115400. * Specifies the ground mirror reflectance weight.
  115401. * This uses the standard weight of the background material to setup the fresnel effect
  115402. * of the mirror.
  115403. * 1 by default.
  115404. */
  115405. groundMirrorFresnelWeight: number;
  115406. /**
  115407. * Specifies the ground mirror Falloff distance.
  115408. * This can helps reducing the size of the reflection.
  115409. * 0 by Default.
  115410. */
  115411. groundMirrorFallOffDistance: number;
  115412. /**
  115413. * Specifies the ground mirror texture type.
  115414. * Unsigned Int by Default.
  115415. */
  115416. groundMirrorTextureType: number;
  115417. /**
  115418. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115419. * the shown objects.
  115420. */
  115421. groundYBias: number;
  115422. /**
  115423. * Specifies wether or not to create a skybox.
  115424. * True by default.
  115425. */
  115426. createSkybox: boolean;
  115427. /**
  115428. * Specifies the skybox size.
  115429. * 20 by default.
  115430. */
  115431. skyboxSize: number;
  115432. /**
  115433. * The texture used on the skybox for the main color.
  115434. * Comes from the BabylonJS CDN by default.
  115435. *
  115436. * Remarks: Can be either a texture or a url.
  115437. */
  115438. skyboxTexture: string | BaseTexture;
  115439. /**
  115440. * The color mixed in the skybox texture by default.
  115441. * BabylonJS clearColor by default.
  115442. */
  115443. skyboxColor: Color3;
  115444. /**
  115445. * The background rotation around the Y axis of the scene.
  115446. * This helps aligning the key lights of your scene with the background.
  115447. * 0 by default.
  115448. */
  115449. backgroundYRotation: number;
  115450. /**
  115451. * Compute automatically the size of the elements to best fit with the scene.
  115452. */
  115453. sizeAuto: boolean;
  115454. /**
  115455. * Default position of the rootMesh if autoSize is not true.
  115456. */
  115457. rootPosition: Vector3;
  115458. /**
  115459. * Sets up the image processing in the scene.
  115460. * true by default.
  115461. */
  115462. setupImageProcessing: boolean;
  115463. /**
  115464. * The texture used as your environment texture in the scene.
  115465. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115466. *
  115467. * Remarks: Can be either a texture or a url.
  115468. */
  115469. environmentTexture: string | BaseTexture;
  115470. /**
  115471. * The value of the exposure to apply to the scene.
  115472. * 0.6 by default if setupImageProcessing is true.
  115473. */
  115474. cameraExposure: number;
  115475. /**
  115476. * The value of the contrast to apply to the scene.
  115477. * 1.6 by default if setupImageProcessing is true.
  115478. */
  115479. cameraContrast: number;
  115480. /**
  115481. * Specifies wether or not tonemapping should be enabled in the scene.
  115482. * true by default if setupImageProcessing is true.
  115483. */
  115484. toneMappingEnabled: boolean;
  115485. }
  115486. /**
  115487. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115488. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115489. * It also helps with the default setup of your imageProcessing configuration.
  115490. */
  115491. export class EnvironmentHelper {
  115492. /**
  115493. * Default ground texture URL.
  115494. */
  115495. private static _groundTextureCDNUrl;
  115496. /**
  115497. * Default skybox texture URL.
  115498. */
  115499. private static _skyboxTextureCDNUrl;
  115500. /**
  115501. * Default environment texture URL.
  115502. */
  115503. private static _environmentTextureCDNUrl;
  115504. /**
  115505. * Creates the default options for the helper.
  115506. */
  115507. private static _getDefaultOptions;
  115508. private _rootMesh;
  115509. /**
  115510. * Gets the root mesh created by the helper.
  115511. */
  115512. readonly rootMesh: Mesh;
  115513. private _skybox;
  115514. /**
  115515. * Gets the skybox created by the helper.
  115516. */
  115517. readonly skybox: Nullable<Mesh>;
  115518. private _skyboxTexture;
  115519. /**
  115520. * Gets the skybox texture created by the helper.
  115521. */
  115522. readonly skyboxTexture: Nullable<BaseTexture>;
  115523. private _skyboxMaterial;
  115524. /**
  115525. * Gets the skybox material created by the helper.
  115526. */
  115527. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115528. private _ground;
  115529. /**
  115530. * Gets the ground mesh created by the helper.
  115531. */
  115532. readonly ground: Nullable<Mesh>;
  115533. private _groundTexture;
  115534. /**
  115535. * Gets the ground texture created by the helper.
  115536. */
  115537. readonly groundTexture: Nullable<BaseTexture>;
  115538. private _groundMirror;
  115539. /**
  115540. * Gets the ground mirror created by the helper.
  115541. */
  115542. readonly groundMirror: Nullable<MirrorTexture>;
  115543. /**
  115544. * Gets the ground mirror render list to helps pushing the meshes
  115545. * you wish in the ground reflection.
  115546. */
  115547. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115548. private _groundMaterial;
  115549. /**
  115550. * Gets the ground material created by the helper.
  115551. */
  115552. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115553. /**
  115554. * Stores the creation options.
  115555. */
  115556. private readonly _scene;
  115557. private _options;
  115558. /**
  115559. * This observable will be notified with any error during the creation of the environment,
  115560. * mainly texture creation errors.
  115561. */
  115562. onErrorObservable: Observable<{
  115563. message?: string;
  115564. exception?: any;
  115565. }>;
  115566. /**
  115567. * constructor
  115568. * @param options Defines the options we want to customize the helper
  115569. * @param scene The scene to add the material to
  115570. */
  115571. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115572. /**
  115573. * Updates the background according to the new options
  115574. * @param options
  115575. */
  115576. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115577. /**
  115578. * Sets the primary color of all the available elements.
  115579. * @param color the main color to affect to the ground and the background
  115580. */
  115581. setMainColor(color: Color3): void;
  115582. /**
  115583. * Setup the image processing according to the specified options.
  115584. */
  115585. private _setupImageProcessing;
  115586. /**
  115587. * Setup the environment texture according to the specified options.
  115588. */
  115589. private _setupEnvironmentTexture;
  115590. /**
  115591. * Setup the background according to the specified options.
  115592. */
  115593. private _setupBackground;
  115594. /**
  115595. * Get the scene sizes according to the setup.
  115596. */
  115597. private _getSceneSize;
  115598. /**
  115599. * Setup the ground according to the specified options.
  115600. */
  115601. private _setupGround;
  115602. /**
  115603. * Setup the ground material according to the specified options.
  115604. */
  115605. private _setupGroundMaterial;
  115606. /**
  115607. * Setup the ground diffuse texture according to the specified options.
  115608. */
  115609. private _setupGroundDiffuseTexture;
  115610. /**
  115611. * Setup the ground mirror texture according to the specified options.
  115612. */
  115613. private _setupGroundMirrorTexture;
  115614. /**
  115615. * Setup the ground to receive the mirror texture.
  115616. */
  115617. private _setupMirrorInGroundMaterial;
  115618. /**
  115619. * Setup the skybox according to the specified options.
  115620. */
  115621. private _setupSkybox;
  115622. /**
  115623. * Setup the skybox material according to the specified options.
  115624. */
  115625. private _setupSkyboxMaterial;
  115626. /**
  115627. * Setup the skybox reflection texture according to the specified options.
  115628. */
  115629. private _setupSkyboxReflectionTexture;
  115630. private _errorHandler;
  115631. /**
  115632. * Dispose all the elements created by the Helper.
  115633. */
  115634. dispose(): void;
  115635. }
  115636. }
  115637. declare module BABYLON {
  115638. /**
  115639. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115640. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115641. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115642. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115643. */
  115644. export class PhotoDome extends TransformNode {
  115645. /**
  115646. * Define the image as a Monoscopic panoramic 360 image.
  115647. */
  115648. static readonly MODE_MONOSCOPIC: number;
  115649. /**
  115650. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115651. */
  115652. static readonly MODE_TOPBOTTOM: number;
  115653. /**
  115654. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115655. */
  115656. static readonly MODE_SIDEBYSIDE: number;
  115657. private _useDirectMapping;
  115658. /**
  115659. * The texture being displayed on the sphere
  115660. */
  115661. protected _photoTexture: Texture;
  115662. /**
  115663. * Gets or sets the texture being displayed on the sphere
  115664. */
  115665. photoTexture: Texture;
  115666. /**
  115667. * Observable raised when an error occured while loading the 360 image
  115668. */
  115669. onLoadErrorObservable: Observable<string>;
  115670. /**
  115671. * The skybox material
  115672. */
  115673. protected _material: BackgroundMaterial;
  115674. /**
  115675. * The surface used for the skybox
  115676. */
  115677. protected _mesh: Mesh;
  115678. /**
  115679. * Gets the mesh used for the skybox.
  115680. */
  115681. readonly mesh: Mesh;
  115682. /**
  115683. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115684. * Also see the options.resolution property.
  115685. */
  115686. fovMultiplier: number;
  115687. private _imageMode;
  115688. /**
  115689. * Gets or set the current video mode for the video. It can be:
  115690. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115691. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115692. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115693. */
  115694. imageMode: number;
  115695. /**
  115696. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115697. * @param name Element's name, child elements will append suffixes for their own names.
  115698. * @param urlsOfPhoto defines the url of the photo to display
  115699. * @param options defines an object containing optional or exposed sub element properties
  115700. * @param onError defines a callback called when an error occured while loading the texture
  115701. */
  115702. constructor(name: string, urlOfPhoto: string, options: {
  115703. resolution?: number;
  115704. size?: number;
  115705. useDirectMapping?: boolean;
  115706. faceForward?: boolean;
  115707. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115708. private _onBeforeCameraRenderObserver;
  115709. private _changeImageMode;
  115710. /**
  115711. * Releases resources associated with this node.
  115712. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115713. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115714. */
  115715. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115716. }
  115717. }
  115718. declare module BABYLON {
  115719. /**
  115720. * Class used to host RGBD texture specific utilities
  115721. */
  115722. export class RGBDTextureTools {
  115723. /**
  115724. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115725. * @param texture the texture to expand.
  115726. */
  115727. static ExpandRGBDTexture(texture: Texture): void;
  115728. }
  115729. }
  115730. declare module BABYLON {
  115731. /**
  115732. * Class used to host texture specific utilities
  115733. */
  115734. export class BRDFTextureTools {
  115735. /**
  115736. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115737. * @param scene defines the hosting scene
  115738. * @returns the environment BRDF texture
  115739. */
  115740. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115741. private static _environmentBRDFBase64Texture;
  115742. }
  115743. }
  115744. declare module BABYLON {
  115745. /**
  115746. * @hidden
  115747. */
  115748. export interface IMaterialClearCoatDefines {
  115749. CLEARCOAT: boolean;
  115750. CLEARCOAT_DEFAULTIOR: boolean;
  115751. CLEARCOAT_TEXTURE: boolean;
  115752. CLEARCOAT_TEXTUREDIRECTUV: number;
  115753. CLEARCOAT_BUMP: boolean;
  115754. CLEARCOAT_BUMPDIRECTUV: number;
  115755. CLEARCOAT_TINT: boolean;
  115756. CLEARCOAT_TINT_TEXTURE: boolean;
  115757. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115758. /** @hidden */
  115759. _areTexturesDirty: boolean;
  115760. }
  115761. /**
  115762. * Define the code related to the clear coat parameters of the pbr material.
  115763. */
  115764. export class PBRClearCoatConfiguration {
  115765. /**
  115766. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115767. * The default fits with a polyurethane material.
  115768. */
  115769. private static readonly _DefaultIndexOfRefraction;
  115770. private _isEnabled;
  115771. /**
  115772. * Defines if the clear coat is enabled in the material.
  115773. */
  115774. isEnabled: boolean;
  115775. /**
  115776. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115777. */
  115778. intensity: number;
  115779. /**
  115780. * Defines the clear coat layer roughness.
  115781. */
  115782. roughness: number;
  115783. private _indexOfRefraction;
  115784. /**
  115785. * Defines the index of refraction of the clear coat.
  115786. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115787. * The default fits with a polyurethane material.
  115788. * Changing the default value is more performance intensive.
  115789. */
  115790. indexOfRefraction: number;
  115791. private _texture;
  115792. /**
  115793. * Stores the clear coat values in a texture.
  115794. */
  115795. texture: Nullable<BaseTexture>;
  115796. private _bumpTexture;
  115797. /**
  115798. * Define the clear coat specific bump texture.
  115799. */
  115800. bumpTexture: Nullable<BaseTexture>;
  115801. private _isTintEnabled;
  115802. /**
  115803. * Defines if the clear coat tint is enabled in the material.
  115804. */
  115805. isTintEnabled: boolean;
  115806. /**
  115807. * Defines the clear coat tint of the material.
  115808. * This is only use if tint is enabled
  115809. */
  115810. tintColor: Color3;
  115811. /**
  115812. * Defines the distance at which the tint color should be found in the
  115813. * clear coat media.
  115814. * This is only use if tint is enabled
  115815. */
  115816. tintColorAtDistance: number;
  115817. /**
  115818. * Defines the clear coat layer thickness.
  115819. * This is only use if tint is enabled
  115820. */
  115821. tintThickness: number;
  115822. private _tintTexture;
  115823. /**
  115824. * Stores the clear tint values in a texture.
  115825. * rgb is tint
  115826. * a is a thickness factor
  115827. */
  115828. tintTexture: Nullable<BaseTexture>;
  115829. /** @hidden */
  115830. private _internalMarkAllSubMeshesAsTexturesDirty;
  115831. /** @hidden */
  115832. _markAllSubMeshesAsTexturesDirty(): void;
  115833. /**
  115834. * Instantiate a new istance of clear coat configuration.
  115835. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115836. */
  115837. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115838. /**
  115839. * Gets wehter the submesh is ready to be used or not.
  115840. * @param defines the list of "defines" to update.
  115841. * @param scene defines the scene the material belongs to.
  115842. * @param engine defines the engine the material belongs to.
  115843. * @param disableBumpMap defines wether the material disables bump or not.
  115844. * @returns - boolean indicating that the submesh is ready or not.
  115845. */
  115846. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115847. /**
  115848. * Checks to see if a texture is used in the material.
  115849. * @param defines the list of "defines" to update.
  115850. * @param scene defines the scene to the material belongs to.
  115851. */
  115852. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115853. /**
  115854. * Binds the material data.
  115855. * @param uniformBuffer defines the Uniform buffer to fill in.
  115856. * @param scene defines the scene the material belongs to.
  115857. * @param engine defines the engine the material belongs to.
  115858. * @param disableBumpMap defines wether the material disables bump or not.
  115859. * @param isFrozen defines wether the material is frozen or not.
  115860. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115861. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115862. */
  115863. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115864. /**
  115865. * Checks to see if a texture is used in the material.
  115866. * @param texture - Base texture to use.
  115867. * @returns - Boolean specifying if a texture is used in the material.
  115868. */
  115869. hasTexture(texture: BaseTexture): boolean;
  115870. /**
  115871. * Returns an array of the actively used textures.
  115872. * @param activeTextures Array of BaseTextures
  115873. */
  115874. getActiveTextures(activeTextures: BaseTexture[]): void;
  115875. /**
  115876. * Returns the animatable textures.
  115877. * @param animatables Array of animatable textures.
  115878. */
  115879. getAnimatables(animatables: IAnimatable[]): void;
  115880. /**
  115881. * Disposes the resources of the material.
  115882. * @param forceDisposeTextures - Forces the disposal of all textures.
  115883. */
  115884. dispose(forceDisposeTextures?: boolean): void;
  115885. /**
  115886. * Get the current class name of the texture useful for serialization or dynamic coding.
  115887. * @returns "PBRClearCoatConfiguration"
  115888. */
  115889. getClassName(): string;
  115890. /**
  115891. * Add fallbacks to the effect fallbacks list.
  115892. * @param defines defines the Base texture to use.
  115893. * @param fallbacks defines the current fallback list.
  115894. * @param currentRank defines the current fallback rank.
  115895. * @returns the new fallback rank.
  115896. */
  115897. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115898. /**
  115899. * Add the required uniforms to the current list.
  115900. * @param uniforms defines the current uniform list.
  115901. */
  115902. static AddUniforms(uniforms: string[]): void;
  115903. /**
  115904. * Add the required samplers to the current list.
  115905. * @param samplers defines the current sampler list.
  115906. */
  115907. static AddSamplers(samplers: string[]): void;
  115908. /**
  115909. * Add the required uniforms to the current buffer.
  115910. * @param uniformBuffer defines the current uniform buffer.
  115911. */
  115912. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115913. /**
  115914. * Makes a duplicate of the current configuration into another one.
  115915. * @param clearCoatConfiguration define the config where to copy the info
  115916. */
  115917. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115918. /**
  115919. * Serializes this clear coat configuration.
  115920. * @returns - An object with the serialized config.
  115921. */
  115922. serialize(): any;
  115923. /**
  115924. * Parses a anisotropy Configuration from a serialized object.
  115925. * @param source - Serialized object.
  115926. * @param scene Defines the scene we are parsing for
  115927. * @param rootUrl Defines the rootUrl to load from
  115928. */
  115929. parse(source: any, scene: Scene, rootUrl: string): void;
  115930. }
  115931. }
  115932. declare module BABYLON {
  115933. /**
  115934. * @hidden
  115935. */
  115936. export interface IMaterialAnisotropicDefines {
  115937. ANISOTROPIC: boolean;
  115938. ANISOTROPIC_TEXTURE: boolean;
  115939. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115940. MAINUV1: boolean;
  115941. _areTexturesDirty: boolean;
  115942. _needUVs: boolean;
  115943. }
  115944. /**
  115945. * Define the code related to the anisotropic parameters of the pbr material.
  115946. */
  115947. export class PBRAnisotropicConfiguration {
  115948. private _isEnabled;
  115949. /**
  115950. * Defines if the anisotropy is enabled in the material.
  115951. */
  115952. isEnabled: boolean;
  115953. /**
  115954. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115955. */
  115956. intensity: number;
  115957. /**
  115958. * Defines if the effect is along the tangents, bitangents or in between.
  115959. * By default, the effect is "strectching" the highlights along the tangents.
  115960. */
  115961. direction: Vector2;
  115962. private _texture;
  115963. /**
  115964. * Stores the anisotropy values in a texture.
  115965. * rg is direction (like normal from -1 to 1)
  115966. * b is a intensity
  115967. */
  115968. texture: Nullable<BaseTexture>;
  115969. /** @hidden */
  115970. private _internalMarkAllSubMeshesAsTexturesDirty;
  115971. /** @hidden */
  115972. _markAllSubMeshesAsTexturesDirty(): void;
  115973. /**
  115974. * Instantiate a new istance of anisotropy configuration.
  115975. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115976. */
  115977. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115978. /**
  115979. * Specifies that the submesh is ready to be used.
  115980. * @param defines the list of "defines" to update.
  115981. * @param scene defines the scene the material belongs to.
  115982. * @returns - boolean indicating that the submesh is ready or not.
  115983. */
  115984. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115985. /**
  115986. * Checks to see if a texture is used in the material.
  115987. * @param defines the list of "defines" to update.
  115988. * @param mesh the mesh we are preparing the defines for.
  115989. * @param scene defines the scene the material belongs to.
  115990. */
  115991. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115992. /**
  115993. * Binds the material data.
  115994. * @param uniformBuffer defines the Uniform buffer to fill in.
  115995. * @param scene defines the scene the material belongs to.
  115996. * @param isFrozen defines wether the material is frozen or not.
  115997. */
  115998. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115999. /**
  116000. * Checks to see if a texture is used in the material.
  116001. * @param texture - Base texture to use.
  116002. * @returns - Boolean specifying if a texture is used in the material.
  116003. */
  116004. hasTexture(texture: BaseTexture): boolean;
  116005. /**
  116006. * Returns an array of the actively used textures.
  116007. * @param activeTextures Array of BaseTextures
  116008. */
  116009. getActiveTextures(activeTextures: BaseTexture[]): void;
  116010. /**
  116011. * Returns the animatable textures.
  116012. * @param animatables Array of animatable textures.
  116013. */
  116014. getAnimatables(animatables: IAnimatable[]): void;
  116015. /**
  116016. * Disposes the resources of the material.
  116017. * @param forceDisposeTextures - Forces the disposal of all textures.
  116018. */
  116019. dispose(forceDisposeTextures?: boolean): void;
  116020. /**
  116021. * Get the current class name of the texture useful for serialization or dynamic coding.
  116022. * @returns "PBRAnisotropicConfiguration"
  116023. */
  116024. getClassName(): string;
  116025. /**
  116026. * Add fallbacks to the effect fallbacks list.
  116027. * @param defines defines the Base texture to use.
  116028. * @param fallbacks defines the current fallback list.
  116029. * @param currentRank defines the current fallback rank.
  116030. * @returns the new fallback rank.
  116031. */
  116032. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116033. /**
  116034. * Add the required uniforms to the current list.
  116035. * @param uniforms defines the current uniform list.
  116036. */
  116037. static AddUniforms(uniforms: string[]): void;
  116038. /**
  116039. * Add the required uniforms to the current buffer.
  116040. * @param uniformBuffer defines the current uniform buffer.
  116041. */
  116042. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116043. /**
  116044. * Add the required samplers to the current list.
  116045. * @param samplers defines the current sampler list.
  116046. */
  116047. static AddSamplers(samplers: string[]): void;
  116048. /**
  116049. * Makes a duplicate of the current configuration into another one.
  116050. * @param anisotropicConfiguration define the config where to copy the info
  116051. */
  116052. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  116053. /**
  116054. * Serializes this anisotropy configuration.
  116055. * @returns - An object with the serialized config.
  116056. */
  116057. serialize(): any;
  116058. /**
  116059. * Parses a anisotropy Configuration from a serialized object.
  116060. * @param source - Serialized object.
  116061. * @param scene Defines the scene we are parsing for
  116062. * @param rootUrl Defines the rootUrl to load from
  116063. */
  116064. parse(source: any, scene: Scene, rootUrl: string): void;
  116065. }
  116066. }
  116067. declare module BABYLON {
  116068. /**
  116069. * @hidden
  116070. */
  116071. export interface IMaterialBRDFDefines {
  116072. BRDF_V_HEIGHT_CORRELATED: boolean;
  116073. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116074. SPHERICAL_HARMONICS: boolean;
  116075. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116076. /** @hidden */
  116077. _areMiscDirty: boolean;
  116078. }
  116079. /**
  116080. * Define the code related to the BRDF parameters of the pbr material.
  116081. */
  116082. export class PBRBRDFConfiguration {
  116083. /**
  116084. * Default value used for the energy conservation.
  116085. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116086. */
  116087. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  116088. /**
  116089. * Default value used for the Smith Visibility Height Correlated mode.
  116090. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116091. */
  116092. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  116093. /**
  116094. * Default value used for the IBL diffuse part.
  116095. * This can help switching back to the polynomials mode globally which is a tiny bit
  116096. * less GPU intensive at the drawback of a lower quality.
  116097. */
  116098. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  116099. /**
  116100. * Default value used for activating energy conservation for the specular workflow.
  116101. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116102. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116103. */
  116104. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  116105. private _useEnergyConservation;
  116106. /**
  116107. * Defines if the material uses energy conservation.
  116108. */
  116109. useEnergyConservation: boolean;
  116110. private _useSmithVisibilityHeightCorrelated;
  116111. /**
  116112. * LEGACY Mode set to false
  116113. * Defines if the material uses height smith correlated visibility term.
  116114. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  116115. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  116116. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  116117. * Not relying on height correlated will also disable energy conservation.
  116118. */
  116119. useSmithVisibilityHeightCorrelated: boolean;
  116120. private _useSphericalHarmonics;
  116121. /**
  116122. * LEGACY Mode set to false
  116123. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  116124. * diffuse part of the IBL.
  116125. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  116126. * to the ground truth.
  116127. */
  116128. useSphericalHarmonics: boolean;
  116129. private _useSpecularGlossinessInputEnergyConservation;
  116130. /**
  116131. * Defines if the material uses energy conservation, when the specular workflow is active.
  116132. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116133. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116134. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  116135. */
  116136. useSpecularGlossinessInputEnergyConservation: boolean;
  116137. /** @hidden */
  116138. private _internalMarkAllSubMeshesAsMiscDirty;
  116139. /** @hidden */
  116140. _markAllSubMeshesAsMiscDirty(): void;
  116141. /**
  116142. * Instantiate a new istance of clear coat configuration.
  116143. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  116144. */
  116145. constructor(markAllSubMeshesAsMiscDirty: () => void);
  116146. /**
  116147. * Checks to see if a texture is used in the material.
  116148. * @param defines the list of "defines" to update.
  116149. */
  116150. prepareDefines(defines: IMaterialBRDFDefines): void;
  116151. /**
  116152. * Get the current class name of the texture useful for serialization or dynamic coding.
  116153. * @returns "PBRClearCoatConfiguration"
  116154. */
  116155. getClassName(): string;
  116156. /**
  116157. * Makes a duplicate of the current configuration into another one.
  116158. * @param brdfConfiguration define the config where to copy the info
  116159. */
  116160. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  116161. /**
  116162. * Serializes this BRDF configuration.
  116163. * @returns - An object with the serialized config.
  116164. */
  116165. serialize(): any;
  116166. /**
  116167. * Parses a anisotropy Configuration from a serialized object.
  116168. * @param source - Serialized object.
  116169. * @param scene Defines the scene we are parsing for
  116170. * @param rootUrl Defines the rootUrl to load from
  116171. */
  116172. parse(source: any, scene: Scene, rootUrl: string): void;
  116173. }
  116174. }
  116175. declare module BABYLON {
  116176. /**
  116177. * @hidden
  116178. */
  116179. export interface IMaterialSheenDefines {
  116180. SHEEN: boolean;
  116181. SHEEN_TEXTURE: boolean;
  116182. SHEEN_TEXTUREDIRECTUV: number;
  116183. SHEEN_LINKWITHALBEDO: boolean;
  116184. /** @hidden */
  116185. _areTexturesDirty: boolean;
  116186. }
  116187. /**
  116188. * Define the code related to the Sheen parameters of the pbr material.
  116189. */
  116190. export class PBRSheenConfiguration {
  116191. private _isEnabled;
  116192. /**
  116193. * Defines if the material uses sheen.
  116194. */
  116195. isEnabled: boolean;
  116196. private _linkSheenWithAlbedo;
  116197. /**
  116198. * Defines if the sheen is linked to the sheen color.
  116199. */
  116200. linkSheenWithAlbedo: boolean;
  116201. /**
  116202. * Defines the sheen intensity.
  116203. */
  116204. intensity: number;
  116205. /**
  116206. * Defines the sheen color.
  116207. */
  116208. color: Color3;
  116209. private _texture;
  116210. /**
  116211. * Stores the sheen tint values in a texture.
  116212. * rgb is tint
  116213. * a is a intensity
  116214. */
  116215. texture: Nullable<BaseTexture>;
  116216. /** @hidden */
  116217. private _internalMarkAllSubMeshesAsTexturesDirty;
  116218. /** @hidden */
  116219. _markAllSubMeshesAsTexturesDirty(): void;
  116220. /**
  116221. * Instantiate a new istance of clear coat configuration.
  116222. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116223. */
  116224. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116225. /**
  116226. * Specifies that the submesh is ready to be used.
  116227. * @param defines the list of "defines" to update.
  116228. * @param scene defines the scene the material belongs to.
  116229. * @returns - boolean indicating that the submesh is ready or not.
  116230. */
  116231. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  116232. /**
  116233. * Checks to see if a texture is used in the material.
  116234. * @param defines the list of "defines" to update.
  116235. * @param scene defines the scene the material belongs to.
  116236. */
  116237. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  116238. /**
  116239. * Binds the material data.
  116240. * @param uniformBuffer defines the Uniform buffer to fill in.
  116241. * @param scene defines the scene the material belongs to.
  116242. * @param isFrozen defines wether the material is frozen or not.
  116243. */
  116244. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116245. /**
  116246. * Checks to see if a texture is used in the material.
  116247. * @param texture - Base texture to use.
  116248. * @returns - Boolean specifying if a texture is used in the material.
  116249. */
  116250. hasTexture(texture: BaseTexture): boolean;
  116251. /**
  116252. * Returns an array of the actively used textures.
  116253. * @param activeTextures Array of BaseTextures
  116254. */
  116255. getActiveTextures(activeTextures: BaseTexture[]): void;
  116256. /**
  116257. * Returns the animatable textures.
  116258. * @param animatables Array of animatable textures.
  116259. */
  116260. getAnimatables(animatables: IAnimatable[]): void;
  116261. /**
  116262. * Disposes the resources of the material.
  116263. * @param forceDisposeTextures - Forces the disposal of all textures.
  116264. */
  116265. dispose(forceDisposeTextures?: boolean): void;
  116266. /**
  116267. * Get the current class name of the texture useful for serialization or dynamic coding.
  116268. * @returns "PBRSheenConfiguration"
  116269. */
  116270. getClassName(): string;
  116271. /**
  116272. * Add fallbacks to the effect fallbacks list.
  116273. * @param defines defines the Base texture to use.
  116274. * @param fallbacks defines the current fallback list.
  116275. * @param currentRank defines the current fallback rank.
  116276. * @returns the new fallback rank.
  116277. */
  116278. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116279. /**
  116280. * Add the required uniforms to the current list.
  116281. * @param uniforms defines the current uniform list.
  116282. */
  116283. static AddUniforms(uniforms: string[]): void;
  116284. /**
  116285. * Add the required uniforms to the current buffer.
  116286. * @param uniformBuffer defines the current uniform buffer.
  116287. */
  116288. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116289. /**
  116290. * Add the required samplers to the current list.
  116291. * @param samplers defines the current sampler list.
  116292. */
  116293. static AddSamplers(samplers: string[]): void;
  116294. /**
  116295. * Makes a duplicate of the current configuration into another one.
  116296. * @param sheenConfiguration define the config where to copy the info
  116297. */
  116298. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116299. /**
  116300. * Serializes this BRDF configuration.
  116301. * @returns - An object with the serialized config.
  116302. */
  116303. serialize(): any;
  116304. /**
  116305. * Parses a anisotropy Configuration from a serialized object.
  116306. * @param source - Serialized object.
  116307. * @param scene Defines the scene we are parsing for
  116308. * @param rootUrl Defines the rootUrl to load from
  116309. */
  116310. parse(source: any, scene: Scene, rootUrl: string): void;
  116311. }
  116312. }
  116313. declare module BABYLON {
  116314. /**
  116315. * @hidden
  116316. */
  116317. export interface IMaterialSubSurfaceDefines {
  116318. SUBSURFACE: boolean;
  116319. SS_REFRACTION: boolean;
  116320. SS_TRANSLUCENCY: boolean;
  116321. SS_SCATERRING: boolean;
  116322. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116323. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116324. SS_REFRACTIONMAP_3D: boolean;
  116325. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116326. SS_LODINREFRACTIONALPHA: boolean;
  116327. SS_GAMMAREFRACTION: boolean;
  116328. SS_RGBDREFRACTION: boolean;
  116329. SS_LINEARSPECULARREFRACTION: boolean;
  116330. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116331. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116332. /** @hidden */
  116333. _areTexturesDirty: boolean;
  116334. }
  116335. /**
  116336. * Define the code related to the sub surface parameters of the pbr material.
  116337. */
  116338. export class PBRSubSurfaceConfiguration {
  116339. private _isRefractionEnabled;
  116340. /**
  116341. * Defines if the refraction is enabled in the material.
  116342. */
  116343. isRefractionEnabled: boolean;
  116344. private _isTranslucencyEnabled;
  116345. /**
  116346. * Defines if the translucency is enabled in the material.
  116347. */
  116348. isTranslucencyEnabled: boolean;
  116349. private _isScatteringEnabled;
  116350. /**
  116351. * Defines the refraction intensity of the material.
  116352. * The refraction when enabled replaces the Diffuse part of the material.
  116353. * The intensity helps transitionning between diffuse and refraction.
  116354. */
  116355. refractionIntensity: number;
  116356. /**
  116357. * Defines the translucency intensity of the material.
  116358. * When translucency has been enabled, this defines how much of the "translucency"
  116359. * is addded to the diffuse part of the material.
  116360. */
  116361. translucencyIntensity: number;
  116362. /**
  116363. * Defines the scattering intensity of the material.
  116364. * When scattering has been enabled, this defines how much of the "scattered light"
  116365. * is addded to the diffuse part of the material.
  116366. */
  116367. scatteringIntensity: number;
  116368. private _thicknessTexture;
  116369. /**
  116370. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116371. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116372. * 0 would mean minimumThickness
  116373. * 1 would mean maximumThickness
  116374. * The other channels might be use as a mask to vary the different effects intensity.
  116375. */
  116376. thicknessTexture: Nullable<BaseTexture>;
  116377. private _refractionTexture;
  116378. /**
  116379. * Defines the texture to use for refraction.
  116380. */
  116381. refractionTexture: Nullable<BaseTexture>;
  116382. private _indexOfRefraction;
  116383. /**
  116384. * Defines the index of refraction used in the material.
  116385. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116386. */
  116387. indexOfRefraction: number;
  116388. private _invertRefractionY;
  116389. /**
  116390. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116391. */
  116392. invertRefractionY: boolean;
  116393. private _linkRefractionWithTransparency;
  116394. /**
  116395. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116396. * Materials half opaque for instance using refraction could benefit from this control.
  116397. */
  116398. linkRefractionWithTransparency: boolean;
  116399. /**
  116400. * Defines the minimum thickness stored in the thickness map.
  116401. * If no thickness map is defined, this value will be used to simulate thickness.
  116402. */
  116403. minimumThickness: number;
  116404. /**
  116405. * Defines the maximum thickness stored in the thickness map.
  116406. */
  116407. maximumThickness: number;
  116408. /**
  116409. * Defines the volume tint of the material.
  116410. * This is used for both translucency and scattering.
  116411. */
  116412. tintColor: Color3;
  116413. /**
  116414. * Defines the distance at which the tint color should be found in the media.
  116415. * This is used for refraction only.
  116416. */
  116417. tintColorAtDistance: number;
  116418. /**
  116419. * Defines how far each channel transmit through the media.
  116420. * It is defined as a color to simplify it selection.
  116421. */
  116422. diffusionDistance: Color3;
  116423. private _useMaskFromThicknessTexture;
  116424. /**
  116425. * Stores the intensity of the different subsurface effects in the thickness texture.
  116426. * * the green channel is the translucency intensity.
  116427. * * the blue channel is the scattering intensity.
  116428. * * the alpha channel is the refraction intensity.
  116429. */
  116430. useMaskFromThicknessTexture: boolean;
  116431. /** @hidden */
  116432. private _internalMarkAllSubMeshesAsTexturesDirty;
  116433. /** @hidden */
  116434. _markAllSubMeshesAsTexturesDirty(): void;
  116435. /**
  116436. * Instantiate a new istance of sub surface configuration.
  116437. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116438. */
  116439. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116440. /**
  116441. * Gets wehter the submesh is ready to be used or not.
  116442. * @param defines the list of "defines" to update.
  116443. * @param scene defines the scene the material belongs to.
  116444. * @returns - boolean indicating that the submesh is ready or not.
  116445. */
  116446. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116447. /**
  116448. * Checks to see if a texture is used in the material.
  116449. * @param defines the list of "defines" to update.
  116450. * @param scene defines the scene to the material belongs to.
  116451. */
  116452. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116453. /**
  116454. * Binds the material data.
  116455. * @param uniformBuffer defines the Uniform buffer to fill in.
  116456. * @param scene defines the scene the material belongs to.
  116457. * @param engine defines the engine the material belongs to.
  116458. * @param isFrozen defines wether the material is frozen or not.
  116459. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116460. */
  116461. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116462. /**
  116463. * Unbinds the material from the mesh.
  116464. * @param activeEffect defines the effect that should be unbound from.
  116465. * @returns true if unbound, otherwise false
  116466. */
  116467. unbind(activeEffect: Effect): boolean;
  116468. /**
  116469. * Returns the texture used for refraction or null if none is used.
  116470. * @param scene defines the scene the material belongs to.
  116471. * @returns - Refraction texture if present. If no refraction texture and refraction
  116472. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116473. */
  116474. private _getRefractionTexture;
  116475. /**
  116476. * Returns true if alpha blending should be disabled.
  116477. */
  116478. readonly disableAlphaBlending: boolean;
  116479. /**
  116480. * Fills the list of render target textures.
  116481. * @param renderTargets the list of render targets to update
  116482. */
  116483. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116484. /**
  116485. * Checks to see if a texture is used in the material.
  116486. * @param texture - Base texture to use.
  116487. * @returns - Boolean specifying if a texture is used in the material.
  116488. */
  116489. hasTexture(texture: BaseTexture): boolean;
  116490. /**
  116491. * Gets a boolean indicating that current material needs to register RTT
  116492. * @returns true if this uses a render target otherwise false.
  116493. */
  116494. hasRenderTargetTextures(): boolean;
  116495. /**
  116496. * Returns an array of the actively used textures.
  116497. * @param activeTextures Array of BaseTextures
  116498. */
  116499. getActiveTextures(activeTextures: BaseTexture[]): void;
  116500. /**
  116501. * Returns the animatable textures.
  116502. * @param animatables Array of animatable textures.
  116503. */
  116504. getAnimatables(animatables: IAnimatable[]): void;
  116505. /**
  116506. * Disposes the resources of the material.
  116507. * @param forceDisposeTextures - Forces the disposal of all textures.
  116508. */
  116509. dispose(forceDisposeTextures?: boolean): void;
  116510. /**
  116511. * Get the current class name of the texture useful for serialization or dynamic coding.
  116512. * @returns "PBRSubSurfaceConfiguration"
  116513. */
  116514. getClassName(): string;
  116515. /**
  116516. * Add fallbacks to the effect fallbacks list.
  116517. * @param defines defines the Base texture to use.
  116518. * @param fallbacks defines the current fallback list.
  116519. * @param currentRank defines the current fallback rank.
  116520. * @returns the new fallback rank.
  116521. */
  116522. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116523. /**
  116524. * Add the required uniforms to the current list.
  116525. * @param uniforms defines the current uniform list.
  116526. */
  116527. static AddUniforms(uniforms: string[]): void;
  116528. /**
  116529. * Add the required samplers to the current list.
  116530. * @param samplers defines the current sampler list.
  116531. */
  116532. static AddSamplers(samplers: string[]): void;
  116533. /**
  116534. * Add the required uniforms to the current buffer.
  116535. * @param uniformBuffer defines the current uniform buffer.
  116536. */
  116537. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116538. /**
  116539. * Makes a duplicate of the current configuration into another one.
  116540. * @param configuration define the config where to copy the info
  116541. */
  116542. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116543. /**
  116544. * Serializes this Sub Surface configuration.
  116545. * @returns - An object with the serialized config.
  116546. */
  116547. serialize(): any;
  116548. /**
  116549. * Parses a anisotropy Configuration from a serialized object.
  116550. * @param source - Serialized object.
  116551. * @param scene Defines the scene we are parsing for
  116552. * @param rootUrl Defines the rootUrl to load from
  116553. */
  116554. parse(source: any, scene: Scene, rootUrl: string): void;
  116555. }
  116556. }
  116557. declare module BABYLON {
  116558. /** @hidden */
  116559. export var pbrFragmentDeclaration: {
  116560. name: string;
  116561. shader: string;
  116562. };
  116563. }
  116564. declare module BABYLON {
  116565. /** @hidden */
  116566. export var pbrUboDeclaration: {
  116567. name: string;
  116568. shader: string;
  116569. };
  116570. }
  116571. declare module BABYLON {
  116572. /** @hidden */
  116573. export var pbrFragmentExtraDeclaration: {
  116574. name: string;
  116575. shader: string;
  116576. };
  116577. }
  116578. declare module BABYLON {
  116579. /** @hidden */
  116580. export var pbrFragmentSamplersDeclaration: {
  116581. name: string;
  116582. shader: string;
  116583. };
  116584. }
  116585. declare module BABYLON {
  116586. /** @hidden */
  116587. export var pbrHelperFunctions: {
  116588. name: string;
  116589. shader: string;
  116590. };
  116591. }
  116592. declare module BABYLON {
  116593. /** @hidden */
  116594. export var harmonicsFunctions: {
  116595. name: string;
  116596. shader: string;
  116597. };
  116598. }
  116599. declare module BABYLON {
  116600. /** @hidden */
  116601. export var pbrDirectLightingSetupFunctions: {
  116602. name: string;
  116603. shader: string;
  116604. };
  116605. }
  116606. declare module BABYLON {
  116607. /** @hidden */
  116608. export var pbrDirectLightingFalloffFunctions: {
  116609. name: string;
  116610. shader: string;
  116611. };
  116612. }
  116613. declare module BABYLON {
  116614. /** @hidden */
  116615. export var pbrBRDFFunctions: {
  116616. name: string;
  116617. shader: string;
  116618. };
  116619. }
  116620. declare module BABYLON {
  116621. /** @hidden */
  116622. export var pbrDirectLightingFunctions: {
  116623. name: string;
  116624. shader: string;
  116625. };
  116626. }
  116627. declare module BABYLON {
  116628. /** @hidden */
  116629. export var pbrIBLFunctions: {
  116630. name: string;
  116631. shader: string;
  116632. };
  116633. }
  116634. declare module BABYLON {
  116635. /** @hidden */
  116636. export var pbrDebug: {
  116637. name: string;
  116638. shader: string;
  116639. };
  116640. }
  116641. declare module BABYLON {
  116642. /** @hidden */
  116643. export var pbrPixelShader: {
  116644. name: string;
  116645. shader: string;
  116646. };
  116647. }
  116648. declare module BABYLON {
  116649. /** @hidden */
  116650. export var pbrVertexDeclaration: {
  116651. name: string;
  116652. shader: string;
  116653. };
  116654. }
  116655. declare module BABYLON {
  116656. /** @hidden */
  116657. export var pbrVertexShader: {
  116658. name: string;
  116659. shader: string;
  116660. };
  116661. }
  116662. declare module BABYLON {
  116663. /**
  116664. * Manages the defines for the PBR Material.
  116665. * @hidden
  116666. */
  116667. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116668. PBR: boolean;
  116669. MAINUV1: boolean;
  116670. MAINUV2: boolean;
  116671. UV1: boolean;
  116672. UV2: boolean;
  116673. ALBEDO: boolean;
  116674. ALBEDODIRECTUV: number;
  116675. VERTEXCOLOR: boolean;
  116676. AMBIENT: boolean;
  116677. AMBIENTDIRECTUV: number;
  116678. AMBIENTINGRAYSCALE: boolean;
  116679. OPACITY: boolean;
  116680. VERTEXALPHA: boolean;
  116681. OPACITYDIRECTUV: number;
  116682. OPACITYRGB: boolean;
  116683. ALPHATEST: boolean;
  116684. DEPTHPREPASS: boolean;
  116685. ALPHABLEND: boolean;
  116686. ALPHAFROMALBEDO: boolean;
  116687. ALPHATESTVALUE: string;
  116688. SPECULAROVERALPHA: boolean;
  116689. RADIANCEOVERALPHA: boolean;
  116690. ALPHAFRESNEL: boolean;
  116691. LINEARALPHAFRESNEL: boolean;
  116692. PREMULTIPLYALPHA: boolean;
  116693. EMISSIVE: boolean;
  116694. EMISSIVEDIRECTUV: number;
  116695. REFLECTIVITY: boolean;
  116696. REFLECTIVITYDIRECTUV: number;
  116697. SPECULARTERM: boolean;
  116698. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116699. MICROSURFACEAUTOMATIC: boolean;
  116700. LODBASEDMICROSFURACE: boolean;
  116701. MICROSURFACEMAP: boolean;
  116702. MICROSURFACEMAPDIRECTUV: number;
  116703. METALLICWORKFLOW: boolean;
  116704. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116705. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116706. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116707. AOSTOREINMETALMAPRED: boolean;
  116708. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116709. ENVIRONMENTBRDF: boolean;
  116710. ENVIRONMENTBRDF_RGBD: boolean;
  116711. NORMAL: boolean;
  116712. TANGENT: boolean;
  116713. BUMP: boolean;
  116714. BUMPDIRECTUV: number;
  116715. OBJECTSPACE_NORMALMAP: boolean;
  116716. PARALLAX: boolean;
  116717. PARALLAXOCCLUSION: boolean;
  116718. NORMALXYSCALE: boolean;
  116719. LIGHTMAP: boolean;
  116720. LIGHTMAPDIRECTUV: number;
  116721. USELIGHTMAPASSHADOWMAP: boolean;
  116722. GAMMALIGHTMAP: boolean;
  116723. RGBDLIGHTMAP: boolean;
  116724. REFLECTION: boolean;
  116725. REFLECTIONMAP_3D: boolean;
  116726. REFLECTIONMAP_SPHERICAL: boolean;
  116727. REFLECTIONMAP_PLANAR: boolean;
  116728. REFLECTIONMAP_CUBIC: boolean;
  116729. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116730. REFLECTIONMAP_PROJECTION: boolean;
  116731. REFLECTIONMAP_SKYBOX: boolean;
  116732. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116733. REFLECTIONMAP_EXPLICIT: boolean;
  116734. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116735. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116736. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116737. INVERTCUBICMAP: boolean;
  116738. USESPHERICALFROMREFLECTIONMAP: boolean;
  116739. USEIRRADIANCEMAP: boolean;
  116740. SPHERICAL_HARMONICS: boolean;
  116741. USESPHERICALINVERTEX: boolean;
  116742. REFLECTIONMAP_OPPOSITEZ: boolean;
  116743. LODINREFLECTIONALPHA: boolean;
  116744. GAMMAREFLECTION: boolean;
  116745. RGBDREFLECTION: boolean;
  116746. LINEARSPECULARREFLECTION: boolean;
  116747. RADIANCEOCCLUSION: boolean;
  116748. HORIZONOCCLUSION: boolean;
  116749. INSTANCES: boolean;
  116750. NUM_BONE_INFLUENCERS: number;
  116751. BonesPerMesh: number;
  116752. BONETEXTURE: boolean;
  116753. NONUNIFORMSCALING: boolean;
  116754. MORPHTARGETS: boolean;
  116755. MORPHTARGETS_NORMAL: boolean;
  116756. MORPHTARGETS_TANGENT: boolean;
  116757. MORPHTARGETS_UV: boolean;
  116758. NUM_MORPH_INFLUENCERS: number;
  116759. IMAGEPROCESSING: boolean;
  116760. VIGNETTE: boolean;
  116761. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116762. VIGNETTEBLENDMODEOPAQUE: boolean;
  116763. TONEMAPPING: boolean;
  116764. TONEMAPPING_ACES: boolean;
  116765. CONTRAST: boolean;
  116766. COLORCURVES: boolean;
  116767. COLORGRADING: boolean;
  116768. COLORGRADING3D: boolean;
  116769. SAMPLER3DGREENDEPTH: boolean;
  116770. SAMPLER3DBGRMAP: boolean;
  116771. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116772. EXPOSURE: boolean;
  116773. MULTIVIEW: boolean;
  116774. USEPHYSICALLIGHTFALLOFF: boolean;
  116775. USEGLTFLIGHTFALLOFF: boolean;
  116776. TWOSIDEDLIGHTING: boolean;
  116777. SHADOWFLOAT: boolean;
  116778. CLIPPLANE: boolean;
  116779. CLIPPLANE2: boolean;
  116780. CLIPPLANE3: boolean;
  116781. CLIPPLANE4: boolean;
  116782. POINTSIZE: boolean;
  116783. FOG: boolean;
  116784. LOGARITHMICDEPTH: boolean;
  116785. FORCENORMALFORWARD: boolean;
  116786. SPECULARAA: boolean;
  116787. CLEARCOAT: boolean;
  116788. CLEARCOAT_DEFAULTIOR: boolean;
  116789. CLEARCOAT_TEXTURE: boolean;
  116790. CLEARCOAT_TEXTUREDIRECTUV: number;
  116791. CLEARCOAT_BUMP: boolean;
  116792. CLEARCOAT_BUMPDIRECTUV: number;
  116793. CLEARCOAT_TINT: boolean;
  116794. CLEARCOAT_TINT_TEXTURE: boolean;
  116795. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116796. ANISOTROPIC: boolean;
  116797. ANISOTROPIC_TEXTURE: boolean;
  116798. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116799. BRDF_V_HEIGHT_CORRELATED: boolean;
  116800. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116801. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116802. SHEEN: boolean;
  116803. SHEEN_TEXTURE: boolean;
  116804. SHEEN_TEXTUREDIRECTUV: number;
  116805. SHEEN_LINKWITHALBEDO: boolean;
  116806. SUBSURFACE: boolean;
  116807. SS_REFRACTION: boolean;
  116808. SS_TRANSLUCENCY: boolean;
  116809. SS_SCATERRING: boolean;
  116810. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116811. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116812. SS_REFRACTIONMAP_3D: boolean;
  116813. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116814. SS_LODINREFRACTIONALPHA: boolean;
  116815. SS_GAMMAREFRACTION: boolean;
  116816. SS_RGBDREFRACTION: boolean;
  116817. SS_LINEARSPECULARREFRACTION: boolean;
  116818. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116819. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116820. UNLIT: boolean;
  116821. DEBUGMODE: number;
  116822. /**
  116823. * Initializes the PBR Material defines.
  116824. */
  116825. constructor();
  116826. /**
  116827. * Resets the PBR Material defines.
  116828. */
  116829. reset(): void;
  116830. }
  116831. /**
  116832. * The Physically based material base class of BJS.
  116833. *
  116834. * This offers the main features of a standard PBR material.
  116835. * For more information, please refer to the documentation :
  116836. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116837. */
  116838. export abstract class PBRBaseMaterial extends PushMaterial {
  116839. /**
  116840. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116841. */
  116842. static readonly PBRMATERIAL_OPAQUE: number;
  116843. /**
  116844. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116845. */
  116846. static readonly PBRMATERIAL_ALPHATEST: number;
  116847. /**
  116848. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116849. */
  116850. static readonly PBRMATERIAL_ALPHABLEND: number;
  116851. /**
  116852. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116853. * They are also discarded below the alpha cutoff threshold to improve performances.
  116854. */
  116855. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116856. /**
  116857. * Defines the default value of how much AO map is occluding the analytical lights
  116858. * (point spot...).
  116859. */
  116860. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116861. /**
  116862. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116863. */
  116864. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116865. /**
  116866. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116867. * to enhance interoperability with other engines.
  116868. */
  116869. static readonly LIGHTFALLOFF_GLTF: number;
  116870. /**
  116871. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116872. * to enhance interoperability with other materials.
  116873. */
  116874. static readonly LIGHTFALLOFF_STANDARD: number;
  116875. /**
  116876. * Intensity of the direct lights e.g. the four lights available in your scene.
  116877. * This impacts both the direct diffuse and specular highlights.
  116878. */
  116879. protected _directIntensity: number;
  116880. /**
  116881. * Intensity of the emissive part of the material.
  116882. * This helps controlling the emissive effect without modifying the emissive color.
  116883. */
  116884. protected _emissiveIntensity: number;
  116885. /**
  116886. * Intensity of the environment e.g. how much the environment will light the object
  116887. * either through harmonics for rough material or through the refelction for shiny ones.
  116888. */
  116889. protected _environmentIntensity: number;
  116890. /**
  116891. * This is a special control allowing the reduction of the specular highlights coming from the
  116892. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116893. */
  116894. protected _specularIntensity: number;
  116895. /**
  116896. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116897. */
  116898. private _lightingInfos;
  116899. /**
  116900. * Debug Control allowing disabling the bump map on this material.
  116901. */
  116902. protected _disableBumpMap: boolean;
  116903. /**
  116904. * AKA Diffuse Texture in standard nomenclature.
  116905. */
  116906. protected _albedoTexture: Nullable<BaseTexture>;
  116907. /**
  116908. * AKA Occlusion Texture in other nomenclature.
  116909. */
  116910. protected _ambientTexture: Nullable<BaseTexture>;
  116911. /**
  116912. * AKA Occlusion Texture Intensity in other nomenclature.
  116913. */
  116914. protected _ambientTextureStrength: number;
  116915. /**
  116916. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116917. * 1 means it completely occludes it
  116918. * 0 mean it has no impact
  116919. */
  116920. protected _ambientTextureImpactOnAnalyticalLights: number;
  116921. /**
  116922. * Stores the alpha values in a texture.
  116923. */
  116924. protected _opacityTexture: Nullable<BaseTexture>;
  116925. /**
  116926. * Stores the reflection values in a texture.
  116927. */
  116928. protected _reflectionTexture: Nullable<BaseTexture>;
  116929. /**
  116930. * Stores the emissive values in a texture.
  116931. */
  116932. protected _emissiveTexture: Nullable<BaseTexture>;
  116933. /**
  116934. * AKA Specular texture in other nomenclature.
  116935. */
  116936. protected _reflectivityTexture: Nullable<BaseTexture>;
  116937. /**
  116938. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116939. */
  116940. protected _metallicTexture: Nullable<BaseTexture>;
  116941. /**
  116942. * Specifies the metallic scalar of the metallic/roughness workflow.
  116943. * Can also be used to scale the metalness values of the metallic texture.
  116944. */
  116945. protected _metallic: Nullable<number>;
  116946. /**
  116947. * Specifies the roughness scalar of the metallic/roughness workflow.
  116948. * Can also be used to scale the roughness values of the metallic texture.
  116949. */
  116950. protected _roughness: Nullable<number>;
  116951. /**
  116952. * Specifies the an F0 factor to help configuring the material F0.
  116953. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116954. * to 0.5 the previously hard coded value stays the same.
  116955. * Can also be used to scale the F0 values of the metallic texture.
  116956. */
  116957. protected _metallicF0Factor: number;
  116958. /**
  116959. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116960. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116961. * your expectation as it multiplies with the texture data.
  116962. */
  116963. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116964. /**
  116965. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116966. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116967. */
  116968. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116969. /**
  116970. * Stores surface normal data used to displace a mesh in a texture.
  116971. */
  116972. protected _bumpTexture: Nullable<BaseTexture>;
  116973. /**
  116974. * Stores the pre-calculated light information of a mesh in a texture.
  116975. */
  116976. protected _lightmapTexture: Nullable<BaseTexture>;
  116977. /**
  116978. * The color of a material in ambient lighting.
  116979. */
  116980. protected _ambientColor: Color3;
  116981. /**
  116982. * AKA Diffuse Color in other nomenclature.
  116983. */
  116984. protected _albedoColor: Color3;
  116985. /**
  116986. * AKA Specular Color in other nomenclature.
  116987. */
  116988. protected _reflectivityColor: Color3;
  116989. /**
  116990. * The color applied when light is reflected from a material.
  116991. */
  116992. protected _reflectionColor: Color3;
  116993. /**
  116994. * The color applied when light is emitted from a material.
  116995. */
  116996. protected _emissiveColor: Color3;
  116997. /**
  116998. * AKA Glossiness in other nomenclature.
  116999. */
  117000. protected _microSurface: number;
  117001. /**
  117002. * Specifies that the material will use the light map as a show map.
  117003. */
  117004. protected _useLightmapAsShadowmap: boolean;
  117005. /**
  117006. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117007. * makes the reflect vector face the model (under horizon).
  117008. */
  117009. protected _useHorizonOcclusion: boolean;
  117010. /**
  117011. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117012. * too much the area relying on ambient texture to define their ambient occlusion.
  117013. */
  117014. protected _useRadianceOcclusion: boolean;
  117015. /**
  117016. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117017. */
  117018. protected _useAlphaFromAlbedoTexture: boolean;
  117019. /**
  117020. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  117021. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117022. */
  117023. protected _useSpecularOverAlpha: boolean;
  117024. /**
  117025. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117026. */
  117027. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117028. /**
  117029. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117030. */
  117031. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  117032. /**
  117033. * Specifies if the metallic texture contains the roughness information in its green channel.
  117034. */
  117035. protected _useRoughnessFromMetallicTextureGreen: boolean;
  117036. /**
  117037. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117038. */
  117039. protected _useMetallnessFromMetallicTextureBlue: boolean;
  117040. /**
  117041. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117042. */
  117043. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  117044. /**
  117045. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117046. */
  117047. protected _useAmbientInGrayScale: boolean;
  117048. /**
  117049. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117050. * The material will try to infer what glossiness each pixel should be.
  117051. */
  117052. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  117053. /**
  117054. * Defines the falloff type used in this material.
  117055. * It by default is Physical.
  117056. */
  117057. protected _lightFalloff: number;
  117058. /**
  117059. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117060. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117061. */
  117062. protected _useRadianceOverAlpha: boolean;
  117063. /**
  117064. * Allows using an object space normal map (instead of tangent space).
  117065. */
  117066. protected _useObjectSpaceNormalMap: boolean;
  117067. /**
  117068. * Allows using the bump map in parallax mode.
  117069. */
  117070. protected _useParallax: boolean;
  117071. /**
  117072. * Allows using the bump map in parallax occlusion mode.
  117073. */
  117074. protected _useParallaxOcclusion: boolean;
  117075. /**
  117076. * Controls the scale bias of the parallax mode.
  117077. */
  117078. protected _parallaxScaleBias: number;
  117079. /**
  117080. * If sets to true, disables all the lights affecting the material.
  117081. */
  117082. protected _disableLighting: boolean;
  117083. /**
  117084. * Number of Simultaneous lights allowed on the material.
  117085. */
  117086. protected _maxSimultaneousLights: number;
  117087. /**
  117088. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  117089. */
  117090. protected _invertNormalMapX: boolean;
  117091. /**
  117092. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  117093. */
  117094. protected _invertNormalMapY: boolean;
  117095. /**
  117096. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117097. */
  117098. protected _twoSidedLighting: boolean;
  117099. /**
  117100. * Defines the alpha limits in alpha test mode.
  117101. */
  117102. protected _alphaCutOff: number;
  117103. /**
  117104. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117105. */
  117106. protected _forceAlphaTest: boolean;
  117107. /**
  117108. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117109. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117110. */
  117111. protected _useAlphaFresnel: boolean;
  117112. /**
  117113. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117114. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117115. */
  117116. protected _useLinearAlphaFresnel: boolean;
  117117. /**
  117118. * The transparency mode of the material.
  117119. */
  117120. protected _transparencyMode: Nullable<number>;
  117121. /**
  117122. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  117123. * from cos thetav and roughness:
  117124. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  117125. */
  117126. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  117127. /**
  117128. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117129. */
  117130. protected _forceIrradianceInFragment: boolean;
  117131. /**
  117132. * Force normal to face away from face.
  117133. */
  117134. protected _forceNormalForward: boolean;
  117135. /**
  117136. * Enables specular anti aliasing in the PBR shader.
  117137. * It will both interacts on the Geometry for analytical and IBL lighting.
  117138. * It also prefilter the roughness map based on the bump values.
  117139. */
  117140. protected _enableSpecularAntiAliasing: boolean;
  117141. /**
  117142. * Default configuration related to image processing available in the PBR Material.
  117143. */
  117144. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117145. /**
  117146. * Keep track of the image processing observer to allow dispose and replace.
  117147. */
  117148. private _imageProcessingObserver;
  117149. /**
  117150. * Attaches a new image processing configuration to the PBR Material.
  117151. * @param configuration
  117152. */
  117153. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117154. /**
  117155. * Stores the available render targets.
  117156. */
  117157. private _renderTargets;
  117158. /**
  117159. * Sets the global ambient color for the material used in lighting calculations.
  117160. */
  117161. private _globalAmbientColor;
  117162. /**
  117163. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  117164. */
  117165. private _useLogarithmicDepth;
  117166. /**
  117167. * If set to true, no lighting calculations will be applied.
  117168. */
  117169. private _unlit;
  117170. private _debugMode;
  117171. /**
  117172. * @hidden
  117173. * This is reserved for the inspector.
  117174. * Defines the material debug mode.
  117175. * It helps seeing only some components of the material while troubleshooting.
  117176. */
  117177. debugMode: number;
  117178. /**
  117179. * @hidden
  117180. * This is reserved for the inspector.
  117181. * Specify from where on screen the debug mode should start.
  117182. * The value goes from -1 (full screen) to 1 (not visible)
  117183. * It helps with side by side comparison against the final render
  117184. * This defaults to -1
  117185. */
  117186. private debugLimit;
  117187. /**
  117188. * @hidden
  117189. * This is reserved for the inspector.
  117190. * As the default viewing range might not be enough (if the ambient is really small for instance)
  117191. * You can use the factor to better multiply the final value.
  117192. */
  117193. private debugFactor;
  117194. /**
  117195. * Defines the clear coat layer parameters for the material.
  117196. */
  117197. readonly clearCoat: PBRClearCoatConfiguration;
  117198. /**
  117199. * Defines the anisotropic parameters for the material.
  117200. */
  117201. readonly anisotropy: PBRAnisotropicConfiguration;
  117202. /**
  117203. * Defines the BRDF parameters for the material.
  117204. */
  117205. readonly brdf: PBRBRDFConfiguration;
  117206. /**
  117207. * Defines the Sheen parameters for the material.
  117208. */
  117209. readonly sheen: PBRSheenConfiguration;
  117210. /**
  117211. * Defines the SubSurface parameters for the material.
  117212. */
  117213. readonly subSurface: PBRSubSurfaceConfiguration;
  117214. /**
  117215. * Custom callback helping to override the default shader used in the material.
  117216. */
  117217. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  117218. protected _rebuildInParallel: boolean;
  117219. /**
  117220. * Instantiates a new PBRMaterial instance.
  117221. *
  117222. * @param name The material name
  117223. * @param scene The scene the material will be use in.
  117224. */
  117225. constructor(name: string, scene: Scene);
  117226. /**
  117227. * Gets a boolean indicating that current material needs to register RTT
  117228. */
  117229. readonly hasRenderTargetTextures: boolean;
  117230. /**
  117231. * Gets the name of the material class.
  117232. */
  117233. getClassName(): string;
  117234. /**
  117235. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117236. */
  117237. /**
  117238. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117239. */
  117240. useLogarithmicDepth: boolean;
  117241. /**
  117242. * Gets the current transparency mode.
  117243. */
  117244. /**
  117245. * Sets the transparency mode of the material.
  117246. *
  117247. * | Value | Type | Description |
  117248. * | ----- | ----------------------------------- | ----------- |
  117249. * | 0 | OPAQUE | |
  117250. * | 1 | ALPHATEST | |
  117251. * | 2 | ALPHABLEND | |
  117252. * | 3 | ALPHATESTANDBLEND | |
  117253. *
  117254. */
  117255. transparencyMode: Nullable<number>;
  117256. /**
  117257. * Returns true if alpha blending should be disabled.
  117258. */
  117259. private readonly _disableAlphaBlending;
  117260. /**
  117261. * Specifies whether or not this material should be rendered in alpha blend mode.
  117262. */
  117263. needAlphaBlending(): boolean;
  117264. /**
  117265. * Specifies if the mesh will require alpha blending.
  117266. * @param mesh - BJS mesh.
  117267. */
  117268. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  117269. /**
  117270. * Specifies whether or not this material should be rendered in alpha test mode.
  117271. */
  117272. needAlphaTesting(): boolean;
  117273. /**
  117274. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117275. */
  117276. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117277. /**
  117278. * Gets the texture used for the alpha test.
  117279. */
  117280. getAlphaTestTexture(): Nullable<BaseTexture>;
  117281. /**
  117282. * Specifies that the submesh is ready to be used.
  117283. * @param mesh - BJS mesh.
  117284. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117285. * @param useInstances - Specifies that instances should be used.
  117286. * @returns - boolean indicating that the submesh is ready or not.
  117287. */
  117288. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117289. /**
  117290. * Specifies if the material uses metallic roughness workflow.
  117291. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117292. */
  117293. isMetallicWorkflow(): boolean;
  117294. private _prepareEffect;
  117295. private _prepareDefines;
  117296. /**
  117297. * Force shader compilation
  117298. */
  117299. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117300. /**
  117301. * Initializes the uniform buffer layout for the shader.
  117302. */
  117303. buildUniformLayout(): void;
  117304. /**
  117305. * Unbinds the material from the mesh
  117306. */
  117307. unbind(): void;
  117308. /**
  117309. * Binds the submesh data.
  117310. * @param world - The world matrix.
  117311. * @param mesh - The BJS mesh.
  117312. * @param subMesh - A submesh of the BJS mesh.
  117313. */
  117314. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117315. /**
  117316. * Returns the animatable textures.
  117317. * @returns - Array of animatable textures.
  117318. */
  117319. getAnimatables(): IAnimatable[];
  117320. /**
  117321. * Returns the texture used for reflections.
  117322. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117323. */
  117324. private _getReflectionTexture;
  117325. /**
  117326. * Returns an array of the actively used textures.
  117327. * @returns - Array of BaseTextures
  117328. */
  117329. getActiveTextures(): BaseTexture[];
  117330. /**
  117331. * Checks to see if a texture is used in the material.
  117332. * @param texture - Base texture to use.
  117333. * @returns - Boolean specifying if a texture is used in the material.
  117334. */
  117335. hasTexture(texture: BaseTexture): boolean;
  117336. /**
  117337. * Disposes the resources of the material.
  117338. * @param forceDisposeEffect - Forces the disposal of effects.
  117339. * @param forceDisposeTextures - Forces the disposal of all textures.
  117340. */
  117341. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117342. }
  117343. }
  117344. declare module BABYLON {
  117345. /**
  117346. * The Physically based material of BJS.
  117347. *
  117348. * This offers the main features of a standard PBR material.
  117349. * For more information, please refer to the documentation :
  117350. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117351. */
  117352. export class PBRMaterial extends PBRBaseMaterial {
  117353. /**
  117354. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117355. */
  117356. static readonly PBRMATERIAL_OPAQUE: number;
  117357. /**
  117358. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117359. */
  117360. static readonly PBRMATERIAL_ALPHATEST: number;
  117361. /**
  117362. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117363. */
  117364. static readonly PBRMATERIAL_ALPHABLEND: number;
  117365. /**
  117366. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117367. * They are also discarded below the alpha cutoff threshold to improve performances.
  117368. */
  117369. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117370. /**
  117371. * Defines the default value of how much AO map is occluding the analytical lights
  117372. * (point spot...).
  117373. */
  117374. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117375. /**
  117376. * Intensity of the direct lights e.g. the four lights available in your scene.
  117377. * This impacts both the direct diffuse and specular highlights.
  117378. */
  117379. directIntensity: number;
  117380. /**
  117381. * Intensity of the emissive part of the material.
  117382. * This helps controlling the emissive effect without modifying the emissive color.
  117383. */
  117384. emissiveIntensity: number;
  117385. /**
  117386. * Intensity of the environment e.g. how much the environment will light the object
  117387. * either through harmonics for rough material or through the refelction for shiny ones.
  117388. */
  117389. environmentIntensity: number;
  117390. /**
  117391. * This is a special control allowing the reduction of the specular highlights coming from the
  117392. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117393. */
  117394. specularIntensity: number;
  117395. /**
  117396. * Debug Control allowing disabling the bump map on this material.
  117397. */
  117398. disableBumpMap: boolean;
  117399. /**
  117400. * AKA Diffuse Texture in standard nomenclature.
  117401. */
  117402. albedoTexture: BaseTexture;
  117403. /**
  117404. * AKA Occlusion Texture in other nomenclature.
  117405. */
  117406. ambientTexture: BaseTexture;
  117407. /**
  117408. * AKA Occlusion Texture Intensity in other nomenclature.
  117409. */
  117410. ambientTextureStrength: number;
  117411. /**
  117412. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117413. * 1 means it completely occludes it
  117414. * 0 mean it has no impact
  117415. */
  117416. ambientTextureImpactOnAnalyticalLights: number;
  117417. /**
  117418. * Stores the alpha values in a texture.
  117419. */
  117420. opacityTexture: BaseTexture;
  117421. /**
  117422. * Stores the reflection values in a texture.
  117423. */
  117424. reflectionTexture: Nullable<BaseTexture>;
  117425. /**
  117426. * Stores the emissive values in a texture.
  117427. */
  117428. emissiveTexture: BaseTexture;
  117429. /**
  117430. * AKA Specular texture in other nomenclature.
  117431. */
  117432. reflectivityTexture: BaseTexture;
  117433. /**
  117434. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117435. */
  117436. metallicTexture: BaseTexture;
  117437. /**
  117438. * Specifies the metallic scalar of the metallic/roughness workflow.
  117439. * Can also be used to scale the metalness values of the metallic texture.
  117440. */
  117441. metallic: Nullable<number>;
  117442. /**
  117443. * Specifies the roughness scalar of the metallic/roughness workflow.
  117444. * Can also be used to scale the roughness values of the metallic texture.
  117445. */
  117446. roughness: Nullable<number>;
  117447. /**
  117448. * Specifies the an F0 factor to help configuring the material F0.
  117449. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117450. * to 0.5 the previously hard coded value stays the same.
  117451. * Can also be used to scale the F0 values of the metallic texture.
  117452. */
  117453. metallicF0Factor: number;
  117454. /**
  117455. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117456. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117457. * your expectation as it multiplies with the texture data.
  117458. */
  117459. useMetallicF0FactorFromMetallicTexture: boolean;
  117460. /**
  117461. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117462. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117463. */
  117464. microSurfaceTexture: BaseTexture;
  117465. /**
  117466. * Stores surface normal data used to displace a mesh in a texture.
  117467. */
  117468. bumpTexture: BaseTexture;
  117469. /**
  117470. * Stores the pre-calculated light information of a mesh in a texture.
  117471. */
  117472. lightmapTexture: BaseTexture;
  117473. /**
  117474. * Stores the refracted light information in a texture.
  117475. */
  117476. refractionTexture: Nullable<BaseTexture>;
  117477. /**
  117478. * The color of a material in ambient lighting.
  117479. */
  117480. ambientColor: Color3;
  117481. /**
  117482. * AKA Diffuse Color in other nomenclature.
  117483. */
  117484. albedoColor: Color3;
  117485. /**
  117486. * AKA Specular Color in other nomenclature.
  117487. */
  117488. reflectivityColor: Color3;
  117489. /**
  117490. * The color reflected from the material.
  117491. */
  117492. reflectionColor: Color3;
  117493. /**
  117494. * The color emitted from the material.
  117495. */
  117496. emissiveColor: Color3;
  117497. /**
  117498. * AKA Glossiness in other nomenclature.
  117499. */
  117500. microSurface: number;
  117501. /**
  117502. * source material index of refraction (IOR)' / 'destination material IOR.
  117503. */
  117504. indexOfRefraction: number;
  117505. /**
  117506. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117507. */
  117508. invertRefractionY: boolean;
  117509. /**
  117510. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117511. * Materials half opaque for instance using refraction could benefit from this control.
  117512. */
  117513. linkRefractionWithTransparency: boolean;
  117514. /**
  117515. * If true, the light map contains occlusion information instead of lighting info.
  117516. */
  117517. useLightmapAsShadowmap: boolean;
  117518. /**
  117519. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117520. */
  117521. useAlphaFromAlbedoTexture: boolean;
  117522. /**
  117523. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117524. */
  117525. forceAlphaTest: boolean;
  117526. /**
  117527. * Defines the alpha limits in alpha test mode.
  117528. */
  117529. alphaCutOff: number;
  117530. /**
  117531. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117532. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117533. */
  117534. useSpecularOverAlpha: boolean;
  117535. /**
  117536. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117537. */
  117538. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117539. /**
  117540. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117541. */
  117542. useRoughnessFromMetallicTextureAlpha: boolean;
  117543. /**
  117544. * Specifies if the metallic texture contains the roughness information in its green channel.
  117545. */
  117546. useRoughnessFromMetallicTextureGreen: boolean;
  117547. /**
  117548. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117549. */
  117550. useMetallnessFromMetallicTextureBlue: boolean;
  117551. /**
  117552. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117553. */
  117554. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117555. /**
  117556. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117557. */
  117558. useAmbientInGrayScale: boolean;
  117559. /**
  117560. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117561. * The material will try to infer what glossiness each pixel should be.
  117562. */
  117563. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117564. /**
  117565. * BJS is using an harcoded light falloff based on a manually sets up range.
  117566. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117567. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117568. */
  117569. /**
  117570. * BJS is using an harcoded light falloff based on a manually sets up range.
  117571. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117572. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117573. */
  117574. usePhysicalLightFalloff: boolean;
  117575. /**
  117576. * In order to support the falloff compatibility with gltf, a special mode has been added
  117577. * to reproduce the gltf light falloff.
  117578. */
  117579. /**
  117580. * In order to support the falloff compatibility with gltf, a special mode has been added
  117581. * to reproduce the gltf light falloff.
  117582. */
  117583. useGLTFLightFalloff: boolean;
  117584. /**
  117585. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117586. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117587. */
  117588. useRadianceOverAlpha: boolean;
  117589. /**
  117590. * Allows using an object space normal map (instead of tangent space).
  117591. */
  117592. useObjectSpaceNormalMap: boolean;
  117593. /**
  117594. * Allows using the bump map in parallax mode.
  117595. */
  117596. useParallax: boolean;
  117597. /**
  117598. * Allows using the bump map in parallax occlusion mode.
  117599. */
  117600. useParallaxOcclusion: boolean;
  117601. /**
  117602. * Controls the scale bias of the parallax mode.
  117603. */
  117604. parallaxScaleBias: number;
  117605. /**
  117606. * If sets to true, disables all the lights affecting the material.
  117607. */
  117608. disableLighting: boolean;
  117609. /**
  117610. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117611. */
  117612. forceIrradianceInFragment: boolean;
  117613. /**
  117614. * Number of Simultaneous lights allowed on the material.
  117615. */
  117616. maxSimultaneousLights: number;
  117617. /**
  117618. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117619. */
  117620. invertNormalMapX: boolean;
  117621. /**
  117622. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117623. */
  117624. invertNormalMapY: boolean;
  117625. /**
  117626. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117627. */
  117628. twoSidedLighting: boolean;
  117629. /**
  117630. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117631. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117632. */
  117633. useAlphaFresnel: boolean;
  117634. /**
  117635. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117636. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117637. */
  117638. useLinearAlphaFresnel: boolean;
  117639. /**
  117640. * Let user defines the brdf lookup texture used for IBL.
  117641. * A default 8bit version is embedded but you could point at :
  117642. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117643. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117644. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117645. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117646. */
  117647. environmentBRDFTexture: Nullable<BaseTexture>;
  117648. /**
  117649. * Force normal to face away from face.
  117650. */
  117651. forceNormalForward: boolean;
  117652. /**
  117653. * Enables specular anti aliasing in the PBR shader.
  117654. * It will both interacts on the Geometry for analytical and IBL lighting.
  117655. * It also prefilter the roughness map based on the bump values.
  117656. */
  117657. enableSpecularAntiAliasing: boolean;
  117658. /**
  117659. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117660. * makes the reflect vector face the model (under horizon).
  117661. */
  117662. useHorizonOcclusion: boolean;
  117663. /**
  117664. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117665. * too much the area relying on ambient texture to define their ambient occlusion.
  117666. */
  117667. useRadianceOcclusion: boolean;
  117668. /**
  117669. * If set to true, no lighting calculations will be applied.
  117670. */
  117671. unlit: boolean;
  117672. /**
  117673. * Gets the image processing configuration used either in this material.
  117674. */
  117675. /**
  117676. * Sets the Default image processing configuration used either in the this material.
  117677. *
  117678. * If sets to null, the scene one is in use.
  117679. */
  117680. imageProcessingConfiguration: ImageProcessingConfiguration;
  117681. /**
  117682. * Gets wether the color curves effect is enabled.
  117683. */
  117684. /**
  117685. * Sets wether the color curves effect is enabled.
  117686. */
  117687. cameraColorCurvesEnabled: boolean;
  117688. /**
  117689. * Gets wether the color grading effect is enabled.
  117690. */
  117691. /**
  117692. * Gets wether the color grading effect is enabled.
  117693. */
  117694. cameraColorGradingEnabled: boolean;
  117695. /**
  117696. * Gets wether tonemapping is enabled or not.
  117697. */
  117698. /**
  117699. * Sets wether tonemapping is enabled or not
  117700. */
  117701. cameraToneMappingEnabled: boolean;
  117702. /**
  117703. * The camera exposure used on this material.
  117704. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117705. * This corresponds to a photographic exposure.
  117706. */
  117707. /**
  117708. * The camera exposure used on this material.
  117709. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117710. * This corresponds to a photographic exposure.
  117711. */
  117712. cameraExposure: number;
  117713. /**
  117714. * Gets The camera contrast used on this material.
  117715. */
  117716. /**
  117717. * Sets The camera contrast used on this material.
  117718. */
  117719. cameraContrast: number;
  117720. /**
  117721. * Gets the Color Grading 2D Lookup Texture.
  117722. */
  117723. /**
  117724. * Sets the Color Grading 2D Lookup Texture.
  117725. */
  117726. cameraColorGradingTexture: Nullable<BaseTexture>;
  117727. /**
  117728. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117729. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117730. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117731. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117732. */
  117733. /**
  117734. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117735. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117736. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117737. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117738. */
  117739. cameraColorCurves: Nullable<ColorCurves>;
  117740. /**
  117741. * Instantiates a new PBRMaterial instance.
  117742. *
  117743. * @param name The material name
  117744. * @param scene The scene the material will be use in.
  117745. */
  117746. constructor(name: string, scene: Scene);
  117747. /**
  117748. * Returns the name of this material class.
  117749. */
  117750. getClassName(): string;
  117751. /**
  117752. * Makes a duplicate of the current material.
  117753. * @param name - name to use for the new material.
  117754. */
  117755. clone(name: string): PBRMaterial;
  117756. /**
  117757. * Serializes this PBR Material.
  117758. * @returns - An object with the serialized material.
  117759. */
  117760. serialize(): any;
  117761. /**
  117762. * Parses a PBR Material from a serialized object.
  117763. * @param source - Serialized object.
  117764. * @param scene - BJS scene instance.
  117765. * @param rootUrl - url for the scene object
  117766. * @returns - PBRMaterial
  117767. */
  117768. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117769. }
  117770. }
  117771. declare module BABYLON {
  117772. /**
  117773. * Direct draw surface info
  117774. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117775. */
  117776. export interface DDSInfo {
  117777. /**
  117778. * Width of the texture
  117779. */
  117780. width: number;
  117781. /**
  117782. * Width of the texture
  117783. */
  117784. height: number;
  117785. /**
  117786. * Number of Mipmaps for the texture
  117787. * @see https://en.wikipedia.org/wiki/Mipmap
  117788. */
  117789. mipmapCount: number;
  117790. /**
  117791. * If the textures format is a known fourCC format
  117792. * @see https://www.fourcc.org/
  117793. */
  117794. isFourCC: boolean;
  117795. /**
  117796. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117797. */
  117798. isRGB: boolean;
  117799. /**
  117800. * If the texture is a lumincance format
  117801. */
  117802. isLuminance: boolean;
  117803. /**
  117804. * If this is a cube texture
  117805. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117806. */
  117807. isCube: boolean;
  117808. /**
  117809. * If the texture is a compressed format eg. FOURCC_DXT1
  117810. */
  117811. isCompressed: boolean;
  117812. /**
  117813. * The dxgiFormat of the texture
  117814. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117815. */
  117816. dxgiFormat: number;
  117817. /**
  117818. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117819. */
  117820. textureType: number;
  117821. /**
  117822. * Sphericle polynomial created for the dds texture
  117823. */
  117824. sphericalPolynomial?: SphericalPolynomial;
  117825. }
  117826. /**
  117827. * Class used to provide DDS decompression tools
  117828. */
  117829. export class DDSTools {
  117830. /**
  117831. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117832. */
  117833. static StoreLODInAlphaChannel: boolean;
  117834. /**
  117835. * Gets DDS information from an array buffer
  117836. * @param arrayBuffer defines the array buffer to read data from
  117837. * @returns the DDS information
  117838. */
  117839. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117840. private static _FloatView;
  117841. private static _Int32View;
  117842. private static _ToHalfFloat;
  117843. private static _FromHalfFloat;
  117844. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117845. private static _GetHalfFloatRGBAArrayBuffer;
  117846. private static _GetFloatRGBAArrayBuffer;
  117847. private static _GetFloatAsUIntRGBAArrayBuffer;
  117848. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117849. private static _GetRGBAArrayBuffer;
  117850. private static _ExtractLongWordOrder;
  117851. private static _GetRGBArrayBuffer;
  117852. private static _GetLuminanceArrayBuffer;
  117853. /**
  117854. * Uploads DDS Levels to a Babylon Texture
  117855. * @hidden
  117856. */
  117857. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117858. }
  117859. interface ThinEngine {
  117860. /**
  117861. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117862. * @param rootUrl defines the url where the file to load is located
  117863. * @param scene defines the current scene
  117864. * @param lodScale defines scale to apply to the mip map selection
  117865. * @param lodOffset defines offset to apply to the mip map selection
  117866. * @param onLoad defines an optional callback raised when the texture is loaded
  117867. * @param onError defines an optional callback raised if there is an issue to load the texture
  117868. * @param format defines the format of the data
  117869. * @param forcedExtension defines the extension to use to pick the right loader
  117870. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117871. * @returns the cube texture as an InternalTexture
  117872. */
  117873. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  117874. }
  117875. }
  117876. declare module BABYLON {
  117877. /**
  117878. * Implementation of the DDS Texture Loader.
  117879. * @hidden
  117880. */
  117881. export class _DDSTextureLoader implements IInternalTextureLoader {
  117882. /**
  117883. * Defines wether the loader supports cascade loading the different faces.
  117884. */
  117885. readonly supportCascades: boolean;
  117886. /**
  117887. * This returns if the loader support the current file information.
  117888. * @param extension defines the file extension of the file being loaded
  117889. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117890. * @param fallback defines the fallback internal texture if any
  117891. * @param isBase64 defines whether the texture is encoded as a base64
  117892. * @param isBuffer defines whether the texture data are stored as a buffer
  117893. * @returns true if the loader can load the specified file
  117894. */
  117895. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117896. /**
  117897. * Transform the url before loading if required.
  117898. * @param rootUrl the url of the texture
  117899. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117900. * @returns the transformed texture
  117901. */
  117902. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117903. /**
  117904. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117905. * @param rootUrl the url of the texture
  117906. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117907. * @returns the fallback texture
  117908. */
  117909. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117910. /**
  117911. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117912. * @param data contains the texture data
  117913. * @param texture defines the BabylonJS internal texture
  117914. * @param createPolynomials will be true if polynomials have been requested
  117915. * @param onLoad defines the callback to trigger once the texture is ready
  117916. * @param onError defines the callback to trigger in case of error
  117917. */
  117918. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117919. /**
  117920. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117921. * @param data contains the texture data
  117922. * @param texture defines the BabylonJS internal texture
  117923. * @param callback defines the method to call once ready to upload
  117924. */
  117925. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117926. }
  117927. }
  117928. declare module BABYLON {
  117929. /**
  117930. * Implementation of the ENV Texture Loader.
  117931. * @hidden
  117932. */
  117933. export class _ENVTextureLoader implements IInternalTextureLoader {
  117934. /**
  117935. * Defines wether the loader supports cascade loading the different faces.
  117936. */
  117937. readonly supportCascades: boolean;
  117938. /**
  117939. * This returns if the loader support the current file information.
  117940. * @param extension defines the file extension of the file being loaded
  117941. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117942. * @param fallback defines the fallback internal texture if any
  117943. * @param isBase64 defines whether the texture is encoded as a base64
  117944. * @param isBuffer defines whether the texture data are stored as a buffer
  117945. * @returns true if the loader can load the specified file
  117946. */
  117947. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117948. /**
  117949. * Transform the url before loading if required.
  117950. * @param rootUrl the url of the texture
  117951. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117952. * @returns the transformed texture
  117953. */
  117954. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117955. /**
  117956. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117957. * @param rootUrl the url of the texture
  117958. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117959. * @returns the fallback texture
  117960. */
  117961. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117962. /**
  117963. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117964. * @param data contains the texture data
  117965. * @param texture defines the BabylonJS internal texture
  117966. * @param createPolynomials will be true if polynomials have been requested
  117967. * @param onLoad defines the callback to trigger once the texture is ready
  117968. * @param onError defines the callback to trigger in case of error
  117969. */
  117970. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117971. /**
  117972. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117973. * @param data contains the texture data
  117974. * @param texture defines the BabylonJS internal texture
  117975. * @param callback defines the method to call once ready to upload
  117976. */
  117977. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117978. }
  117979. }
  117980. declare module BABYLON {
  117981. /**
  117982. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117983. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117984. */
  117985. export class KhronosTextureContainer {
  117986. /** contents of the KTX container file */
  117987. arrayBuffer: any;
  117988. private static HEADER_LEN;
  117989. private static COMPRESSED_2D;
  117990. private static COMPRESSED_3D;
  117991. private static TEX_2D;
  117992. private static TEX_3D;
  117993. /**
  117994. * Gets the openGL type
  117995. */
  117996. glType: number;
  117997. /**
  117998. * Gets the openGL type size
  117999. */
  118000. glTypeSize: number;
  118001. /**
  118002. * Gets the openGL format
  118003. */
  118004. glFormat: number;
  118005. /**
  118006. * Gets the openGL internal format
  118007. */
  118008. glInternalFormat: number;
  118009. /**
  118010. * Gets the base internal format
  118011. */
  118012. glBaseInternalFormat: number;
  118013. /**
  118014. * Gets image width in pixel
  118015. */
  118016. pixelWidth: number;
  118017. /**
  118018. * Gets image height in pixel
  118019. */
  118020. pixelHeight: number;
  118021. /**
  118022. * Gets image depth in pixels
  118023. */
  118024. pixelDepth: number;
  118025. /**
  118026. * Gets the number of array elements
  118027. */
  118028. numberOfArrayElements: number;
  118029. /**
  118030. * Gets the number of faces
  118031. */
  118032. numberOfFaces: number;
  118033. /**
  118034. * Gets the number of mipmap levels
  118035. */
  118036. numberOfMipmapLevels: number;
  118037. /**
  118038. * Gets the bytes of key value data
  118039. */
  118040. bytesOfKeyValueData: number;
  118041. /**
  118042. * Gets the load type
  118043. */
  118044. loadType: number;
  118045. /**
  118046. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  118047. */
  118048. isInvalid: boolean;
  118049. /**
  118050. * Creates a new KhronosTextureContainer
  118051. * @param arrayBuffer contents of the KTX container file
  118052. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  118053. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  118054. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  118055. */
  118056. constructor(
  118057. /** contents of the KTX container file */
  118058. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  118059. /**
  118060. * Uploads KTX content to a Babylon Texture.
  118061. * It is assumed that the texture has already been created & is currently bound
  118062. * @hidden
  118063. */
  118064. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  118065. private _upload2DCompressedLevels;
  118066. }
  118067. }
  118068. declare module BABYLON {
  118069. /**
  118070. * Implementation of the KTX Texture Loader.
  118071. * @hidden
  118072. */
  118073. export class _KTXTextureLoader implements IInternalTextureLoader {
  118074. /**
  118075. * Defines wether the loader supports cascade loading the different faces.
  118076. */
  118077. readonly supportCascades: boolean;
  118078. /**
  118079. * This returns if the loader support the current file information.
  118080. * @param extension defines the file extension of the file being loaded
  118081. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118082. * @param fallback defines the fallback internal texture if any
  118083. * @param isBase64 defines whether the texture is encoded as a base64
  118084. * @param isBuffer defines whether the texture data are stored as a buffer
  118085. * @returns true if the loader can load the specified file
  118086. */
  118087. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118088. /**
  118089. * Transform the url before loading if required.
  118090. * @param rootUrl the url of the texture
  118091. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118092. * @returns the transformed texture
  118093. */
  118094. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118095. /**
  118096. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118097. * @param rootUrl the url of the texture
  118098. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118099. * @returns the fallback texture
  118100. */
  118101. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118102. /**
  118103. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118104. * @param data contains the texture data
  118105. * @param texture defines the BabylonJS internal texture
  118106. * @param createPolynomials will be true if polynomials have been requested
  118107. * @param onLoad defines the callback to trigger once the texture is ready
  118108. * @param onError defines the callback to trigger in case of error
  118109. */
  118110. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118111. /**
  118112. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118113. * @param data contains the texture data
  118114. * @param texture defines the BabylonJS internal texture
  118115. * @param callback defines the method to call once ready to upload
  118116. */
  118117. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  118118. }
  118119. }
  118120. declare module BABYLON {
  118121. /** @hidden */
  118122. export var _forceSceneHelpersToBundle: boolean;
  118123. interface Scene {
  118124. /**
  118125. * Creates a default light for the scene.
  118126. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  118127. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  118128. */
  118129. createDefaultLight(replace?: boolean): void;
  118130. /**
  118131. * Creates a default camera for the scene.
  118132. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  118133. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118134. * @param replace has default false, when true replaces the active camera in the scene
  118135. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  118136. */
  118137. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118138. /**
  118139. * Creates a default camera and a default light.
  118140. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  118141. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118142. * @param replace has the default false, when true replaces the active camera/light in the scene
  118143. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  118144. */
  118145. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118146. /**
  118147. * Creates a new sky box
  118148. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  118149. * @param environmentTexture defines the texture to use as environment texture
  118150. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  118151. * @param scale defines the overall scale of the skybox
  118152. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  118153. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  118154. * @returns a new mesh holding the sky box
  118155. */
  118156. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  118157. /**
  118158. * Creates a new environment
  118159. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  118160. * @param options defines the options you can use to configure the environment
  118161. * @returns the new EnvironmentHelper
  118162. */
  118163. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  118164. /**
  118165. * Creates a new VREXperienceHelper
  118166. * @see http://doc.babylonjs.com/how_to/webvr_helper
  118167. * @param webVROptions defines the options used to create the new VREXperienceHelper
  118168. * @returns a new VREXperienceHelper
  118169. */
  118170. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  118171. /**
  118172. * Creates a new WebXRDefaultExperience
  118173. * @see http://doc.babylonjs.com/how_to/webxr
  118174. * @param options experience options
  118175. * @returns a promise for a new WebXRDefaultExperience
  118176. */
  118177. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  118178. }
  118179. }
  118180. declare module BABYLON {
  118181. /**
  118182. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118183. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118184. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118185. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118186. */
  118187. export class VideoDome extends TransformNode {
  118188. /**
  118189. * Define the video source as a Monoscopic panoramic 360 video.
  118190. */
  118191. static readonly MODE_MONOSCOPIC: number;
  118192. /**
  118193. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118194. */
  118195. static readonly MODE_TOPBOTTOM: number;
  118196. /**
  118197. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118198. */
  118199. static readonly MODE_SIDEBYSIDE: number;
  118200. private _halfDome;
  118201. private _useDirectMapping;
  118202. /**
  118203. * The video texture being displayed on the sphere
  118204. */
  118205. protected _videoTexture: VideoTexture;
  118206. /**
  118207. * Gets the video texture being displayed on the sphere
  118208. */
  118209. readonly videoTexture: VideoTexture;
  118210. /**
  118211. * The skybox material
  118212. */
  118213. protected _material: BackgroundMaterial;
  118214. /**
  118215. * The surface used for the skybox
  118216. */
  118217. protected _mesh: Mesh;
  118218. /**
  118219. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  118220. */
  118221. private _halfDomeMask;
  118222. /**
  118223. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118224. * Also see the options.resolution property.
  118225. */
  118226. fovMultiplier: number;
  118227. private _videoMode;
  118228. /**
  118229. * Gets or set the current video mode for the video. It can be:
  118230. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  118231. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118232. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118233. */
  118234. videoMode: number;
  118235. /**
  118236. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  118237. *
  118238. */
  118239. /**
  118240. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  118241. */
  118242. halfDome: boolean;
  118243. /**
  118244. * Oberserver used in Stereoscopic VR Mode.
  118245. */
  118246. private _onBeforeCameraRenderObserver;
  118247. /**
  118248. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118249. * @param name Element's name, child elements will append suffixes for their own names.
  118250. * @param urlsOrVideo defines the url(s) or the video element to use
  118251. * @param options An object containing optional or exposed sub element properties
  118252. */
  118253. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  118254. resolution?: number;
  118255. clickToPlay?: boolean;
  118256. autoPlay?: boolean;
  118257. loop?: boolean;
  118258. size?: number;
  118259. poster?: string;
  118260. faceForward?: boolean;
  118261. useDirectMapping?: boolean;
  118262. halfDomeMode?: boolean;
  118263. }, scene: Scene);
  118264. private _changeVideoMode;
  118265. /**
  118266. * Releases resources associated with this node.
  118267. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118268. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118269. */
  118270. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118271. }
  118272. }
  118273. declare module BABYLON {
  118274. /**
  118275. * This class can be used to get instrumentation data from a Babylon engine
  118276. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118277. */
  118278. export class EngineInstrumentation implements IDisposable {
  118279. /**
  118280. * Define the instrumented engine.
  118281. */
  118282. engine: Engine;
  118283. private _captureGPUFrameTime;
  118284. private _gpuFrameTimeToken;
  118285. private _gpuFrameTime;
  118286. private _captureShaderCompilationTime;
  118287. private _shaderCompilationTime;
  118288. private _onBeginFrameObserver;
  118289. private _onEndFrameObserver;
  118290. private _onBeforeShaderCompilationObserver;
  118291. private _onAfterShaderCompilationObserver;
  118292. /**
  118293. * Gets the perf counter used for GPU frame time
  118294. */
  118295. readonly gpuFrameTimeCounter: PerfCounter;
  118296. /**
  118297. * Gets the GPU frame time capture status
  118298. */
  118299. /**
  118300. * Enable or disable the GPU frame time capture
  118301. */
  118302. captureGPUFrameTime: boolean;
  118303. /**
  118304. * Gets the perf counter used for shader compilation time
  118305. */
  118306. readonly shaderCompilationTimeCounter: PerfCounter;
  118307. /**
  118308. * Gets the shader compilation time capture status
  118309. */
  118310. /**
  118311. * Enable or disable the shader compilation time capture
  118312. */
  118313. captureShaderCompilationTime: boolean;
  118314. /**
  118315. * Instantiates a new engine instrumentation.
  118316. * This class can be used to get instrumentation data from a Babylon engine
  118317. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118318. * @param engine Defines the engine to instrument
  118319. */
  118320. constructor(
  118321. /**
  118322. * Define the instrumented engine.
  118323. */
  118324. engine: Engine);
  118325. /**
  118326. * Dispose and release associated resources.
  118327. */
  118328. dispose(): void;
  118329. }
  118330. }
  118331. declare module BABYLON {
  118332. /**
  118333. * This class can be used to get instrumentation data from a Babylon engine
  118334. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118335. */
  118336. export class SceneInstrumentation implements IDisposable {
  118337. /**
  118338. * Defines the scene to instrument
  118339. */
  118340. scene: Scene;
  118341. private _captureActiveMeshesEvaluationTime;
  118342. private _activeMeshesEvaluationTime;
  118343. private _captureRenderTargetsRenderTime;
  118344. private _renderTargetsRenderTime;
  118345. private _captureFrameTime;
  118346. private _frameTime;
  118347. private _captureRenderTime;
  118348. private _renderTime;
  118349. private _captureInterFrameTime;
  118350. private _interFrameTime;
  118351. private _captureParticlesRenderTime;
  118352. private _particlesRenderTime;
  118353. private _captureSpritesRenderTime;
  118354. private _spritesRenderTime;
  118355. private _capturePhysicsTime;
  118356. private _physicsTime;
  118357. private _captureAnimationsTime;
  118358. private _animationsTime;
  118359. private _captureCameraRenderTime;
  118360. private _cameraRenderTime;
  118361. private _onBeforeActiveMeshesEvaluationObserver;
  118362. private _onAfterActiveMeshesEvaluationObserver;
  118363. private _onBeforeRenderTargetsRenderObserver;
  118364. private _onAfterRenderTargetsRenderObserver;
  118365. private _onAfterRenderObserver;
  118366. private _onBeforeDrawPhaseObserver;
  118367. private _onAfterDrawPhaseObserver;
  118368. private _onBeforeAnimationsObserver;
  118369. private _onBeforeParticlesRenderingObserver;
  118370. private _onAfterParticlesRenderingObserver;
  118371. private _onBeforeSpritesRenderingObserver;
  118372. private _onAfterSpritesRenderingObserver;
  118373. private _onBeforePhysicsObserver;
  118374. private _onAfterPhysicsObserver;
  118375. private _onAfterAnimationsObserver;
  118376. private _onBeforeCameraRenderObserver;
  118377. private _onAfterCameraRenderObserver;
  118378. /**
  118379. * Gets the perf counter used for active meshes evaluation time
  118380. */
  118381. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118382. /**
  118383. * Gets the active meshes evaluation time capture status
  118384. */
  118385. /**
  118386. * Enable or disable the active meshes evaluation time capture
  118387. */
  118388. captureActiveMeshesEvaluationTime: boolean;
  118389. /**
  118390. * Gets the perf counter used for render targets render time
  118391. */
  118392. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118393. /**
  118394. * Gets the render targets render time capture status
  118395. */
  118396. /**
  118397. * Enable or disable the render targets render time capture
  118398. */
  118399. captureRenderTargetsRenderTime: boolean;
  118400. /**
  118401. * Gets the perf counter used for particles render time
  118402. */
  118403. readonly particlesRenderTimeCounter: PerfCounter;
  118404. /**
  118405. * Gets the particles render time capture status
  118406. */
  118407. /**
  118408. * Enable or disable the particles render time capture
  118409. */
  118410. captureParticlesRenderTime: boolean;
  118411. /**
  118412. * Gets the perf counter used for sprites render time
  118413. */
  118414. readonly spritesRenderTimeCounter: PerfCounter;
  118415. /**
  118416. * Gets the sprites render time capture status
  118417. */
  118418. /**
  118419. * Enable or disable the sprites render time capture
  118420. */
  118421. captureSpritesRenderTime: boolean;
  118422. /**
  118423. * Gets the perf counter used for physics time
  118424. */
  118425. readonly physicsTimeCounter: PerfCounter;
  118426. /**
  118427. * Gets the physics time capture status
  118428. */
  118429. /**
  118430. * Enable or disable the physics time capture
  118431. */
  118432. capturePhysicsTime: boolean;
  118433. /**
  118434. * Gets the perf counter used for animations time
  118435. */
  118436. readonly animationsTimeCounter: PerfCounter;
  118437. /**
  118438. * Gets the animations time capture status
  118439. */
  118440. /**
  118441. * Enable or disable the animations time capture
  118442. */
  118443. captureAnimationsTime: boolean;
  118444. /**
  118445. * Gets the perf counter used for frame time capture
  118446. */
  118447. readonly frameTimeCounter: PerfCounter;
  118448. /**
  118449. * Gets the frame time capture status
  118450. */
  118451. /**
  118452. * Enable or disable the frame time capture
  118453. */
  118454. captureFrameTime: boolean;
  118455. /**
  118456. * Gets the perf counter used for inter-frames time capture
  118457. */
  118458. readonly interFrameTimeCounter: PerfCounter;
  118459. /**
  118460. * Gets the inter-frames time capture status
  118461. */
  118462. /**
  118463. * Enable or disable the inter-frames time capture
  118464. */
  118465. captureInterFrameTime: boolean;
  118466. /**
  118467. * Gets the perf counter used for render time capture
  118468. */
  118469. readonly renderTimeCounter: PerfCounter;
  118470. /**
  118471. * Gets the render time capture status
  118472. */
  118473. /**
  118474. * Enable or disable the render time capture
  118475. */
  118476. captureRenderTime: boolean;
  118477. /**
  118478. * Gets the perf counter used for camera render time capture
  118479. */
  118480. readonly cameraRenderTimeCounter: PerfCounter;
  118481. /**
  118482. * Gets the camera render time capture status
  118483. */
  118484. /**
  118485. * Enable or disable the camera render time capture
  118486. */
  118487. captureCameraRenderTime: boolean;
  118488. /**
  118489. * Gets the perf counter used for draw calls
  118490. */
  118491. readonly drawCallsCounter: PerfCounter;
  118492. /**
  118493. * Instantiates a new scene instrumentation.
  118494. * This class can be used to get instrumentation data from a Babylon engine
  118495. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118496. * @param scene Defines the scene to instrument
  118497. */
  118498. constructor(
  118499. /**
  118500. * Defines the scene to instrument
  118501. */
  118502. scene: Scene);
  118503. /**
  118504. * Dispose and release associated resources.
  118505. */
  118506. dispose(): void;
  118507. }
  118508. }
  118509. declare module BABYLON {
  118510. /** @hidden */
  118511. export var glowMapGenerationPixelShader: {
  118512. name: string;
  118513. shader: string;
  118514. };
  118515. }
  118516. declare module BABYLON {
  118517. /** @hidden */
  118518. export var glowMapGenerationVertexShader: {
  118519. name: string;
  118520. shader: string;
  118521. };
  118522. }
  118523. declare module BABYLON {
  118524. /**
  118525. * Effect layer options. This helps customizing the behaviour
  118526. * of the effect layer.
  118527. */
  118528. export interface IEffectLayerOptions {
  118529. /**
  118530. * Multiplication factor apply to the canvas size to compute the render target size
  118531. * used to generated the objects (the smaller the faster).
  118532. */
  118533. mainTextureRatio: number;
  118534. /**
  118535. * Enforces a fixed size texture to ensure effect stability across devices.
  118536. */
  118537. mainTextureFixedSize?: number;
  118538. /**
  118539. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118540. */
  118541. alphaBlendingMode: number;
  118542. /**
  118543. * The camera attached to the layer.
  118544. */
  118545. camera: Nullable<Camera>;
  118546. /**
  118547. * The rendering group to draw the layer in.
  118548. */
  118549. renderingGroupId: number;
  118550. }
  118551. /**
  118552. * The effect layer Helps adding post process effect blended with the main pass.
  118553. *
  118554. * This can be for instance use to generate glow or higlight effects on the scene.
  118555. *
  118556. * The effect layer class can not be used directly and is intented to inherited from to be
  118557. * customized per effects.
  118558. */
  118559. export abstract class EffectLayer {
  118560. private _vertexBuffers;
  118561. private _indexBuffer;
  118562. private _cachedDefines;
  118563. private _effectLayerMapGenerationEffect;
  118564. private _effectLayerOptions;
  118565. private _mergeEffect;
  118566. protected _scene: Scene;
  118567. protected _engine: Engine;
  118568. protected _maxSize: number;
  118569. protected _mainTextureDesiredSize: ISize;
  118570. protected _mainTexture: RenderTargetTexture;
  118571. protected _shouldRender: boolean;
  118572. protected _postProcesses: PostProcess[];
  118573. protected _textures: BaseTexture[];
  118574. protected _emissiveTextureAndColor: {
  118575. texture: Nullable<BaseTexture>;
  118576. color: Color4;
  118577. };
  118578. /**
  118579. * The name of the layer
  118580. */
  118581. name: string;
  118582. /**
  118583. * The clear color of the texture used to generate the glow map.
  118584. */
  118585. neutralColor: Color4;
  118586. /**
  118587. * Specifies wether the highlight layer is enabled or not.
  118588. */
  118589. isEnabled: boolean;
  118590. /**
  118591. * Gets the camera attached to the layer.
  118592. */
  118593. readonly camera: Nullable<Camera>;
  118594. /**
  118595. * Gets the rendering group id the layer should render in.
  118596. */
  118597. renderingGroupId: number;
  118598. /**
  118599. * An event triggered when the effect layer has been disposed.
  118600. */
  118601. onDisposeObservable: Observable<EffectLayer>;
  118602. /**
  118603. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118604. */
  118605. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118606. /**
  118607. * An event triggered when the generated texture is being merged in the scene.
  118608. */
  118609. onBeforeComposeObservable: Observable<EffectLayer>;
  118610. /**
  118611. * An event triggered when the mesh is rendered into the effect render target.
  118612. */
  118613. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118614. /**
  118615. * An event triggered after the mesh has been rendered into the effect render target.
  118616. */
  118617. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118618. /**
  118619. * An event triggered when the generated texture has been merged in the scene.
  118620. */
  118621. onAfterComposeObservable: Observable<EffectLayer>;
  118622. /**
  118623. * An event triggered when the efffect layer changes its size.
  118624. */
  118625. onSizeChangedObservable: Observable<EffectLayer>;
  118626. /** @hidden */
  118627. static _SceneComponentInitialization: (scene: Scene) => void;
  118628. /**
  118629. * Instantiates a new effect Layer and references it in the scene.
  118630. * @param name The name of the layer
  118631. * @param scene The scene to use the layer in
  118632. */
  118633. constructor(
  118634. /** The Friendly of the effect in the scene */
  118635. name: string, scene: Scene);
  118636. /**
  118637. * Get the effect name of the layer.
  118638. * @return The effect name
  118639. */
  118640. abstract getEffectName(): string;
  118641. /**
  118642. * Checks for the readiness of the element composing the layer.
  118643. * @param subMesh the mesh to check for
  118644. * @param useInstances specify wether or not to use instances to render the mesh
  118645. * @return true if ready otherwise, false
  118646. */
  118647. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118648. /**
  118649. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118650. * @returns true if the effect requires stencil during the main canvas render pass.
  118651. */
  118652. abstract needStencil(): boolean;
  118653. /**
  118654. * Create the merge effect. This is the shader use to blit the information back
  118655. * to the main canvas at the end of the scene rendering.
  118656. * @returns The effect containing the shader used to merge the effect on the main canvas
  118657. */
  118658. protected abstract _createMergeEffect(): Effect;
  118659. /**
  118660. * Creates the render target textures and post processes used in the effect layer.
  118661. */
  118662. protected abstract _createTextureAndPostProcesses(): void;
  118663. /**
  118664. * Implementation specific of rendering the generating effect on the main canvas.
  118665. * @param effect The effect used to render through
  118666. */
  118667. protected abstract _internalRender(effect: Effect): void;
  118668. /**
  118669. * Sets the required values for both the emissive texture and and the main color.
  118670. */
  118671. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118672. /**
  118673. * Free any resources and references associated to a mesh.
  118674. * Internal use
  118675. * @param mesh The mesh to free.
  118676. */
  118677. abstract _disposeMesh(mesh: Mesh): void;
  118678. /**
  118679. * Serializes this layer (Glow or Highlight for example)
  118680. * @returns a serialized layer object
  118681. */
  118682. abstract serialize?(): any;
  118683. /**
  118684. * Initializes the effect layer with the required options.
  118685. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118686. */
  118687. protected _init(options: Partial<IEffectLayerOptions>): void;
  118688. /**
  118689. * Generates the index buffer of the full screen quad blending to the main canvas.
  118690. */
  118691. private _generateIndexBuffer;
  118692. /**
  118693. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118694. */
  118695. private _generateVertexBuffer;
  118696. /**
  118697. * Sets the main texture desired size which is the closest power of two
  118698. * of the engine canvas size.
  118699. */
  118700. private _setMainTextureSize;
  118701. /**
  118702. * Creates the main texture for the effect layer.
  118703. */
  118704. protected _createMainTexture(): void;
  118705. /**
  118706. * Adds specific effects defines.
  118707. * @param defines The defines to add specifics to.
  118708. */
  118709. protected _addCustomEffectDefines(defines: string[]): void;
  118710. /**
  118711. * Checks for the readiness of the element composing the layer.
  118712. * @param subMesh the mesh to check for
  118713. * @param useInstances specify wether or not to use instances to render the mesh
  118714. * @param emissiveTexture the associated emissive texture used to generate the glow
  118715. * @return true if ready otherwise, false
  118716. */
  118717. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118718. /**
  118719. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118720. */
  118721. render(): void;
  118722. /**
  118723. * Determine if a given mesh will be used in the current effect.
  118724. * @param mesh mesh to test
  118725. * @returns true if the mesh will be used
  118726. */
  118727. hasMesh(mesh: AbstractMesh): boolean;
  118728. /**
  118729. * Returns true if the layer contains information to display, otherwise false.
  118730. * @returns true if the glow layer should be rendered
  118731. */
  118732. shouldRender(): boolean;
  118733. /**
  118734. * Returns true if the mesh should render, otherwise false.
  118735. * @param mesh The mesh to render
  118736. * @returns true if it should render otherwise false
  118737. */
  118738. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118739. /**
  118740. * Returns true if the mesh can be rendered, otherwise false.
  118741. * @param mesh The mesh to render
  118742. * @param material The material used on the mesh
  118743. * @returns true if it can be rendered otherwise false
  118744. */
  118745. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118746. /**
  118747. * Returns true if the mesh should render, otherwise false.
  118748. * @param mesh The mesh to render
  118749. * @returns true if it should render otherwise false
  118750. */
  118751. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118752. /**
  118753. * Renders the submesh passed in parameter to the generation map.
  118754. */
  118755. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118756. /**
  118757. * Defines wether the current material of the mesh should be use to render the effect.
  118758. * @param mesh defines the current mesh to render
  118759. */
  118760. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118761. /**
  118762. * Rebuild the required buffers.
  118763. * @hidden Internal use only.
  118764. */
  118765. _rebuild(): void;
  118766. /**
  118767. * Dispose only the render target textures and post process.
  118768. */
  118769. private _disposeTextureAndPostProcesses;
  118770. /**
  118771. * Dispose the highlight layer and free resources.
  118772. */
  118773. dispose(): void;
  118774. /**
  118775. * Gets the class name of the effect layer
  118776. * @returns the string with the class name of the effect layer
  118777. */
  118778. getClassName(): string;
  118779. /**
  118780. * Creates an effect layer from parsed effect layer data
  118781. * @param parsedEffectLayer defines effect layer data
  118782. * @param scene defines the current scene
  118783. * @param rootUrl defines the root URL containing the effect layer information
  118784. * @returns a parsed effect Layer
  118785. */
  118786. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118787. }
  118788. }
  118789. declare module BABYLON {
  118790. interface AbstractScene {
  118791. /**
  118792. * The list of effect layers (highlights/glow) added to the scene
  118793. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118794. * @see http://doc.babylonjs.com/how_to/glow_layer
  118795. */
  118796. effectLayers: Array<EffectLayer>;
  118797. /**
  118798. * Removes the given effect layer from this scene.
  118799. * @param toRemove defines the effect layer to remove
  118800. * @returns the index of the removed effect layer
  118801. */
  118802. removeEffectLayer(toRemove: EffectLayer): number;
  118803. /**
  118804. * Adds the given effect layer to this scene
  118805. * @param newEffectLayer defines the effect layer to add
  118806. */
  118807. addEffectLayer(newEffectLayer: EffectLayer): void;
  118808. }
  118809. /**
  118810. * Defines the layer scene component responsible to manage any effect layers
  118811. * in a given scene.
  118812. */
  118813. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118814. /**
  118815. * The component name helpfull to identify the component in the list of scene components.
  118816. */
  118817. readonly name: string;
  118818. /**
  118819. * The scene the component belongs to.
  118820. */
  118821. scene: Scene;
  118822. private _engine;
  118823. private _renderEffects;
  118824. private _needStencil;
  118825. private _previousStencilState;
  118826. /**
  118827. * Creates a new instance of the component for the given scene
  118828. * @param scene Defines the scene to register the component in
  118829. */
  118830. constructor(scene: Scene);
  118831. /**
  118832. * Registers the component in a given scene
  118833. */
  118834. register(): void;
  118835. /**
  118836. * Rebuilds the elements related to this component in case of
  118837. * context lost for instance.
  118838. */
  118839. rebuild(): void;
  118840. /**
  118841. * Serializes the component data to the specified json object
  118842. * @param serializationObject The object to serialize to
  118843. */
  118844. serialize(serializationObject: any): void;
  118845. /**
  118846. * Adds all the elements from the container to the scene
  118847. * @param container the container holding the elements
  118848. */
  118849. addFromContainer(container: AbstractScene): void;
  118850. /**
  118851. * Removes all the elements in the container from the scene
  118852. * @param container contains the elements to remove
  118853. * @param dispose if the removed element should be disposed (default: false)
  118854. */
  118855. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118856. /**
  118857. * Disposes the component and the associated ressources.
  118858. */
  118859. dispose(): void;
  118860. private _isReadyForMesh;
  118861. private _renderMainTexture;
  118862. private _setStencil;
  118863. private _setStencilBack;
  118864. private _draw;
  118865. private _drawCamera;
  118866. private _drawRenderingGroup;
  118867. }
  118868. }
  118869. declare module BABYLON {
  118870. /** @hidden */
  118871. export var glowMapMergePixelShader: {
  118872. name: string;
  118873. shader: string;
  118874. };
  118875. }
  118876. declare module BABYLON {
  118877. /** @hidden */
  118878. export var glowMapMergeVertexShader: {
  118879. name: string;
  118880. shader: string;
  118881. };
  118882. }
  118883. declare module BABYLON {
  118884. interface AbstractScene {
  118885. /**
  118886. * Return a the first highlight layer of the scene with a given name.
  118887. * @param name The name of the highlight layer to look for.
  118888. * @return The highlight layer if found otherwise null.
  118889. */
  118890. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118891. }
  118892. /**
  118893. * Glow layer options. This helps customizing the behaviour
  118894. * of the glow layer.
  118895. */
  118896. export interface IGlowLayerOptions {
  118897. /**
  118898. * Multiplication factor apply to the canvas size to compute the render target size
  118899. * used to generated the glowing objects (the smaller the faster).
  118900. */
  118901. mainTextureRatio: number;
  118902. /**
  118903. * Enforces a fixed size texture to ensure resize independant blur.
  118904. */
  118905. mainTextureFixedSize?: number;
  118906. /**
  118907. * How big is the kernel of the blur texture.
  118908. */
  118909. blurKernelSize: number;
  118910. /**
  118911. * The camera attached to the layer.
  118912. */
  118913. camera: Nullable<Camera>;
  118914. /**
  118915. * Enable MSAA by chosing the number of samples.
  118916. */
  118917. mainTextureSamples?: number;
  118918. /**
  118919. * The rendering group to draw the layer in.
  118920. */
  118921. renderingGroupId: number;
  118922. }
  118923. /**
  118924. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118925. *
  118926. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118927. *
  118928. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118929. */
  118930. export class GlowLayer extends EffectLayer {
  118931. /**
  118932. * Effect Name of the layer.
  118933. */
  118934. static readonly EffectName: string;
  118935. /**
  118936. * The default blur kernel size used for the glow.
  118937. */
  118938. static DefaultBlurKernelSize: number;
  118939. /**
  118940. * The default texture size ratio used for the glow.
  118941. */
  118942. static DefaultTextureRatio: number;
  118943. /**
  118944. * Sets the kernel size of the blur.
  118945. */
  118946. /**
  118947. * Gets the kernel size of the blur.
  118948. */
  118949. blurKernelSize: number;
  118950. /**
  118951. * Sets the glow intensity.
  118952. */
  118953. /**
  118954. * Gets the glow intensity.
  118955. */
  118956. intensity: number;
  118957. private _options;
  118958. private _intensity;
  118959. private _horizontalBlurPostprocess1;
  118960. private _verticalBlurPostprocess1;
  118961. private _horizontalBlurPostprocess2;
  118962. private _verticalBlurPostprocess2;
  118963. private _blurTexture1;
  118964. private _blurTexture2;
  118965. private _postProcesses1;
  118966. private _postProcesses2;
  118967. private _includedOnlyMeshes;
  118968. private _excludedMeshes;
  118969. private _meshesUsingTheirOwnMaterials;
  118970. /**
  118971. * Callback used to let the user override the color selection on a per mesh basis
  118972. */
  118973. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118974. /**
  118975. * Callback used to let the user override the texture selection on a per mesh basis
  118976. */
  118977. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118978. /**
  118979. * Instantiates a new glow Layer and references it to the scene.
  118980. * @param name The name of the layer
  118981. * @param scene The scene to use the layer in
  118982. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118983. */
  118984. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118985. /**
  118986. * Get the effect name of the layer.
  118987. * @return The effect name
  118988. */
  118989. getEffectName(): string;
  118990. /**
  118991. * Create the merge effect. This is the shader use to blit the information back
  118992. * to the main canvas at the end of the scene rendering.
  118993. */
  118994. protected _createMergeEffect(): Effect;
  118995. /**
  118996. * Creates the render target textures and post processes used in the glow layer.
  118997. */
  118998. protected _createTextureAndPostProcesses(): void;
  118999. /**
  119000. * Checks for the readiness of the element composing the layer.
  119001. * @param subMesh the mesh to check for
  119002. * @param useInstances specify wether or not to use instances to render the mesh
  119003. * @param emissiveTexture the associated emissive texture used to generate the glow
  119004. * @return true if ready otherwise, false
  119005. */
  119006. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119007. /**
  119008. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119009. */
  119010. needStencil(): boolean;
  119011. /**
  119012. * Returns true if the mesh can be rendered, otherwise false.
  119013. * @param mesh The mesh to render
  119014. * @param material The material used on the mesh
  119015. * @returns true if it can be rendered otherwise false
  119016. */
  119017. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  119018. /**
  119019. * Implementation specific of rendering the generating effect on the main canvas.
  119020. * @param effect The effect used to render through
  119021. */
  119022. protected _internalRender(effect: Effect): void;
  119023. /**
  119024. * Sets the required values for both the emissive texture and and the main color.
  119025. */
  119026. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119027. /**
  119028. * Returns true if the mesh should render, otherwise false.
  119029. * @param mesh The mesh to render
  119030. * @returns true if it should render otherwise false
  119031. */
  119032. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119033. /**
  119034. * Adds specific effects defines.
  119035. * @param defines The defines to add specifics to.
  119036. */
  119037. protected _addCustomEffectDefines(defines: string[]): void;
  119038. /**
  119039. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  119040. * @param mesh The mesh to exclude from the glow layer
  119041. */
  119042. addExcludedMesh(mesh: Mesh): void;
  119043. /**
  119044. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  119045. * @param mesh The mesh to remove
  119046. */
  119047. removeExcludedMesh(mesh: Mesh): void;
  119048. /**
  119049. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  119050. * @param mesh The mesh to include in the glow layer
  119051. */
  119052. addIncludedOnlyMesh(mesh: Mesh): void;
  119053. /**
  119054. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  119055. * @param mesh The mesh to remove
  119056. */
  119057. removeIncludedOnlyMesh(mesh: Mesh): void;
  119058. /**
  119059. * Determine if a given mesh will be used in the glow layer
  119060. * @param mesh The mesh to test
  119061. * @returns true if the mesh will be highlighted by the current glow layer
  119062. */
  119063. hasMesh(mesh: AbstractMesh): boolean;
  119064. /**
  119065. * Defines wether the current material of the mesh should be use to render the effect.
  119066. * @param mesh defines the current mesh to render
  119067. */
  119068. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  119069. /**
  119070. * Add a mesh to be rendered through its own material and not with emissive only.
  119071. * @param mesh The mesh for which we need to use its material
  119072. */
  119073. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  119074. /**
  119075. * Remove a mesh from being rendered through its own material and not with emissive only.
  119076. * @param mesh The mesh for which we need to not use its material
  119077. */
  119078. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  119079. /**
  119080. * Free any resources and references associated to a mesh.
  119081. * Internal use
  119082. * @param mesh The mesh to free.
  119083. * @hidden
  119084. */
  119085. _disposeMesh(mesh: Mesh): void;
  119086. /**
  119087. * Gets the class name of the effect layer
  119088. * @returns the string with the class name of the effect layer
  119089. */
  119090. getClassName(): string;
  119091. /**
  119092. * Serializes this glow layer
  119093. * @returns a serialized glow layer object
  119094. */
  119095. serialize(): any;
  119096. /**
  119097. * Creates a Glow Layer from parsed glow layer data
  119098. * @param parsedGlowLayer defines glow layer data
  119099. * @param scene defines the current scene
  119100. * @param rootUrl defines the root URL containing the glow layer information
  119101. * @returns a parsed Glow Layer
  119102. */
  119103. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  119104. }
  119105. }
  119106. declare module BABYLON {
  119107. /** @hidden */
  119108. export var glowBlurPostProcessPixelShader: {
  119109. name: string;
  119110. shader: string;
  119111. };
  119112. }
  119113. declare module BABYLON {
  119114. interface AbstractScene {
  119115. /**
  119116. * Return a the first highlight layer of the scene with a given name.
  119117. * @param name The name of the highlight layer to look for.
  119118. * @return The highlight layer if found otherwise null.
  119119. */
  119120. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  119121. }
  119122. /**
  119123. * Highlight layer options. This helps customizing the behaviour
  119124. * of the highlight layer.
  119125. */
  119126. export interface IHighlightLayerOptions {
  119127. /**
  119128. * Multiplication factor apply to the canvas size to compute the render target size
  119129. * used to generated the glowing objects (the smaller the faster).
  119130. */
  119131. mainTextureRatio: number;
  119132. /**
  119133. * Enforces a fixed size texture to ensure resize independant blur.
  119134. */
  119135. mainTextureFixedSize?: number;
  119136. /**
  119137. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  119138. * of the picture to blur (the smaller the faster).
  119139. */
  119140. blurTextureSizeRatio: number;
  119141. /**
  119142. * How big in texel of the blur texture is the vertical blur.
  119143. */
  119144. blurVerticalSize: number;
  119145. /**
  119146. * How big in texel of the blur texture is the horizontal blur.
  119147. */
  119148. blurHorizontalSize: number;
  119149. /**
  119150. * Alpha blending mode used to apply the blur. Default is combine.
  119151. */
  119152. alphaBlendingMode: number;
  119153. /**
  119154. * The camera attached to the layer.
  119155. */
  119156. camera: Nullable<Camera>;
  119157. /**
  119158. * Should we display highlight as a solid stroke?
  119159. */
  119160. isStroke?: boolean;
  119161. /**
  119162. * The rendering group to draw the layer in.
  119163. */
  119164. renderingGroupId: number;
  119165. }
  119166. /**
  119167. * The highlight layer Helps adding a glow effect around a mesh.
  119168. *
  119169. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  119170. * glowy meshes to your scene.
  119171. *
  119172. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  119173. */
  119174. export class HighlightLayer extends EffectLayer {
  119175. name: string;
  119176. /**
  119177. * Effect Name of the highlight layer.
  119178. */
  119179. static readonly EffectName: string;
  119180. /**
  119181. * The neutral color used during the preparation of the glow effect.
  119182. * This is black by default as the blend operation is a blend operation.
  119183. */
  119184. static NeutralColor: Color4;
  119185. /**
  119186. * Stencil value used for glowing meshes.
  119187. */
  119188. static GlowingMeshStencilReference: number;
  119189. /**
  119190. * Stencil value used for the other meshes in the scene.
  119191. */
  119192. static NormalMeshStencilReference: number;
  119193. /**
  119194. * Specifies whether or not the inner glow is ACTIVE in the layer.
  119195. */
  119196. innerGlow: boolean;
  119197. /**
  119198. * Specifies whether or not the outer glow is ACTIVE in the layer.
  119199. */
  119200. outerGlow: boolean;
  119201. /**
  119202. * Specifies the horizontal size of the blur.
  119203. */
  119204. /**
  119205. * Gets the horizontal size of the blur.
  119206. */
  119207. blurHorizontalSize: number;
  119208. /**
  119209. * Specifies the vertical size of the blur.
  119210. */
  119211. /**
  119212. * Gets the vertical size of the blur.
  119213. */
  119214. blurVerticalSize: number;
  119215. /**
  119216. * An event triggered when the highlight layer is being blurred.
  119217. */
  119218. onBeforeBlurObservable: Observable<HighlightLayer>;
  119219. /**
  119220. * An event triggered when the highlight layer has been blurred.
  119221. */
  119222. onAfterBlurObservable: Observable<HighlightLayer>;
  119223. private _instanceGlowingMeshStencilReference;
  119224. private _options;
  119225. private _downSamplePostprocess;
  119226. private _horizontalBlurPostprocess;
  119227. private _verticalBlurPostprocess;
  119228. private _blurTexture;
  119229. private _meshes;
  119230. private _excludedMeshes;
  119231. /**
  119232. * Instantiates a new highlight Layer and references it to the scene..
  119233. * @param name The name of the layer
  119234. * @param scene The scene to use the layer in
  119235. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  119236. */
  119237. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  119238. /**
  119239. * Get the effect name of the layer.
  119240. * @return The effect name
  119241. */
  119242. getEffectName(): string;
  119243. /**
  119244. * Create the merge effect. This is the shader use to blit the information back
  119245. * to the main canvas at the end of the scene rendering.
  119246. */
  119247. protected _createMergeEffect(): Effect;
  119248. /**
  119249. * Creates the render target textures and post processes used in the highlight layer.
  119250. */
  119251. protected _createTextureAndPostProcesses(): void;
  119252. /**
  119253. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119254. */
  119255. needStencil(): boolean;
  119256. /**
  119257. * Checks for the readiness of the element composing the layer.
  119258. * @param subMesh the mesh to check for
  119259. * @param useInstances specify wether or not to use instances to render the mesh
  119260. * @param emissiveTexture the associated emissive texture used to generate the glow
  119261. * @return true if ready otherwise, false
  119262. */
  119263. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119264. /**
  119265. * Implementation specific of rendering the generating effect on the main canvas.
  119266. * @param effect The effect used to render through
  119267. */
  119268. protected _internalRender(effect: Effect): void;
  119269. /**
  119270. * Returns true if the layer contains information to display, otherwise false.
  119271. */
  119272. shouldRender(): boolean;
  119273. /**
  119274. * Returns true if the mesh should render, otherwise false.
  119275. * @param mesh The mesh to render
  119276. * @returns true if it should render otherwise false
  119277. */
  119278. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119279. /**
  119280. * Sets the required values for both the emissive texture and and the main color.
  119281. */
  119282. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119283. /**
  119284. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119285. * @param mesh The mesh to exclude from the highlight layer
  119286. */
  119287. addExcludedMesh(mesh: Mesh): void;
  119288. /**
  119289. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119290. * @param mesh The mesh to highlight
  119291. */
  119292. removeExcludedMesh(mesh: Mesh): void;
  119293. /**
  119294. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119295. * @param mesh mesh to test
  119296. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119297. */
  119298. hasMesh(mesh: AbstractMesh): boolean;
  119299. /**
  119300. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119301. * @param mesh The mesh to highlight
  119302. * @param color The color of the highlight
  119303. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119304. */
  119305. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119306. /**
  119307. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119308. * @param mesh The mesh to highlight
  119309. */
  119310. removeMesh(mesh: Mesh): void;
  119311. /**
  119312. * Force the stencil to the normal expected value for none glowing parts
  119313. */
  119314. private _defaultStencilReference;
  119315. /**
  119316. * Free any resources and references associated to a mesh.
  119317. * Internal use
  119318. * @param mesh The mesh to free.
  119319. * @hidden
  119320. */
  119321. _disposeMesh(mesh: Mesh): void;
  119322. /**
  119323. * Dispose the highlight layer and free resources.
  119324. */
  119325. dispose(): void;
  119326. /**
  119327. * Gets the class name of the effect layer
  119328. * @returns the string with the class name of the effect layer
  119329. */
  119330. getClassName(): string;
  119331. /**
  119332. * Serializes this Highlight layer
  119333. * @returns a serialized Highlight layer object
  119334. */
  119335. serialize(): any;
  119336. /**
  119337. * Creates a Highlight layer from parsed Highlight layer data
  119338. * @param parsedHightlightLayer defines the Highlight layer data
  119339. * @param scene defines the current scene
  119340. * @param rootUrl defines the root URL containing the Highlight layer information
  119341. * @returns a parsed Highlight layer
  119342. */
  119343. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119344. }
  119345. }
  119346. declare module BABYLON {
  119347. interface AbstractScene {
  119348. /**
  119349. * The list of layers (background and foreground) of the scene
  119350. */
  119351. layers: Array<Layer>;
  119352. }
  119353. /**
  119354. * Defines the layer scene component responsible to manage any layers
  119355. * in a given scene.
  119356. */
  119357. export class LayerSceneComponent implements ISceneComponent {
  119358. /**
  119359. * The component name helpfull to identify the component in the list of scene components.
  119360. */
  119361. readonly name: string;
  119362. /**
  119363. * The scene the component belongs to.
  119364. */
  119365. scene: Scene;
  119366. private _engine;
  119367. /**
  119368. * Creates a new instance of the component for the given scene
  119369. * @param scene Defines the scene to register the component in
  119370. */
  119371. constructor(scene: Scene);
  119372. /**
  119373. * Registers the component in a given scene
  119374. */
  119375. register(): void;
  119376. /**
  119377. * Rebuilds the elements related to this component in case of
  119378. * context lost for instance.
  119379. */
  119380. rebuild(): void;
  119381. /**
  119382. * Disposes the component and the associated ressources.
  119383. */
  119384. dispose(): void;
  119385. private _draw;
  119386. private _drawCameraPredicate;
  119387. private _drawCameraBackground;
  119388. private _drawCameraForeground;
  119389. private _drawRenderTargetPredicate;
  119390. private _drawRenderTargetBackground;
  119391. private _drawRenderTargetForeground;
  119392. /**
  119393. * Adds all the elements from the container to the scene
  119394. * @param container the container holding the elements
  119395. */
  119396. addFromContainer(container: AbstractScene): void;
  119397. /**
  119398. * Removes all the elements in the container from the scene
  119399. * @param container contains the elements to remove
  119400. * @param dispose if the removed element should be disposed (default: false)
  119401. */
  119402. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119403. }
  119404. }
  119405. declare module BABYLON {
  119406. /** @hidden */
  119407. export var layerPixelShader: {
  119408. name: string;
  119409. shader: string;
  119410. };
  119411. }
  119412. declare module BABYLON {
  119413. /** @hidden */
  119414. export var layerVertexShader: {
  119415. name: string;
  119416. shader: string;
  119417. };
  119418. }
  119419. declare module BABYLON {
  119420. /**
  119421. * This represents a full screen 2d layer.
  119422. * This can be useful to display a picture in the background of your scene for instance.
  119423. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119424. */
  119425. export class Layer {
  119426. /**
  119427. * Define the name of the layer.
  119428. */
  119429. name: string;
  119430. /**
  119431. * Define the texture the layer should display.
  119432. */
  119433. texture: Nullable<Texture>;
  119434. /**
  119435. * Is the layer in background or foreground.
  119436. */
  119437. isBackground: boolean;
  119438. /**
  119439. * Define the color of the layer (instead of texture).
  119440. */
  119441. color: Color4;
  119442. /**
  119443. * Define the scale of the layer in order to zoom in out of the texture.
  119444. */
  119445. scale: Vector2;
  119446. /**
  119447. * Define an offset for the layer in order to shift the texture.
  119448. */
  119449. offset: Vector2;
  119450. /**
  119451. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119452. */
  119453. alphaBlendingMode: number;
  119454. /**
  119455. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119456. * Alpha test will not mix with the background color in case of transparency.
  119457. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119458. */
  119459. alphaTest: boolean;
  119460. /**
  119461. * Define a mask to restrict the layer to only some of the scene cameras.
  119462. */
  119463. layerMask: number;
  119464. /**
  119465. * Define the list of render target the layer is visible into.
  119466. */
  119467. renderTargetTextures: RenderTargetTexture[];
  119468. /**
  119469. * Define if the layer is only used in renderTarget or if it also
  119470. * renders in the main frame buffer of the canvas.
  119471. */
  119472. renderOnlyInRenderTargetTextures: boolean;
  119473. private _scene;
  119474. private _vertexBuffers;
  119475. private _indexBuffer;
  119476. private _effect;
  119477. private _alphaTestEffect;
  119478. /**
  119479. * An event triggered when the layer is disposed.
  119480. */
  119481. onDisposeObservable: Observable<Layer>;
  119482. private _onDisposeObserver;
  119483. /**
  119484. * Back compatibility with callback before the onDisposeObservable existed.
  119485. * The set callback will be triggered when the layer has been disposed.
  119486. */
  119487. onDispose: () => void;
  119488. /**
  119489. * An event triggered before rendering the scene
  119490. */
  119491. onBeforeRenderObservable: Observable<Layer>;
  119492. private _onBeforeRenderObserver;
  119493. /**
  119494. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119495. * The set callback will be triggered just before rendering the layer.
  119496. */
  119497. onBeforeRender: () => void;
  119498. /**
  119499. * An event triggered after rendering the scene
  119500. */
  119501. onAfterRenderObservable: Observable<Layer>;
  119502. private _onAfterRenderObserver;
  119503. /**
  119504. * Back compatibility with callback before the onAfterRenderObservable existed.
  119505. * The set callback will be triggered just after rendering the layer.
  119506. */
  119507. onAfterRender: () => void;
  119508. /**
  119509. * Instantiates a new layer.
  119510. * This represents a full screen 2d layer.
  119511. * This can be useful to display a picture in the background of your scene for instance.
  119512. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119513. * @param name Define the name of the layer in the scene
  119514. * @param imgUrl Define the url of the texture to display in the layer
  119515. * @param scene Define the scene the layer belongs to
  119516. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119517. * @param color Defines a color for the layer
  119518. */
  119519. constructor(
  119520. /**
  119521. * Define the name of the layer.
  119522. */
  119523. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119524. private _createIndexBuffer;
  119525. /** @hidden */
  119526. _rebuild(): void;
  119527. /**
  119528. * Renders the layer in the scene.
  119529. */
  119530. render(): void;
  119531. /**
  119532. * Disposes and releases the associated ressources.
  119533. */
  119534. dispose(): void;
  119535. }
  119536. }
  119537. declare module BABYLON {
  119538. /** @hidden */
  119539. export var lensFlarePixelShader: {
  119540. name: string;
  119541. shader: string;
  119542. };
  119543. }
  119544. declare module BABYLON {
  119545. /** @hidden */
  119546. export var lensFlareVertexShader: {
  119547. name: string;
  119548. shader: string;
  119549. };
  119550. }
  119551. declare module BABYLON {
  119552. /**
  119553. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119554. * It is usually composed of several `lensFlare`.
  119555. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119556. */
  119557. export class LensFlareSystem {
  119558. /**
  119559. * Define the name of the lens flare system
  119560. */
  119561. name: string;
  119562. /**
  119563. * List of lens flares used in this system.
  119564. */
  119565. lensFlares: LensFlare[];
  119566. /**
  119567. * Define a limit from the border the lens flare can be visible.
  119568. */
  119569. borderLimit: number;
  119570. /**
  119571. * Define a viewport border we do not want to see the lens flare in.
  119572. */
  119573. viewportBorder: number;
  119574. /**
  119575. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119576. */
  119577. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119578. /**
  119579. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119580. */
  119581. layerMask: number;
  119582. /**
  119583. * Define the id of the lens flare system in the scene.
  119584. * (equal to name by default)
  119585. */
  119586. id: string;
  119587. private _scene;
  119588. private _emitter;
  119589. private _vertexBuffers;
  119590. private _indexBuffer;
  119591. private _effect;
  119592. private _positionX;
  119593. private _positionY;
  119594. private _isEnabled;
  119595. /** @hidden */
  119596. static _SceneComponentInitialization: (scene: Scene) => void;
  119597. /**
  119598. * Instantiates a lens flare system.
  119599. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119600. * It is usually composed of several `lensFlare`.
  119601. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119602. * @param name Define the name of the lens flare system in the scene
  119603. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119604. * @param scene Define the scene the lens flare system belongs to
  119605. */
  119606. constructor(
  119607. /**
  119608. * Define the name of the lens flare system
  119609. */
  119610. name: string, emitter: any, scene: Scene);
  119611. /**
  119612. * Define if the lens flare system is enabled.
  119613. */
  119614. isEnabled: boolean;
  119615. /**
  119616. * Get the scene the effects belongs to.
  119617. * @returns the scene holding the lens flare system
  119618. */
  119619. getScene(): Scene;
  119620. /**
  119621. * Get the emitter of the lens flare system.
  119622. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119623. * @returns the emitter of the lens flare system
  119624. */
  119625. getEmitter(): any;
  119626. /**
  119627. * Set the emitter of the lens flare system.
  119628. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119629. * @param newEmitter Define the new emitter of the system
  119630. */
  119631. setEmitter(newEmitter: any): void;
  119632. /**
  119633. * Get the lens flare system emitter position.
  119634. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119635. * @returns the position
  119636. */
  119637. getEmitterPosition(): Vector3;
  119638. /**
  119639. * @hidden
  119640. */
  119641. computeEffectivePosition(globalViewport: Viewport): boolean;
  119642. /** @hidden */
  119643. _isVisible(): boolean;
  119644. /**
  119645. * @hidden
  119646. */
  119647. render(): boolean;
  119648. /**
  119649. * Dispose and release the lens flare with its associated resources.
  119650. */
  119651. dispose(): void;
  119652. /**
  119653. * Parse a lens flare system from a JSON repressentation
  119654. * @param parsedLensFlareSystem Define the JSON to parse
  119655. * @param scene Define the scene the parsed system should be instantiated in
  119656. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119657. * @returns the parsed system
  119658. */
  119659. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119660. /**
  119661. * Serialize the current Lens Flare System into a JSON representation.
  119662. * @returns the serialized JSON
  119663. */
  119664. serialize(): any;
  119665. }
  119666. }
  119667. declare module BABYLON {
  119668. /**
  119669. * This represents one of the lens effect in a `lensFlareSystem`.
  119670. * It controls one of the indiviual texture used in the effect.
  119671. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119672. */
  119673. export class LensFlare {
  119674. /**
  119675. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119676. */
  119677. size: number;
  119678. /**
  119679. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119680. */
  119681. position: number;
  119682. /**
  119683. * Define the lens color.
  119684. */
  119685. color: Color3;
  119686. /**
  119687. * Define the lens texture.
  119688. */
  119689. texture: Nullable<Texture>;
  119690. /**
  119691. * Define the alpha mode to render this particular lens.
  119692. */
  119693. alphaMode: number;
  119694. private _system;
  119695. /**
  119696. * Creates a new Lens Flare.
  119697. * This represents one of the lens effect in a `lensFlareSystem`.
  119698. * It controls one of the indiviual texture used in the effect.
  119699. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119700. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119701. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119702. * @param color Define the lens color
  119703. * @param imgUrl Define the lens texture url
  119704. * @param system Define the `lensFlareSystem` this flare is part of
  119705. * @returns The newly created Lens Flare
  119706. */
  119707. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119708. /**
  119709. * Instantiates a new Lens Flare.
  119710. * This represents one of the lens effect in a `lensFlareSystem`.
  119711. * It controls one of the indiviual texture used in the effect.
  119712. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119713. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119714. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119715. * @param color Define the lens color
  119716. * @param imgUrl Define the lens texture url
  119717. * @param system Define the `lensFlareSystem` this flare is part of
  119718. */
  119719. constructor(
  119720. /**
  119721. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119722. */
  119723. size: number,
  119724. /**
  119725. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119726. */
  119727. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119728. /**
  119729. * Dispose and release the lens flare with its associated resources.
  119730. */
  119731. dispose(): void;
  119732. }
  119733. }
  119734. declare module BABYLON {
  119735. interface AbstractScene {
  119736. /**
  119737. * The list of lens flare system added to the scene
  119738. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119739. */
  119740. lensFlareSystems: Array<LensFlareSystem>;
  119741. /**
  119742. * Removes the given lens flare system from this scene.
  119743. * @param toRemove The lens flare system to remove
  119744. * @returns The index of the removed lens flare system
  119745. */
  119746. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119747. /**
  119748. * Adds the given lens flare system to this scene
  119749. * @param newLensFlareSystem The lens flare system to add
  119750. */
  119751. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119752. /**
  119753. * Gets a lens flare system using its name
  119754. * @param name defines the name to look for
  119755. * @returns the lens flare system or null if not found
  119756. */
  119757. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119758. /**
  119759. * Gets a lens flare system using its id
  119760. * @param id defines the id to look for
  119761. * @returns the lens flare system or null if not found
  119762. */
  119763. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119764. }
  119765. /**
  119766. * Defines the lens flare scene component responsible to manage any lens flares
  119767. * in a given scene.
  119768. */
  119769. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119770. /**
  119771. * The component name helpfull to identify the component in the list of scene components.
  119772. */
  119773. readonly name: string;
  119774. /**
  119775. * The scene the component belongs to.
  119776. */
  119777. scene: Scene;
  119778. /**
  119779. * Creates a new instance of the component for the given scene
  119780. * @param scene Defines the scene to register the component in
  119781. */
  119782. constructor(scene: Scene);
  119783. /**
  119784. * Registers the component in a given scene
  119785. */
  119786. register(): void;
  119787. /**
  119788. * Rebuilds the elements related to this component in case of
  119789. * context lost for instance.
  119790. */
  119791. rebuild(): void;
  119792. /**
  119793. * Adds all the elements from the container to the scene
  119794. * @param container the container holding the elements
  119795. */
  119796. addFromContainer(container: AbstractScene): void;
  119797. /**
  119798. * Removes all the elements in the container from the scene
  119799. * @param container contains the elements to remove
  119800. * @param dispose if the removed element should be disposed (default: false)
  119801. */
  119802. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119803. /**
  119804. * Serializes the component data to the specified json object
  119805. * @param serializationObject The object to serialize to
  119806. */
  119807. serialize(serializationObject: any): void;
  119808. /**
  119809. * Disposes the component and the associated ressources.
  119810. */
  119811. dispose(): void;
  119812. private _draw;
  119813. }
  119814. }
  119815. declare module BABYLON {
  119816. /**
  119817. * Defines the shadow generator component responsible to manage any shadow generators
  119818. * in a given scene.
  119819. */
  119820. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119821. /**
  119822. * The component name helpfull to identify the component in the list of scene components.
  119823. */
  119824. readonly name: string;
  119825. /**
  119826. * The scene the component belongs to.
  119827. */
  119828. scene: Scene;
  119829. /**
  119830. * Creates a new instance of the component for the given scene
  119831. * @param scene Defines the scene to register the component in
  119832. */
  119833. constructor(scene: Scene);
  119834. /**
  119835. * Registers the component in a given scene
  119836. */
  119837. register(): void;
  119838. /**
  119839. * Rebuilds the elements related to this component in case of
  119840. * context lost for instance.
  119841. */
  119842. rebuild(): void;
  119843. /**
  119844. * Serializes the component data to the specified json object
  119845. * @param serializationObject The object to serialize to
  119846. */
  119847. serialize(serializationObject: any): void;
  119848. /**
  119849. * Adds all the elements from the container to the scene
  119850. * @param container the container holding the elements
  119851. */
  119852. addFromContainer(container: AbstractScene): void;
  119853. /**
  119854. * Removes all the elements in the container from the scene
  119855. * @param container contains the elements to remove
  119856. * @param dispose if the removed element should be disposed (default: false)
  119857. */
  119858. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119859. /**
  119860. * Rebuilds the elements related to this component in case of
  119861. * context lost for instance.
  119862. */
  119863. dispose(): void;
  119864. private _gatherRenderTargets;
  119865. }
  119866. }
  119867. declare module BABYLON {
  119868. /**
  119869. * A point light is a light defined by an unique point in world space.
  119870. * The light is emitted in every direction from this point.
  119871. * A good example of a point light is a standard light bulb.
  119872. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119873. */
  119874. export class PointLight extends ShadowLight {
  119875. private _shadowAngle;
  119876. /**
  119877. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119878. * This specifies what angle the shadow will use to be created.
  119879. *
  119880. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119881. */
  119882. /**
  119883. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119884. * This specifies what angle the shadow will use to be created.
  119885. *
  119886. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119887. */
  119888. shadowAngle: number;
  119889. /**
  119890. * Gets the direction if it has been set.
  119891. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119892. */
  119893. /**
  119894. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119895. */
  119896. direction: Vector3;
  119897. /**
  119898. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119899. * A PointLight emits the light in every direction.
  119900. * It can cast shadows.
  119901. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119902. * ```javascript
  119903. * var pointLight = new PointLight("pl", camera.position, scene);
  119904. * ```
  119905. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119906. * @param name The light friendly name
  119907. * @param position The position of the point light in the scene
  119908. * @param scene The scene the lights belongs to
  119909. */
  119910. constructor(name: string, position: Vector3, scene: Scene);
  119911. /**
  119912. * Returns the string "PointLight"
  119913. * @returns the class name
  119914. */
  119915. getClassName(): string;
  119916. /**
  119917. * Returns the integer 0.
  119918. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119919. */
  119920. getTypeID(): number;
  119921. /**
  119922. * Specifies wether or not the shadowmap should be a cube texture.
  119923. * @returns true if the shadowmap needs to be a cube texture.
  119924. */
  119925. needCube(): boolean;
  119926. /**
  119927. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119928. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119929. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119930. */
  119931. getShadowDirection(faceIndex?: number): Vector3;
  119932. /**
  119933. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119934. * - fov = PI / 2
  119935. * - aspect ratio : 1.0
  119936. * - z-near and far equal to the active camera minZ and maxZ.
  119937. * Returns the PointLight.
  119938. */
  119939. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119940. protected _buildUniformLayout(): void;
  119941. /**
  119942. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119943. * @param effect The effect to update
  119944. * @param lightIndex The index of the light in the effect to update
  119945. * @returns The point light
  119946. */
  119947. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119948. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119949. /**
  119950. * Prepares the list of defines specific to the light type.
  119951. * @param defines the list of defines
  119952. * @param lightIndex defines the index of the light for the effect
  119953. */
  119954. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119955. }
  119956. }
  119957. declare module BABYLON {
  119958. /**
  119959. * Header information of HDR texture files.
  119960. */
  119961. export interface HDRInfo {
  119962. /**
  119963. * The height of the texture in pixels.
  119964. */
  119965. height: number;
  119966. /**
  119967. * The width of the texture in pixels.
  119968. */
  119969. width: number;
  119970. /**
  119971. * The index of the beginning of the data in the binary file.
  119972. */
  119973. dataPosition: number;
  119974. }
  119975. /**
  119976. * This groups tools to convert HDR texture to native colors array.
  119977. */
  119978. export class HDRTools {
  119979. private static Ldexp;
  119980. private static Rgbe2float;
  119981. private static readStringLine;
  119982. /**
  119983. * Reads header information from an RGBE texture stored in a native array.
  119984. * More information on this format are available here:
  119985. * https://en.wikipedia.org/wiki/RGBE_image_format
  119986. *
  119987. * @param uint8array The binary file stored in native array.
  119988. * @return The header information.
  119989. */
  119990. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119991. /**
  119992. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119993. * This RGBE texture needs to store the information as a panorama.
  119994. *
  119995. * More information on this format are available here:
  119996. * https://en.wikipedia.org/wiki/RGBE_image_format
  119997. *
  119998. * @param buffer The binary file stored in an array buffer.
  119999. * @param size The expected size of the extracted cubemap.
  120000. * @return The Cube Map information.
  120001. */
  120002. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  120003. /**
  120004. * Returns the pixels data extracted from an RGBE texture.
  120005. * This pixels will be stored left to right up to down in the R G B order in one array.
  120006. *
  120007. * More information on this format are available here:
  120008. * https://en.wikipedia.org/wiki/RGBE_image_format
  120009. *
  120010. * @param uint8array The binary file stored in an array buffer.
  120011. * @param hdrInfo The header information of the file.
  120012. * @return The pixels data in RGB right to left up to down order.
  120013. */
  120014. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  120015. private static RGBE_ReadPixels_RLE;
  120016. }
  120017. }
  120018. declare module BABYLON {
  120019. /**
  120020. * This represents a texture coming from an HDR input.
  120021. *
  120022. * The only supported format is currently panorama picture stored in RGBE format.
  120023. * Example of such files can be found on HDRLib: http://hdrlib.com/
  120024. */
  120025. export class HDRCubeTexture extends BaseTexture {
  120026. private static _facesMapping;
  120027. private _generateHarmonics;
  120028. private _noMipmap;
  120029. private _textureMatrix;
  120030. private _size;
  120031. private _onLoad;
  120032. private _onError;
  120033. /**
  120034. * The texture URL.
  120035. */
  120036. url: string;
  120037. /**
  120038. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  120039. */
  120040. coordinatesMode: number;
  120041. protected _isBlocking: boolean;
  120042. /**
  120043. * Sets wether or not the texture is blocking during loading.
  120044. */
  120045. /**
  120046. * Gets wether or not the texture is blocking during loading.
  120047. */
  120048. isBlocking: boolean;
  120049. protected _rotationY: number;
  120050. /**
  120051. * Sets texture matrix rotation angle around Y axis in radians.
  120052. */
  120053. /**
  120054. * Gets texture matrix rotation angle around Y axis radians.
  120055. */
  120056. rotationY: number;
  120057. /**
  120058. * Gets or sets the center of the bounding box associated with the cube texture
  120059. * It must define where the camera used to render the texture was set
  120060. */
  120061. boundingBoxPosition: Vector3;
  120062. private _boundingBoxSize;
  120063. /**
  120064. * Gets or sets the size of the bounding box associated with the cube texture
  120065. * When defined, the cubemap will switch to local mode
  120066. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  120067. * @example https://www.babylonjs-playground.com/#RNASML
  120068. */
  120069. boundingBoxSize: Vector3;
  120070. /**
  120071. * Instantiates an HDRTexture from the following parameters.
  120072. *
  120073. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  120074. * @param scene The scene the texture will be used in
  120075. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120076. * @param noMipmap Forces to not generate the mipmap if true
  120077. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  120078. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  120079. * @param reserved Reserved flag for internal use.
  120080. */
  120081. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120082. /**
  120083. * Get the current class name of the texture useful for serialization or dynamic coding.
  120084. * @returns "HDRCubeTexture"
  120085. */
  120086. getClassName(): string;
  120087. /**
  120088. * Occurs when the file is raw .hdr file.
  120089. */
  120090. private loadTexture;
  120091. clone(): HDRCubeTexture;
  120092. delayLoad(): void;
  120093. /**
  120094. * Get the texture reflection matrix used to rotate/transform the reflection.
  120095. * @returns the reflection matrix
  120096. */
  120097. getReflectionTextureMatrix(): Matrix;
  120098. /**
  120099. * Set the texture reflection matrix used to rotate/transform the reflection.
  120100. * @param value Define the reflection matrix to set
  120101. */
  120102. setReflectionTextureMatrix(value: Matrix): void;
  120103. /**
  120104. * Parses a JSON representation of an HDR Texture in order to create the texture
  120105. * @param parsedTexture Define the JSON representation
  120106. * @param scene Define the scene the texture should be created in
  120107. * @param rootUrl Define the root url in case we need to load relative dependencies
  120108. * @returns the newly created texture after parsing
  120109. */
  120110. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  120111. serialize(): any;
  120112. }
  120113. }
  120114. declare module BABYLON {
  120115. /**
  120116. * Class used to control physics engine
  120117. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120118. */
  120119. export class PhysicsEngine implements IPhysicsEngine {
  120120. private _physicsPlugin;
  120121. /**
  120122. * Global value used to control the smallest number supported by the simulation
  120123. */
  120124. static Epsilon: number;
  120125. private _impostors;
  120126. private _joints;
  120127. /**
  120128. * Gets the gravity vector used by the simulation
  120129. */
  120130. gravity: Vector3;
  120131. /**
  120132. * Factory used to create the default physics plugin.
  120133. * @returns The default physics plugin
  120134. */
  120135. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  120136. /**
  120137. * Creates a new Physics Engine
  120138. * @param gravity defines the gravity vector used by the simulation
  120139. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  120140. */
  120141. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  120142. /**
  120143. * Sets the gravity vector used by the simulation
  120144. * @param gravity defines the gravity vector to use
  120145. */
  120146. setGravity(gravity: Vector3): void;
  120147. /**
  120148. * Set the time step of the physics engine.
  120149. * Default is 1/60.
  120150. * To slow it down, enter 1/600 for example.
  120151. * To speed it up, 1/30
  120152. * @param newTimeStep defines the new timestep to apply to this world.
  120153. */
  120154. setTimeStep(newTimeStep?: number): void;
  120155. /**
  120156. * Get the time step of the physics engine.
  120157. * @returns the current time step
  120158. */
  120159. getTimeStep(): number;
  120160. /**
  120161. * Release all resources
  120162. */
  120163. dispose(): void;
  120164. /**
  120165. * Gets the name of the current physics plugin
  120166. * @returns the name of the plugin
  120167. */
  120168. getPhysicsPluginName(): string;
  120169. /**
  120170. * Adding a new impostor for the impostor tracking.
  120171. * This will be done by the impostor itself.
  120172. * @param impostor the impostor to add
  120173. */
  120174. addImpostor(impostor: PhysicsImpostor): void;
  120175. /**
  120176. * Remove an impostor from the engine.
  120177. * This impostor and its mesh will not longer be updated by the physics engine.
  120178. * @param impostor the impostor to remove
  120179. */
  120180. removeImpostor(impostor: PhysicsImpostor): void;
  120181. /**
  120182. * Add a joint to the physics engine
  120183. * @param mainImpostor defines the main impostor to which the joint is added.
  120184. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  120185. * @param joint defines the joint that will connect both impostors.
  120186. */
  120187. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120188. /**
  120189. * Removes a joint from the simulation
  120190. * @param mainImpostor defines the impostor used with the joint
  120191. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  120192. * @param joint defines the joint to remove
  120193. */
  120194. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120195. /**
  120196. * Called by the scene. No need to call it.
  120197. * @param delta defines the timespam between frames
  120198. */
  120199. _step(delta: number): void;
  120200. /**
  120201. * Gets the current plugin used to run the simulation
  120202. * @returns current plugin
  120203. */
  120204. getPhysicsPlugin(): IPhysicsEnginePlugin;
  120205. /**
  120206. * Gets the list of physic impostors
  120207. * @returns an array of PhysicsImpostor
  120208. */
  120209. getImpostors(): Array<PhysicsImpostor>;
  120210. /**
  120211. * Gets the impostor for a physics enabled object
  120212. * @param object defines the object impersonated by the impostor
  120213. * @returns the PhysicsImpostor or null if not found
  120214. */
  120215. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  120216. /**
  120217. * Gets the impostor for a physics body object
  120218. * @param body defines physics body used by the impostor
  120219. * @returns the PhysicsImpostor or null if not found
  120220. */
  120221. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  120222. /**
  120223. * Does a raycast in the physics world
  120224. * @param from when should the ray start?
  120225. * @param to when should the ray end?
  120226. * @returns PhysicsRaycastResult
  120227. */
  120228. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120229. }
  120230. }
  120231. declare module BABYLON {
  120232. /** @hidden */
  120233. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  120234. private _useDeltaForWorldStep;
  120235. world: any;
  120236. name: string;
  120237. private _physicsMaterials;
  120238. private _fixedTimeStep;
  120239. private _cannonRaycastResult;
  120240. private _raycastResult;
  120241. private _physicsBodysToRemoveAfterStep;
  120242. BJSCANNON: any;
  120243. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  120244. setGravity(gravity: Vector3): void;
  120245. setTimeStep(timeStep: number): void;
  120246. getTimeStep(): number;
  120247. executeStep(delta: number): void;
  120248. private _removeMarkedPhysicsBodiesFromWorld;
  120249. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120250. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120251. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120252. private _processChildMeshes;
  120253. removePhysicsBody(impostor: PhysicsImpostor): void;
  120254. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120255. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120256. private _addMaterial;
  120257. private _checkWithEpsilon;
  120258. private _createShape;
  120259. private _createHeightmap;
  120260. private _minus90X;
  120261. private _plus90X;
  120262. private _tmpPosition;
  120263. private _tmpDeltaPosition;
  120264. private _tmpUnityRotation;
  120265. private _updatePhysicsBodyTransformation;
  120266. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120267. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120268. isSupported(): boolean;
  120269. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120270. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120271. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120272. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120273. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120274. getBodyMass(impostor: PhysicsImpostor): number;
  120275. getBodyFriction(impostor: PhysicsImpostor): number;
  120276. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120277. getBodyRestitution(impostor: PhysicsImpostor): number;
  120278. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120279. sleepBody(impostor: PhysicsImpostor): void;
  120280. wakeUpBody(impostor: PhysicsImpostor): void;
  120281. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120282. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120283. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120284. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120285. getRadius(impostor: PhysicsImpostor): number;
  120286. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120287. dispose(): void;
  120288. private _extendNamespace;
  120289. /**
  120290. * Does a raycast in the physics world
  120291. * @param from when should the ray start?
  120292. * @param to when should the ray end?
  120293. * @returns PhysicsRaycastResult
  120294. */
  120295. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120296. }
  120297. }
  120298. declare module BABYLON {
  120299. /** @hidden */
  120300. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120301. world: any;
  120302. name: string;
  120303. BJSOIMO: any;
  120304. private _raycastResult;
  120305. constructor(iterations?: number, oimoInjection?: any);
  120306. setGravity(gravity: Vector3): void;
  120307. setTimeStep(timeStep: number): void;
  120308. getTimeStep(): number;
  120309. private _tmpImpostorsArray;
  120310. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120311. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120312. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120313. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120314. private _tmpPositionVector;
  120315. removePhysicsBody(impostor: PhysicsImpostor): void;
  120316. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120317. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120318. isSupported(): boolean;
  120319. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120320. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120321. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120322. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120323. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120324. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120325. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120326. getBodyMass(impostor: PhysicsImpostor): number;
  120327. getBodyFriction(impostor: PhysicsImpostor): number;
  120328. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120329. getBodyRestitution(impostor: PhysicsImpostor): number;
  120330. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120331. sleepBody(impostor: PhysicsImpostor): void;
  120332. wakeUpBody(impostor: PhysicsImpostor): void;
  120333. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120334. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120335. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120336. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120337. getRadius(impostor: PhysicsImpostor): number;
  120338. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120339. dispose(): void;
  120340. /**
  120341. * Does a raycast in the physics world
  120342. * @param from when should the ray start?
  120343. * @param to when should the ray end?
  120344. * @returns PhysicsRaycastResult
  120345. */
  120346. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120347. }
  120348. }
  120349. declare module BABYLON {
  120350. /**
  120351. * Class containing static functions to help procedurally build meshes
  120352. */
  120353. export class RibbonBuilder {
  120354. /**
  120355. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120356. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120357. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120358. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120359. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  120360. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  120361. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  120362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120363. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120364. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120365. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  120366. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120367. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  120368. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120369. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120370. * @param name defines the name of the mesh
  120371. * @param options defines the options used to create the mesh
  120372. * @param scene defines the hosting scene
  120373. * @returns the ribbon mesh
  120374. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120375. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120376. */
  120377. static CreateRibbon(name: string, options: {
  120378. pathArray: Vector3[][];
  120379. closeArray?: boolean;
  120380. closePath?: boolean;
  120381. offset?: number;
  120382. updatable?: boolean;
  120383. sideOrientation?: number;
  120384. frontUVs?: Vector4;
  120385. backUVs?: Vector4;
  120386. instance?: Mesh;
  120387. invertUV?: boolean;
  120388. uvs?: Vector2[];
  120389. colors?: Color4[];
  120390. }, scene?: Nullable<Scene>): Mesh;
  120391. }
  120392. }
  120393. declare module BABYLON {
  120394. /**
  120395. * Class containing static functions to help procedurally build meshes
  120396. */
  120397. export class ShapeBuilder {
  120398. /**
  120399. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120400. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  120401. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120402. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  120403. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120404. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  120405. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  120406. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120407. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120408. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120409. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120410. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120411. * @param name defines the name of the mesh
  120412. * @param options defines the options used to create the mesh
  120413. * @param scene defines the hosting scene
  120414. * @returns the extruded shape mesh
  120415. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120416. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120417. */
  120418. static ExtrudeShape(name: string, options: {
  120419. shape: Vector3[];
  120420. path: Vector3[];
  120421. scale?: number;
  120422. rotation?: number;
  120423. cap?: number;
  120424. updatable?: boolean;
  120425. sideOrientation?: number;
  120426. frontUVs?: Vector4;
  120427. backUVs?: Vector4;
  120428. instance?: Mesh;
  120429. invertUV?: boolean;
  120430. }, scene?: Nullable<Scene>): Mesh;
  120431. /**
  120432. * Creates an custom extruded shape mesh.
  120433. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120434. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  120435. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120436. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  120437. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120438. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  120439. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120440. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120441. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120442. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  120443. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  120444. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120445. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120446. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120447. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120448. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120449. * @param name defines the name of the mesh
  120450. * @param options defines the options used to create the mesh
  120451. * @param scene defines the hosting scene
  120452. * @returns the custom extruded shape mesh
  120453. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120454. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120455. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120456. */
  120457. static ExtrudeShapeCustom(name: string, options: {
  120458. shape: Vector3[];
  120459. path: Vector3[];
  120460. scaleFunction?: any;
  120461. rotationFunction?: any;
  120462. ribbonCloseArray?: boolean;
  120463. ribbonClosePath?: boolean;
  120464. cap?: number;
  120465. updatable?: boolean;
  120466. sideOrientation?: number;
  120467. frontUVs?: Vector4;
  120468. backUVs?: Vector4;
  120469. instance?: Mesh;
  120470. invertUV?: boolean;
  120471. }, scene?: Nullable<Scene>): Mesh;
  120472. private static _ExtrudeShapeGeneric;
  120473. }
  120474. }
  120475. declare module BABYLON {
  120476. /**
  120477. * AmmoJS Physics plugin
  120478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120479. * @see https://github.com/kripken/ammo.js/
  120480. */
  120481. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120482. private _useDeltaForWorldStep;
  120483. /**
  120484. * Reference to the Ammo library
  120485. */
  120486. bjsAMMO: any;
  120487. /**
  120488. * Created ammoJS world which physics bodies are added to
  120489. */
  120490. world: any;
  120491. /**
  120492. * Name of the plugin
  120493. */
  120494. name: string;
  120495. private _timeStep;
  120496. private _fixedTimeStep;
  120497. private _maxSteps;
  120498. private _tmpQuaternion;
  120499. private _tmpAmmoTransform;
  120500. private _tmpAmmoQuaternion;
  120501. private _tmpAmmoConcreteContactResultCallback;
  120502. private _collisionConfiguration;
  120503. private _dispatcher;
  120504. private _overlappingPairCache;
  120505. private _solver;
  120506. private _softBodySolver;
  120507. private _tmpAmmoVectorA;
  120508. private _tmpAmmoVectorB;
  120509. private _tmpAmmoVectorC;
  120510. private _tmpAmmoVectorD;
  120511. private _tmpContactCallbackResult;
  120512. private _tmpAmmoVectorRCA;
  120513. private _tmpAmmoVectorRCB;
  120514. private _raycastResult;
  120515. private static readonly DISABLE_COLLISION_FLAG;
  120516. private static readonly KINEMATIC_FLAG;
  120517. private static readonly DISABLE_DEACTIVATION_FLAG;
  120518. /**
  120519. * Initializes the ammoJS plugin
  120520. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120521. * @param ammoInjection can be used to inject your own ammo reference
  120522. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120523. */
  120524. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120525. /**
  120526. * Sets the gravity of the physics world (m/(s^2))
  120527. * @param gravity Gravity to set
  120528. */
  120529. setGravity(gravity: Vector3): void;
  120530. /**
  120531. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120532. * @param timeStep timestep to use in seconds
  120533. */
  120534. setTimeStep(timeStep: number): void;
  120535. /**
  120536. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  120537. * @param fixedTimeStep fixedTimeStep to use in seconds
  120538. */
  120539. setFixedTimeStep(fixedTimeStep: number): void;
  120540. /**
  120541. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120542. * @param maxSteps the maximum number of steps by the physics engine per frame
  120543. */
  120544. setMaxSteps(maxSteps: number): void;
  120545. /**
  120546. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120547. * @returns the current timestep in seconds
  120548. */
  120549. getTimeStep(): number;
  120550. private _isImpostorInContact;
  120551. private _isImpostorPairInContact;
  120552. private _stepSimulation;
  120553. /**
  120554. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120555. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120556. * After the step the babylon meshes are set to the position of the physics imposters
  120557. * @param delta amount of time to step forward
  120558. * @param impostors array of imposters to update before/after the step
  120559. */
  120560. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120561. /**
  120562. * Update babylon mesh to match physics world object
  120563. * @param impostor imposter to match
  120564. */
  120565. private _afterSoftStep;
  120566. /**
  120567. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120568. * @param impostor imposter to match
  120569. */
  120570. private _ropeStep;
  120571. /**
  120572. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120573. * @param impostor imposter to match
  120574. */
  120575. private _softbodyOrClothStep;
  120576. private _tmpVector;
  120577. private _tmpMatrix;
  120578. /**
  120579. * Applies an impulse on the imposter
  120580. * @param impostor imposter to apply impulse to
  120581. * @param force amount of force to be applied to the imposter
  120582. * @param contactPoint the location to apply the impulse on the imposter
  120583. */
  120584. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120585. /**
  120586. * Applies a force on the imposter
  120587. * @param impostor imposter to apply force
  120588. * @param force amount of force to be applied to the imposter
  120589. * @param contactPoint the location to apply the force on the imposter
  120590. */
  120591. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120592. /**
  120593. * Creates a physics body using the plugin
  120594. * @param impostor the imposter to create the physics body on
  120595. */
  120596. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120597. /**
  120598. * Removes the physics body from the imposter and disposes of the body's memory
  120599. * @param impostor imposter to remove the physics body from
  120600. */
  120601. removePhysicsBody(impostor: PhysicsImpostor): void;
  120602. /**
  120603. * Generates a joint
  120604. * @param impostorJoint the imposter joint to create the joint with
  120605. */
  120606. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120607. /**
  120608. * Removes a joint
  120609. * @param impostorJoint the imposter joint to remove the joint from
  120610. */
  120611. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120612. private _addMeshVerts;
  120613. /**
  120614. * Initialise the soft body vertices to match its object's (mesh) vertices
  120615. * Softbody vertices (nodes) are in world space and to match this
  120616. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120617. * @param impostor to create the softbody for
  120618. */
  120619. private _softVertexData;
  120620. /**
  120621. * Create an impostor's soft body
  120622. * @param impostor to create the softbody for
  120623. */
  120624. private _createSoftbody;
  120625. /**
  120626. * Create cloth for an impostor
  120627. * @param impostor to create the softbody for
  120628. */
  120629. private _createCloth;
  120630. /**
  120631. * Create rope for an impostor
  120632. * @param impostor to create the softbody for
  120633. */
  120634. private _createRope;
  120635. private _addHullVerts;
  120636. private _createShape;
  120637. /**
  120638. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120639. * @param impostor imposter containing the physics body and babylon object
  120640. */
  120641. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120642. /**
  120643. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120644. * @param impostor imposter containing the physics body and babylon object
  120645. * @param newPosition new position
  120646. * @param newRotation new rotation
  120647. */
  120648. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120649. /**
  120650. * If this plugin is supported
  120651. * @returns true if its supported
  120652. */
  120653. isSupported(): boolean;
  120654. /**
  120655. * Sets the linear velocity of the physics body
  120656. * @param impostor imposter to set the velocity on
  120657. * @param velocity velocity to set
  120658. */
  120659. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120660. /**
  120661. * Sets the angular velocity of the physics body
  120662. * @param impostor imposter to set the velocity on
  120663. * @param velocity velocity to set
  120664. */
  120665. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120666. /**
  120667. * gets the linear velocity
  120668. * @param impostor imposter to get linear velocity from
  120669. * @returns linear velocity
  120670. */
  120671. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120672. /**
  120673. * gets the angular velocity
  120674. * @param impostor imposter to get angular velocity from
  120675. * @returns angular velocity
  120676. */
  120677. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120678. /**
  120679. * Sets the mass of physics body
  120680. * @param impostor imposter to set the mass on
  120681. * @param mass mass to set
  120682. */
  120683. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120684. /**
  120685. * Gets the mass of the physics body
  120686. * @param impostor imposter to get the mass from
  120687. * @returns mass
  120688. */
  120689. getBodyMass(impostor: PhysicsImpostor): number;
  120690. /**
  120691. * Gets friction of the impostor
  120692. * @param impostor impostor to get friction from
  120693. * @returns friction value
  120694. */
  120695. getBodyFriction(impostor: PhysicsImpostor): number;
  120696. /**
  120697. * Sets friction of the impostor
  120698. * @param impostor impostor to set friction on
  120699. * @param friction friction value
  120700. */
  120701. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120702. /**
  120703. * Gets restitution of the impostor
  120704. * @param impostor impostor to get restitution from
  120705. * @returns restitution value
  120706. */
  120707. getBodyRestitution(impostor: PhysicsImpostor): number;
  120708. /**
  120709. * Sets resitution of the impostor
  120710. * @param impostor impostor to set resitution on
  120711. * @param restitution resitution value
  120712. */
  120713. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120714. /**
  120715. * Gets pressure inside the impostor
  120716. * @param impostor impostor to get pressure from
  120717. * @returns pressure value
  120718. */
  120719. getBodyPressure(impostor: PhysicsImpostor): number;
  120720. /**
  120721. * Sets pressure inside a soft body impostor
  120722. * Cloth and rope must remain 0 pressure
  120723. * @param impostor impostor to set pressure on
  120724. * @param pressure pressure value
  120725. */
  120726. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120727. /**
  120728. * Gets stiffness of the impostor
  120729. * @param impostor impostor to get stiffness from
  120730. * @returns pressure value
  120731. */
  120732. getBodyStiffness(impostor: PhysicsImpostor): number;
  120733. /**
  120734. * Sets stiffness of the impostor
  120735. * @param impostor impostor to set stiffness on
  120736. * @param stiffness stiffness value from 0 to 1
  120737. */
  120738. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120739. /**
  120740. * Gets velocityIterations of the impostor
  120741. * @param impostor impostor to get velocity iterations from
  120742. * @returns velocityIterations value
  120743. */
  120744. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120745. /**
  120746. * Sets velocityIterations of the impostor
  120747. * @param impostor impostor to set velocity iterations on
  120748. * @param velocityIterations velocityIterations value
  120749. */
  120750. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120751. /**
  120752. * Gets positionIterations of the impostor
  120753. * @param impostor impostor to get position iterations from
  120754. * @returns positionIterations value
  120755. */
  120756. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120757. /**
  120758. * Sets positionIterations of the impostor
  120759. * @param impostor impostor to set position on
  120760. * @param positionIterations positionIterations value
  120761. */
  120762. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120763. /**
  120764. * Append an anchor to a cloth object
  120765. * @param impostor is the cloth impostor to add anchor to
  120766. * @param otherImpostor is the rigid impostor to anchor to
  120767. * @param width ratio across width from 0 to 1
  120768. * @param height ratio up height from 0 to 1
  120769. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120770. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120771. */
  120772. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120773. /**
  120774. * Append an hook to a rope object
  120775. * @param impostor is the rope impostor to add hook to
  120776. * @param otherImpostor is the rigid impostor to hook to
  120777. * @param length ratio along the rope from 0 to 1
  120778. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120779. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120780. */
  120781. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120782. /**
  120783. * Sleeps the physics body and stops it from being active
  120784. * @param impostor impostor to sleep
  120785. */
  120786. sleepBody(impostor: PhysicsImpostor): void;
  120787. /**
  120788. * Activates the physics body
  120789. * @param impostor impostor to activate
  120790. */
  120791. wakeUpBody(impostor: PhysicsImpostor): void;
  120792. /**
  120793. * Updates the distance parameters of the joint
  120794. * @param joint joint to update
  120795. * @param maxDistance maximum distance of the joint
  120796. * @param minDistance minimum distance of the joint
  120797. */
  120798. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120799. /**
  120800. * Sets a motor on the joint
  120801. * @param joint joint to set motor on
  120802. * @param speed speed of the motor
  120803. * @param maxForce maximum force of the motor
  120804. * @param motorIndex index of the motor
  120805. */
  120806. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120807. /**
  120808. * Sets the motors limit
  120809. * @param joint joint to set limit on
  120810. * @param upperLimit upper limit
  120811. * @param lowerLimit lower limit
  120812. */
  120813. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120814. /**
  120815. * Syncs the position and rotation of a mesh with the impostor
  120816. * @param mesh mesh to sync
  120817. * @param impostor impostor to update the mesh with
  120818. */
  120819. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120820. /**
  120821. * Gets the radius of the impostor
  120822. * @param impostor impostor to get radius from
  120823. * @returns the radius
  120824. */
  120825. getRadius(impostor: PhysicsImpostor): number;
  120826. /**
  120827. * Gets the box size of the impostor
  120828. * @param impostor impostor to get box size from
  120829. * @param result the resulting box size
  120830. */
  120831. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120832. /**
  120833. * Disposes of the impostor
  120834. */
  120835. dispose(): void;
  120836. /**
  120837. * Does a raycast in the physics world
  120838. * @param from when should the ray start?
  120839. * @param to when should the ray end?
  120840. * @returns PhysicsRaycastResult
  120841. */
  120842. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120843. }
  120844. }
  120845. declare module BABYLON {
  120846. interface AbstractScene {
  120847. /**
  120848. * The list of reflection probes added to the scene
  120849. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120850. */
  120851. reflectionProbes: Array<ReflectionProbe>;
  120852. /**
  120853. * Removes the given reflection probe from this scene.
  120854. * @param toRemove The reflection probe to remove
  120855. * @returns The index of the removed reflection probe
  120856. */
  120857. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120858. /**
  120859. * Adds the given reflection probe to this scene.
  120860. * @param newReflectionProbe The reflection probe to add
  120861. */
  120862. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120863. }
  120864. /**
  120865. * Class used to generate realtime reflection / refraction cube textures
  120866. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120867. */
  120868. export class ReflectionProbe {
  120869. /** defines the name of the probe */
  120870. name: string;
  120871. private _scene;
  120872. private _renderTargetTexture;
  120873. private _projectionMatrix;
  120874. private _viewMatrix;
  120875. private _target;
  120876. private _add;
  120877. private _attachedMesh;
  120878. private _invertYAxis;
  120879. /** Gets or sets probe position (center of the cube map) */
  120880. position: Vector3;
  120881. /**
  120882. * Creates a new reflection probe
  120883. * @param name defines the name of the probe
  120884. * @param size defines the texture resolution (for each face)
  120885. * @param scene defines the hosting scene
  120886. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120887. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120888. */
  120889. constructor(
  120890. /** defines the name of the probe */
  120891. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120892. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120893. samples: number;
  120894. /** Gets or sets the refresh rate to use (on every frame by default) */
  120895. refreshRate: number;
  120896. /**
  120897. * Gets the hosting scene
  120898. * @returns a Scene
  120899. */
  120900. getScene(): Scene;
  120901. /** Gets the internal CubeTexture used to render to */
  120902. readonly cubeTexture: RenderTargetTexture;
  120903. /** Gets the list of meshes to render */
  120904. readonly renderList: Nullable<AbstractMesh[]>;
  120905. /**
  120906. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120907. * @param mesh defines the mesh to attach to
  120908. */
  120909. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120910. /**
  120911. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120912. * @param renderingGroupId The rendering group id corresponding to its index
  120913. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120914. */
  120915. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120916. /**
  120917. * Clean all associated resources
  120918. */
  120919. dispose(): void;
  120920. /**
  120921. * Converts the reflection probe information to a readable string for debug purpose.
  120922. * @param fullDetails Supports for multiple levels of logging within scene loading
  120923. * @returns the human readable reflection probe info
  120924. */
  120925. toString(fullDetails?: boolean): string;
  120926. /**
  120927. * Get the class name of the relfection probe.
  120928. * @returns "ReflectionProbe"
  120929. */
  120930. getClassName(): string;
  120931. /**
  120932. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120933. * @returns The JSON representation of the texture
  120934. */
  120935. serialize(): any;
  120936. /**
  120937. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120938. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120939. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120940. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120941. * @returns The parsed reflection probe if successful
  120942. */
  120943. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120944. }
  120945. }
  120946. declare module BABYLON {
  120947. /** @hidden */
  120948. export var _BabylonLoaderRegistered: boolean;
  120949. /**
  120950. * Helps setting up some configuration for the babylon file loader.
  120951. */
  120952. export class BabylonFileLoaderConfiguration {
  120953. /**
  120954. * The loader does not allow injecting custom physix engine into the plugins.
  120955. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120956. * So you could set this variable to your engine import to make it work.
  120957. */
  120958. static LoaderInjectedPhysicsEngine: any;
  120959. }
  120960. }
  120961. declare module BABYLON {
  120962. /**
  120963. * The Physically based simple base material of BJS.
  120964. *
  120965. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120966. * It is used as the base class for both the specGloss and metalRough conventions.
  120967. */
  120968. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120969. /**
  120970. * Number of Simultaneous lights allowed on the material.
  120971. */
  120972. maxSimultaneousLights: number;
  120973. /**
  120974. * If sets to true, disables all the lights affecting the material.
  120975. */
  120976. disableLighting: boolean;
  120977. /**
  120978. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120979. */
  120980. environmentTexture: BaseTexture;
  120981. /**
  120982. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120983. */
  120984. invertNormalMapX: boolean;
  120985. /**
  120986. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120987. */
  120988. invertNormalMapY: boolean;
  120989. /**
  120990. * Normal map used in the model.
  120991. */
  120992. normalTexture: BaseTexture;
  120993. /**
  120994. * Emissivie color used to self-illuminate the model.
  120995. */
  120996. emissiveColor: Color3;
  120997. /**
  120998. * Emissivie texture used to self-illuminate the model.
  120999. */
  121000. emissiveTexture: BaseTexture;
  121001. /**
  121002. * Occlusion Channel Strenght.
  121003. */
  121004. occlusionStrength: number;
  121005. /**
  121006. * Occlusion Texture of the material (adding extra occlusion effects).
  121007. */
  121008. occlusionTexture: BaseTexture;
  121009. /**
  121010. * Defines the alpha limits in alpha test mode.
  121011. */
  121012. alphaCutOff: number;
  121013. /**
  121014. * Gets the current double sided mode.
  121015. */
  121016. /**
  121017. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  121018. */
  121019. doubleSided: boolean;
  121020. /**
  121021. * Stores the pre-calculated light information of a mesh in a texture.
  121022. */
  121023. lightmapTexture: BaseTexture;
  121024. /**
  121025. * If true, the light map contains occlusion information instead of lighting info.
  121026. */
  121027. useLightmapAsShadowmap: boolean;
  121028. /**
  121029. * Instantiates a new PBRMaterial instance.
  121030. *
  121031. * @param name The material name
  121032. * @param scene The scene the material will be use in.
  121033. */
  121034. constructor(name: string, scene: Scene);
  121035. getClassName(): string;
  121036. }
  121037. }
  121038. declare module BABYLON {
  121039. /**
  121040. * The PBR material of BJS following the metal roughness convention.
  121041. *
  121042. * This fits to the PBR convention in the GLTF definition:
  121043. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  121044. */
  121045. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  121046. /**
  121047. * The base color has two different interpretations depending on the value of metalness.
  121048. * When the material is a metal, the base color is the specific measured reflectance value
  121049. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  121050. * of the material.
  121051. */
  121052. baseColor: Color3;
  121053. /**
  121054. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  121055. * well as opacity information in the alpha channel.
  121056. */
  121057. baseTexture: BaseTexture;
  121058. /**
  121059. * Specifies the metallic scalar value of the material.
  121060. * Can also be used to scale the metalness values of the metallic texture.
  121061. */
  121062. metallic: number;
  121063. /**
  121064. * Specifies the roughness scalar value of the material.
  121065. * Can also be used to scale the roughness values of the metallic texture.
  121066. */
  121067. roughness: number;
  121068. /**
  121069. * Texture containing both the metallic value in the B channel and the
  121070. * roughness value in the G channel to keep better precision.
  121071. */
  121072. metallicRoughnessTexture: BaseTexture;
  121073. /**
  121074. * Instantiates a new PBRMetalRoughnessMaterial instance.
  121075. *
  121076. * @param name The material name
  121077. * @param scene The scene the material will be use in.
  121078. */
  121079. constructor(name: string, scene: Scene);
  121080. /**
  121081. * Return the currrent class name of the material.
  121082. */
  121083. getClassName(): string;
  121084. /**
  121085. * Makes a duplicate of the current material.
  121086. * @param name - name to use for the new material.
  121087. */
  121088. clone(name: string): PBRMetallicRoughnessMaterial;
  121089. /**
  121090. * Serialize the material to a parsable JSON object.
  121091. */
  121092. serialize(): any;
  121093. /**
  121094. * Parses a JSON object correponding to the serialize function.
  121095. */
  121096. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  121097. }
  121098. }
  121099. declare module BABYLON {
  121100. /**
  121101. * The PBR material of BJS following the specular glossiness convention.
  121102. *
  121103. * This fits to the PBR convention in the GLTF definition:
  121104. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  121105. */
  121106. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  121107. /**
  121108. * Specifies the diffuse color of the material.
  121109. */
  121110. diffuseColor: Color3;
  121111. /**
  121112. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  121113. * channel.
  121114. */
  121115. diffuseTexture: BaseTexture;
  121116. /**
  121117. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  121118. */
  121119. specularColor: Color3;
  121120. /**
  121121. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  121122. */
  121123. glossiness: number;
  121124. /**
  121125. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  121126. */
  121127. specularGlossinessTexture: BaseTexture;
  121128. /**
  121129. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  121130. *
  121131. * @param name The material name
  121132. * @param scene The scene the material will be use in.
  121133. */
  121134. constructor(name: string, scene: Scene);
  121135. /**
  121136. * Return the currrent class name of the material.
  121137. */
  121138. getClassName(): string;
  121139. /**
  121140. * Makes a duplicate of the current material.
  121141. * @param name - name to use for the new material.
  121142. */
  121143. clone(name: string): PBRSpecularGlossinessMaterial;
  121144. /**
  121145. * Serialize the material to a parsable JSON object.
  121146. */
  121147. serialize(): any;
  121148. /**
  121149. * Parses a JSON object correponding to the serialize function.
  121150. */
  121151. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  121152. }
  121153. }
  121154. declare module BABYLON {
  121155. /**
  121156. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  121157. * It can help converting any input color in a desired output one. This can then be used to create effects
  121158. * from sepia, black and white to sixties or futuristic rendering...
  121159. *
  121160. * The only supported format is currently 3dl.
  121161. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  121162. */
  121163. export class ColorGradingTexture extends BaseTexture {
  121164. /**
  121165. * The current texture matrix. (will always be identity in color grading texture)
  121166. */
  121167. private _textureMatrix;
  121168. /**
  121169. * The texture URL.
  121170. */
  121171. url: string;
  121172. /**
  121173. * Empty line regex stored for GC.
  121174. */
  121175. private static _noneEmptyLineRegex;
  121176. private _engine;
  121177. /**
  121178. * Instantiates a ColorGradingTexture from the following parameters.
  121179. *
  121180. * @param url The location of the color gradind data (currently only supporting 3dl)
  121181. * @param scene The scene the texture will be used in
  121182. */
  121183. constructor(url: string, scene: Scene);
  121184. /**
  121185. * Returns the texture matrix used in most of the material.
  121186. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  121187. */
  121188. getTextureMatrix(): Matrix;
  121189. /**
  121190. * Occurs when the file being loaded is a .3dl LUT file.
  121191. */
  121192. private load3dlTexture;
  121193. /**
  121194. * Starts the loading process of the texture.
  121195. */
  121196. private loadTexture;
  121197. /**
  121198. * Clones the color gradind texture.
  121199. */
  121200. clone(): ColorGradingTexture;
  121201. /**
  121202. * Called during delayed load for textures.
  121203. */
  121204. delayLoad(): void;
  121205. /**
  121206. * Parses a color grading texture serialized by Babylon.
  121207. * @param parsedTexture The texture information being parsedTexture
  121208. * @param scene The scene to load the texture in
  121209. * @param rootUrl The root url of the data assets to load
  121210. * @return A color gradind texture
  121211. */
  121212. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  121213. /**
  121214. * Serializes the LUT texture to json format.
  121215. */
  121216. serialize(): any;
  121217. }
  121218. }
  121219. declare module BABYLON {
  121220. /**
  121221. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  121222. */
  121223. export class EquiRectangularCubeTexture extends BaseTexture {
  121224. /** The six faces of the cube. */
  121225. private static _FacesMapping;
  121226. private _noMipmap;
  121227. private _onLoad;
  121228. private _onError;
  121229. /** The size of the cubemap. */
  121230. private _size;
  121231. /** The buffer of the image. */
  121232. private _buffer;
  121233. /** The width of the input image. */
  121234. private _width;
  121235. /** The height of the input image. */
  121236. private _height;
  121237. /** The URL to the image. */
  121238. url: string;
  121239. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  121240. coordinatesMode: number;
  121241. /**
  121242. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  121243. * @param url The location of the image
  121244. * @param scene The scene the texture will be used in
  121245. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  121246. * @param noMipmap Forces to not generate the mipmap if true
  121247. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  121248. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  121249. * @param onLoad — defines a callback called when texture is loaded
  121250. * @param onError — defines a callback called if there is an error
  121251. */
  121252. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  121253. /**
  121254. * Load the image data, by putting the image on a canvas and extracting its buffer.
  121255. */
  121256. private loadImage;
  121257. /**
  121258. * Convert the image buffer into a cubemap and create a CubeTexture.
  121259. */
  121260. private loadTexture;
  121261. /**
  121262. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  121263. * @param buffer The ArrayBuffer that should be converted.
  121264. * @returns The buffer as Float32Array.
  121265. */
  121266. private getFloat32ArrayFromArrayBuffer;
  121267. /**
  121268. * Get the current class name of the texture useful for serialization or dynamic coding.
  121269. * @returns "EquiRectangularCubeTexture"
  121270. */
  121271. getClassName(): string;
  121272. /**
  121273. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121274. * @returns A clone of the current EquiRectangularCubeTexture.
  121275. */
  121276. clone(): EquiRectangularCubeTexture;
  121277. }
  121278. }
  121279. declare module BABYLON {
  121280. /**
  121281. * Based on jsTGALoader - Javascript loader for TGA file
  121282. * By Vincent Thibault
  121283. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121284. */
  121285. export class TGATools {
  121286. private static _TYPE_INDEXED;
  121287. private static _TYPE_RGB;
  121288. private static _TYPE_GREY;
  121289. private static _TYPE_RLE_INDEXED;
  121290. private static _TYPE_RLE_RGB;
  121291. private static _TYPE_RLE_GREY;
  121292. private static _ORIGIN_MASK;
  121293. private static _ORIGIN_SHIFT;
  121294. private static _ORIGIN_BL;
  121295. private static _ORIGIN_BR;
  121296. private static _ORIGIN_UL;
  121297. private static _ORIGIN_UR;
  121298. /**
  121299. * Gets the header of a TGA file
  121300. * @param data defines the TGA data
  121301. * @returns the header
  121302. */
  121303. static GetTGAHeader(data: Uint8Array): any;
  121304. /**
  121305. * Uploads TGA content to a Babylon Texture
  121306. * @hidden
  121307. */
  121308. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121309. /** @hidden */
  121310. 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;
  121311. /** @hidden */
  121312. 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;
  121313. /** @hidden */
  121314. 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;
  121315. /** @hidden */
  121316. 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;
  121317. /** @hidden */
  121318. 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;
  121319. /** @hidden */
  121320. 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;
  121321. }
  121322. }
  121323. declare module BABYLON {
  121324. /**
  121325. * Implementation of the TGA Texture Loader.
  121326. * @hidden
  121327. */
  121328. export class _TGATextureLoader implements IInternalTextureLoader {
  121329. /**
  121330. * Defines wether the loader supports cascade loading the different faces.
  121331. */
  121332. readonly supportCascades: boolean;
  121333. /**
  121334. * This returns if the loader support the current file information.
  121335. * @param extension defines the file extension of the file being loaded
  121336. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121337. * @param fallback defines the fallback internal texture if any
  121338. * @param isBase64 defines whether the texture is encoded as a base64
  121339. * @param isBuffer defines whether the texture data are stored as a buffer
  121340. * @returns true if the loader can load the specified file
  121341. */
  121342. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121343. /**
  121344. * Transform the url before loading if required.
  121345. * @param rootUrl the url of the texture
  121346. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121347. * @returns the transformed texture
  121348. */
  121349. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121350. /**
  121351. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121352. * @param rootUrl the url of the texture
  121353. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121354. * @returns the fallback texture
  121355. */
  121356. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121357. /**
  121358. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121359. * @param data contains the texture data
  121360. * @param texture defines the BabylonJS internal texture
  121361. * @param createPolynomials will be true if polynomials have been requested
  121362. * @param onLoad defines the callback to trigger once the texture is ready
  121363. * @param onError defines the callback to trigger in case of error
  121364. */
  121365. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121366. /**
  121367. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121368. * @param data contains the texture data
  121369. * @param texture defines the BabylonJS internal texture
  121370. * @param callback defines the method to call once ready to upload
  121371. */
  121372. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121373. }
  121374. }
  121375. declare module BABYLON {
  121376. /**
  121377. * Info about the .basis files
  121378. */
  121379. class BasisFileInfo {
  121380. /**
  121381. * If the file has alpha
  121382. */
  121383. hasAlpha: boolean;
  121384. /**
  121385. * Info about each image of the basis file
  121386. */
  121387. images: Array<{
  121388. levels: Array<{
  121389. width: number;
  121390. height: number;
  121391. transcodedPixels: ArrayBufferView;
  121392. }>;
  121393. }>;
  121394. }
  121395. /**
  121396. * Result of transcoding a basis file
  121397. */
  121398. class TranscodeResult {
  121399. /**
  121400. * Info about the .basis file
  121401. */
  121402. fileInfo: BasisFileInfo;
  121403. /**
  121404. * Format to use when loading the file
  121405. */
  121406. format: number;
  121407. }
  121408. /**
  121409. * Configuration options for the Basis transcoder
  121410. */
  121411. export class BasisTranscodeConfiguration {
  121412. /**
  121413. * Supported compression formats used to determine the supported output format of the transcoder
  121414. */
  121415. supportedCompressionFormats?: {
  121416. /**
  121417. * etc1 compression format
  121418. */
  121419. etc1?: boolean;
  121420. /**
  121421. * s3tc compression format
  121422. */
  121423. s3tc?: boolean;
  121424. /**
  121425. * pvrtc compression format
  121426. */
  121427. pvrtc?: boolean;
  121428. /**
  121429. * etc2 compression format
  121430. */
  121431. etc2?: boolean;
  121432. };
  121433. /**
  121434. * If mipmap levels should be loaded for transcoded images (Default: true)
  121435. */
  121436. loadMipmapLevels?: boolean;
  121437. /**
  121438. * Index of a single image to load (Default: all images)
  121439. */
  121440. loadSingleImage?: number;
  121441. }
  121442. /**
  121443. * Used to load .Basis files
  121444. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121445. */
  121446. export class BasisTools {
  121447. private static _IgnoreSupportedFormats;
  121448. /**
  121449. * URL to use when loading the basis transcoder
  121450. */
  121451. static JSModuleURL: string;
  121452. /**
  121453. * URL to use when loading the wasm module for the transcoder
  121454. */
  121455. static WasmModuleURL: string;
  121456. /**
  121457. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121458. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121459. * @returns internal format corresponding to the Basis format
  121460. */
  121461. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121462. private static _WorkerPromise;
  121463. private static _Worker;
  121464. private static _actionId;
  121465. private static _CreateWorkerAsync;
  121466. /**
  121467. * Transcodes a loaded image file to compressed pixel data
  121468. * @param imageData image data to transcode
  121469. * @param config configuration options for the transcoding
  121470. * @returns a promise resulting in the transcoded image
  121471. */
  121472. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121473. /**
  121474. * Loads a texture from the transcode result
  121475. * @param texture texture load to
  121476. * @param transcodeResult the result of transcoding the basis file to load from
  121477. */
  121478. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121479. }
  121480. }
  121481. declare module BABYLON {
  121482. /**
  121483. * Loader for .basis file format
  121484. */
  121485. export class _BasisTextureLoader implements IInternalTextureLoader {
  121486. /**
  121487. * Defines whether the loader supports cascade loading the different faces.
  121488. */
  121489. readonly supportCascades: boolean;
  121490. /**
  121491. * This returns if the loader support the current file information.
  121492. * @param extension defines the file extension of the file being loaded
  121493. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121494. * @param fallback defines the fallback internal texture if any
  121495. * @param isBase64 defines whether the texture is encoded as a base64
  121496. * @param isBuffer defines whether the texture data are stored as a buffer
  121497. * @returns true if the loader can load the specified file
  121498. */
  121499. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121500. /**
  121501. * Transform the url before loading if required.
  121502. * @param rootUrl the url of the texture
  121503. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121504. * @returns the transformed texture
  121505. */
  121506. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121507. /**
  121508. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121509. * @param rootUrl the url of the texture
  121510. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121511. * @returns the fallback texture
  121512. */
  121513. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121514. /**
  121515. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121516. * @param data contains the texture data
  121517. * @param texture defines the BabylonJS internal texture
  121518. * @param createPolynomials will be true if polynomials have been requested
  121519. * @param onLoad defines the callback to trigger once the texture is ready
  121520. * @param onError defines the callback to trigger in case of error
  121521. */
  121522. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121523. /**
  121524. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121525. * @param data contains the texture data
  121526. * @param texture defines the BabylonJS internal texture
  121527. * @param callback defines the method to call once ready to upload
  121528. */
  121529. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121530. }
  121531. }
  121532. declare module BABYLON {
  121533. /**
  121534. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  121535. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121536. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121537. */
  121538. export class CustomProceduralTexture extends ProceduralTexture {
  121539. private _animate;
  121540. private _time;
  121541. private _config;
  121542. private _texturePath;
  121543. /**
  121544. * Instantiates a new Custom Procedural Texture.
  121545. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  121546. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121547. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121548. * @param name Define the name of the texture
  121549. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121550. * @param size Define the size of the texture to create
  121551. * @param scene Define the scene the texture belongs to
  121552. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121553. * @param generateMipMaps Define if the texture should creates mip maps or not
  121554. */
  121555. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121556. private _loadJson;
  121557. /**
  121558. * Is the texture ready to be used ? (rendered at least once)
  121559. * @returns true if ready, otherwise, false.
  121560. */
  121561. isReady(): boolean;
  121562. /**
  121563. * Render the texture to its associated render target.
  121564. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121565. */
  121566. render(useCameraPostProcess?: boolean): void;
  121567. /**
  121568. * Update the list of dependant textures samplers in the shader.
  121569. */
  121570. updateTextures(): void;
  121571. /**
  121572. * Update the uniform values of the procedural texture in the shader.
  121573. */
  121574. updateShaderUniforms(): void;
  121575. /**
  121576. * Define if the texture animates or not.
  121577. */
  121578. animate: boolean;
  121579. }
  121580. }
  121581. declare module BABYLON {
  121582. /** @hidden */
  121583. export var noisePixelShader: {
  121584. name: string;
  121585. shader: string;
  121586. };
  121587. }
  121588. declare module BABYLON {
  121589. /**
  121590. * Class used to generate noise procedural textures
  121591. */
  121592. export class NoiseProceduralTexture extends ProceduralTexture {
  121593. private _time;
  121594. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121595. brightness: number;
  121596. /** Defines the number of octaves to process */
  121597. octaves: number;
  121598. /** Defines the level of persistence (0.8 by default) */
  121599. persistence: number;
  121600. /** Gets or sets animation speed factor (default is 1) */
  121601. animationSpeedFactor: number;
  121602. /**
  121603. * Creates a new NoiseProceduralTexture
  121604. * @param name defines the name fo the texture
  121605. * @param size defines the size of the texture (default is 256)
  121606. * @param scene defines the hosting scene
  121607. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121608. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121609. */
  121610. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121611. private _updateShaderUniforms;
  121612. protected _getDefines(): string;
  121613. /** Generate the current state of the procedural texture */
  121614. render(useCameraPostProcess?: boolean): void;
  121615. /**
  121616. * Serializes this noise procedural texture
  121617. * @returns a serialized noise procedural texture object
  121618. */
  121619. serialize(): any;
  121620. /**
  121621. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121622. * @param parsedTexture defines parsed texture data
  121623. * @param scene defines the current scene
  121624. * @param rootUrl defines the root URL containing noise procedural texture information
  121625. * @returns a parsed NoiseProceduralTexture
  121626. */
  121627. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121628. }
  121629. }
  121630. declare module BABYLON {
  121631. /**
  121632. * Raw cube texture where the raw buffers are passed in
  121633. */
  121634. export class RawCubeTexture extends CubeTexture {
  121635. /**
  121636. * Creates a cube texture where the raw buffers are passed in.
  121637. * @param scene defines the scene the texture is attached to
  121638. * @param data defines the array of data to use to create each face
  121639. * @param size defines the size of the textures
  121640. * @param format defines the format of the data
  121641. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121642. * @param generateMipMaps defines if the engine should generate the mip levels
  121643. * @param invertY defines if data must be stored with Y axis inverted
  121644. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121645. * @param compression defines the compression used (null by default)
  121646. */
  121647. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121648. /**
  121649. * Updates the raw cube texture.
  121650. * @param data defines the data to store
  121651. * @param format defines the data format
  121652. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121653. * @param invertY defines if data must be stored with Y axis inverted
  121654. * @param compression defines the compression used (null by default)
  121655. * @param level defines which level of the texture to update
  121656. */
  121657. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121658. /**
  121659. * Updates a raw cube texture with RGBD encoded data.
  121660. * @param data defines the array of data [mipmap][face] to use to create each face
  121661. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121662. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121663. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121664. * @returns a promsie that resolves when the operation is complete
  121665. */
  121666. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121667. /**
  121668. * Clones the raw cube texture.
  121669. * @return a new cube texture
  121670. */
  121671. clone(): CubeTexture;
  121672. /** @hidden */
  121673. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121674. }
  121675. }
  121676. declare module BABYLON {
  121677. /**
  121678. * Class used to store 3D textures containing user data
  121679. */
  121680. export class RawTexture3D extends Texture {
  121681. /** Gets or sets the texture format to use */
  121682. format: number;
  121683. private _engine;
  121684. /**
  121685. * Create a new RawTexture3D
  121686. * @param data defines the data of the texture
  121687. * @param width defines the width of the texture
  121688. * @param height defines the height of the texture
  121689. * @param depth defines the depth of the texture
  121690. * @param format defines the texture format to use
  121691. * @param scene defines the hosting scene
  121692. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121693. * @param invertY defines if texture must be stored with Y axis inverted
  121694. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121695. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121696. */
  121697. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121698. /** Gets or sets the texture format to use */
  121699. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121700. /**
  121701. * Update the texture with new data
  121702. * @param data defines the data to store in the texture
  121703. */
  121704. update(data: ArrayBufferView): void;
  121705. }
  121706. }
  121707. declare module BABYLON {
  121708. /**
  121709. * Class used to store 2D array textures containing user data
  121710. */
  121711. export class RawTexture2DArray extends Texture {
  121712. /** Gets or sets the texture format to use */
  121713. format: number;
  121714. private _engine;
  121715. /**
  121716. * Create a new RawTexture2DArray
  121717. * @param data defines the data of the texture
  121718. * @param width defines the width of the texture
  121719. * @param height defines the height of the texture
  121720. * @param depth defines the number of layers of the texture
  121721. * @param format defines the texture format to use
  121722. * @param scene defines the hosting scene
  121723. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121724. * @param invertY defines if texture must be stored with Y axis inverted
  121725. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121726. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121727. */
  121728. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121729. /** Gets or sets the texture format to use */
  121730. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121731. /**
  121732. * Update the texture with new data
  121733. * @param data defines the data to store in the texture
  121734. */
  121735. update(data: ArrayBufferView): void;
  121736. }
  121737. }
  121738. declare module BABYLON {
  121739. /**
  121740. * Creates a refraction texture used by refraction channel of the standard material.
  121741. * It is like a mirror but to see through a material.
  121742. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121743. */
  121744. export class RefractionTexture extends RenderTargetTexture {
  121745. /**
  121746. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121747. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  121748. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121749. */
  121750. refractionPlane: Plane;
  121751. /**
  121752. * Define how deep under the surface we should see.
  121753. */
  121754. depth: number;
  121755. /**
  121756. * Creates a refraction texture used by refraction channel of the standard material.
  121757. * It is like a mirror but to see through a material.
  121758. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121759. * @param name Define the texture name
  121760. * @param size Define the size of the underlying texture
  121761. * @param scene Define the scene the refraction belongs to
  121762. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121763. */
  121764. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121765. /**
  121766. * Clone the refraction texture.
  121767. * @returns the cloned texture
  121768. */
  121769. clone(): RefractionTexture;
  121770. /**
  121771. * Serialize the texture to a JSON representation you could use in Parse later on
  121772. * @returns the serialized JSON representation
  121773. */
  121774. serialize(): any;
  121775. }
  121776. }
  121777. declare module BABYLON {
  121778. /**
  121779. * Defines the options related to the creation of an HtmlElementTexture
  121780. */
  121781. export interface IHtmlElementTextureOptions {
  121782. /**
  121783. * Defines wether mip maps should be created or not.
  121784. */
  121785. generateMipMaps?: boolean;
  121786. /**
  121787. * Defines the sampling mode of the texture.
  121788. */
  121789. samplingMode?: number;
  121790. /**
  121791. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121792. */
  121793. engine: Nullable<ThinEngine>;
  121794. /**
  121795. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121796. */
  121797. scene: Nullable<Scene>;
  121798. }
  121799. /**
  121800. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121801. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121802. * is automatically managed.
  121803. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121804. * in your application.
  121805. *
  121806. * As the update is not automatic, you need to call them manually.
  121807. */
  121808. export class HtmlElementTexture extends BaseTexture {
  121809. /**
  121810. * The texture URL.
  121811. */
  121812. element: HTMLVideoElement | HTMLCanvasElement;
  121813. private static readonly DefaultOptions;
  121814. private _textureMatrix;
  121815. private _engine;
  121816. private _isVideo;
  121817. private _generateMipMaps;
  121818. private _samplingMode;
  121819. /**
  121820. * Instantiates a HtmlElementTexture from the following parameters.
  121821. *
  121822. * @param name Defines the name of the texture
  121823. * @param element Defines the video or canvas the texture is filled with
  121824. * @param options Defines the other none mandatory texture creation options
  121825. */
  121826. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121827. private _createInternalTexture;
  121828. /**
  121829. * Returns the texture matrix used in most of the material.
  121830. */
  121831. getTextureMatrix(): Matrix;
  121832. /**
  121833. * Updates the content of the texture.
  121834. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121835. */
  121836. update(invertY?: Nullable<boolean>): void;
  121837. }
  121838. }
  121839. declare module BABYLON {
  121840. /**
  121841. * Enum used to define the target of a block
  121842. */
  121843. export enum NodeMaterialBlockTargets {
  121844. /** Vertex shader */
  121845. Vertex = 1,
  121846. /** Fragment shader */
  121847. Fragment = 2,
  121848. /** Neutral */
  121849. Neutral = 4,
  121850. /** Vertex and Fragment */
  121851. VertexAndFragment = 3
  121852. }
  121853. }
  121854. declare module BABYLON {
  121855. /**
  121856. * Defines the kind of connection point for node based material
  121857. */
  121858. export enum NodeMaterialBlockConnectionPointTypes {
  121859. /** Float */
  121860. Float = 1,
  121861. /** Int */
  121862. Int = 2,
  121863. /** Vector2 */
  121864. Vector2 = 4,
  121865. /** Vector3 */
  121866. Vector3 = 8,
  121867. /** Vector4 */
  121868. Vector4 = 16,
  121869. /** Color3 */
  121870. Color3 = 32,
  121871. /** Color4 */
  121872. Color4 = 64,
  121873. /** Matrix */
  121874. Matrix = 128,
  121875. /** Detect type based on connection */
  121876. AutoDetect = 1024,
  121877. /** Output type that will be defined by input type */
  121878. BasedOnInput = 2048
  121879. }
  121880. }
  121881. declare module BABYLON {
  121882. /**
  121883. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121884. */
  121885. export enum NodeMaterialBlockConnectionPointMode {
  121886. /** Value is an uniform */
  121887. Uniform = 0,
  121888. /** Value is a mesh attribute */
  121889. Attribute = 1,
  121890. /** Value is a varying between vertex and fragment shaders */
  121891. Varying = 2,
  121892. /** Mode is undefined */
  121893. Undefined = 3
  121894. }
  121895. }
  121896. declare module BABYLON {
  121897. /**
  121898. * Enum used to define system values e.g. values automatically provided by the system
  121899. */
  121900. export enum NodeMaterialSystemValues {
  121901. /** World */
  121902. World = 1,
  121903. /** View */
  121904. View = 2,
  121905. /** Projection */
  121906. Projection = 3,
  121907. /** ViewProjection */
  121908. ViewProjection = 4,
  121909. /** WorldView */
  121910. WorldView = 5,
  121911. /** WorldViewProjection */
  121912. WorldViewProjection = 6,
  121913. /** CameraPosition */
  121914. CameraPosition = 7,
  121915. /** Fog Color */
  121916. FogColor = 8,
  121917. /** Delta time */
  121918. DeltaTime = 9
  121919. }
  121920. }
  121921. declare module BABYLON {
  121922. /**
  121923. * Root class for all node material optimizers
  121924. */
  121925. export class NodeMaterialOptimizer {
  121926. /**
  121927. * Function used to optimize a NodeMaterial graph
  121928. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121929. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121930. */
  121931. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121932. }
  121933. }
  121934. declare module BABYLON {
  121935. /**
  121936. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121937. */
  121938. export class TransformBlock extends NodeMaterialBlock {
  121939. /**
  121940. * Defines the value to use to complement W value to transform it to a Vector4
  121941. */
  121942. complementW: number;
  121943. /**
  121944. * Defines the value to use to complement z value to transform it to a Vector4
  121945. */
  121946. complementZ: number;
  121947. /**
  121948. * Creates a new TransformBlock
  121949. * @param name defines the block name
  121950. */
  121951. constructor(name: string);
  121952. /**
  121953. * Gets the current class name
  121954. * @returns the class name
  121955. */
  121956. getClassName(): string;
  121957. /**
  121958. * Gets the vector input
  121959. */
  121960. readonly vector: NodeMaterialConnectionPoint;
  121961. /**
  121962. * Gets the output component
  121963. */
  121964. readonly output: NodeMaterialConnectionPoint;
  121965. /**
  121966. * Gets the matrix transform input
  121967. */
  121968. readonly transform: NodeMaterialConnectionPoint;
  121969. protected _buildBlock(state: NodeMaterialBuildState): this;
  121970. serialize(): any;
  121971. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121972. protected _dumpPropertiesCode(): string;
  121973. }
  121974. }
  121975. declare module BABYLON {
  121976. /**
  121977. * Block used to output the vertex position
  121978. */
  121979. export class VertexOutputBlock extends NodeMaterialBlock {
  121980. /**
  121981. * Creates a new VertexOutputBlock
  121982. * @param name defines the block name
  121983. */
  121984. constructor(name: string);
  121985. /**
  121986. * Gets the current class name
  121987. * @returns the class name
  121988. */
  121989. getClassName(): string;
  121990. /**
  121991. * Gets the vector input component
  121992. */
  121993. readonly vector: NodeMaterialConnectionPoint;
  121994. protected _buildBlock(state: NodeMaterialBuildState): this;
  121995. }
  121996. }
  121997. declare module BABYLON {
  121998. /**
  121999. * Block used to output the final color
  122000. */
  122001. export class FragmentOutputBlock extends NodeMaterialBlock {
  122002. /**
  122003. * Create a new FragmentOutputBlock
  122004. * @param name defines the block name
  122005. */
  122006. constructor(name: string);
  122007. /**
  122008. * Gets the current class name
  122009. * @returns the class name
  122010. */
  122011. getClassName(): string;
  122012. /**
  122013. * Gets the rgba input component
  122014. */
  122015. readonly rgba: NodeMaterialConnectionPoint;
  122016. /**
  122017. * Gets the rgb input component
  122018. */
  122019. readonly rgb: NodeMaterialConnectionPoint;
  122020. /**
  122021. * Gets the a input component
  122022. */
  122023. readonly a: NodeMaterialConnectionPoint;
  122024. protected _buildBlock(state: NodeMaterialBuildState): this;
  122025. }
  122026. }
  122027. declare module BABYLON {
  122028. /**
  122029. * Block used to read a reflection texture from a sampler
  122030. */
  122031. export class ReflectionTextureBlock extends NodeMaterialBlock {
  122032. private _define3DName;
  122033. private _defineCubicName;
  122034. private _defineExplicitName;
  122035. private _defineProjectionName;
  122036. private _defineLocalCubicName;
  122037. private _defineSphericalName;
  122038. private _definePlanarName;
  122039. private _defineEquirectangularName;
  122040. private _defineMirroredEquirectangularFixedName;
  122041. private _defineEquirectangularFixedName;
  122042. private _defineSkyboxName;
  122043. private _cubeSamplerName;
  122044. private _2DSamplerName;
  122045. private _positionUVWName;
  122046. private _directionWName;
  122047. private _reflectionCoordsName;
  122048. private _reflection2DCoordsName;
  122049. private _reflectionColorName;
  122050. private _reflectionMatrixName;
  122051. /**
  122052. * Gets or sets the texture associated with the node
  122053. */
  122054. texture: Nullable<BaseTexture>;
  122055. /**
  122056. * Create a new TextureBlock
  122057. * @param name defines the block name
  122058. */
  122059. constructor(name: string);
  122060. /**
  122061. * Gets the current class name
  122062. * @returns the class name
  122063. */
  122064. getClassName(): string;
  122065. /**
  122066. * Gets the world position input component
  122067. */
  122068. readonly position: NodeMaterialConnectionPoint;
  122069. /**
  122070. * Gets the world position input component
  122071. */
  122072. readonly worldPosition: NodeMaterialConnectionPoint;
  122073. /**
  122074. * Gets the world normal input component
  122075. */
  122076. readonly worldNormal: NodeMaterialConnectionPoint;
  122077. /**
  122078. * Gets the world input component
  122079. */
  122080. readonly world: NodeMaterialConnectionPoint;
  122081. /**
  122082. * Gets the camera (or eye) position component
  122083. */
  122084. readonly cameraPosition: NodeMaterialConnectionPoint;
  122085. /**
  122086. * Gets the view input component
  122087. */
  122088. readonly view: NodeMaterialConnectionPoint;
  122089. /**
  122090. * Gets the rgb output component
  122091. */
  122092. readonly rgb: NodeMaterialConnectionPoint;
  122093. /**
  122094. * Gets the r output component
  122095. */
  122096. readonly r: NodeMaterialConnectionPoint;
  122097. /**
  122098. * Gets the g output component
  122099. */
  122100. readonly g: NodeMaterialConnectionPoint;
  122101. /**
  122102. * Gets the b output component
  122103. */
  122104. readonly b: NodeMaterialConnectionPoint;
  122105. autoConfigure(material: NodeMaterial): void;
  122106. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122107. isReady(): boolean;
  122108. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122109. private _injectVertexCode;
  122110. private _writeOutput;
  122111. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122112. protected _dumpPropertiesCode(): string;
  122113. serialize(): any;
  122114. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122115. }
  122116. }
  122117. declare module BABYLON {
  122118. /**
  122119. * Interface used to configure the node material editor
  122120. */
  122121. export interface INodeMaterialEditorOptions {
  122122. /** Define the URl to load node editor script */
  122123. editorURL?: string;
  122124. }
  122125. /** @hidden */
  122126. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  122127. /** BONES */
  122128. NUM_BONE_INFLUENCERS: number;
  122129. BonesPerMesh: number;
  122130. BONETEXTURE: boolean;
  122131. /** MORPH TARGETS */
  122132. MORPHTARGETS: boolean;
  122133. MORPHTARGETS_NORMAL: boolean;
  122134. MORPHTARGETS_TANGENT: boolean;
  122135. MORPHTARGETS_UV: boolean;
  122136. NUM_MORPH_INFLUENCERS: number;
  122137. /** IMAGE PROCESSING */
  122138. IMAGEPROCESSING: boolean;
  122139. VIGNETTE: boolean;
  122140. VIGNETTEBLENDMODEMULTIPLY: boolean;
  122141. VIGNETTEBLENDMODEOPAQUE: boolean;
  122142. TONEMAPPING: boolean;
  122143. TONEMAPPING_ACES: boolean;
  122144. CONTRAST: boolean;
  122145. EXPOSURE: boolean;
  122146. COLORCURVES: boolean;
  122147. COLORGRADING: boolean;
  122148. COLORGRADING3D: boolean;
  122149. SAMPLER3DGREENDEPTH: boolean;
  122150. SAMPLER3DBGRMAP: boolean;
  122151. IMAGEPROCESSINGPOSTPROCESS: boolean;
  122152. /** MISC. */
  122153. BUMPDIRECTUV: number;
  122154. constructor();
  122155. setValue(name: string, value: boolean): void;
  122156. }
  122157. /**
  122158. * Class used to configure NodeMaterial
  122159. */
  122160. export interface INodeMaterialOptions {
  122161. /**
  122162. * Defines if blocks should emit comments
  122163. */
  122164. emitComments: boolean;
  122165. }
  122166. /**
  122167. * Class used to create a node based material built by assembling shader blocks
  122168. */
  122169. export class NodeMaterial extends PushMaterial {
  122170. private static _BuildIdGenerator;
  122171. private _options;
  122172. private _vertexCompilationState;
  122173. private _fragmentCompilationState;
  122174. private _sharedData;
  122175. private _buildId;
  122176. private _buildWasSuccessful;
  122177. private _cachedWorldViewMatrix;
  122178. private _cachedWorldViewProjectionMatrix;
  122179. private _optimizers;
  122180. private _animationFrame;
  122181. /** Define the URl to load node editor script */
  122182. static EditorURL: string;
  122183. private BJSNODEMATERIALEDITOR;
  122184. /** Get the inspector from bundle or global */
  122185. private _getGlobalNodeMaterialEditor;
  122186. /**
  122187. * Gets or sets data used by visual editor
  122188. * @see https://nme.babylonjs.com
  122189. */
  122190. editorData: any;
  122191. /**
  122192. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  122193. */
  122194. ignoreAlpha: boolean;
  122195. /**
  122196. * Defines the maximum number of lights that can be used in the material
  122197. */
  122198. maxSimultaneousLights: number;
  122199. /**
  122200. * Observable raised when the material is built
  122201. */
  122202. onBuildObservable: Observable<NodeMaterial>;
  122203. /**
  122204. * Gets or sets the root nodes of the material vertex shader
  122205. */
  122206. _vertexOutputNodes: NodeMaterialBlock[];
  122207. /**
  122208. * Gets or sets the root nodes of the material fragment (pixel) shader
  122209. */
  122210. _fragmentOutputNodes: NodeMaterialBlock[];
  122211. /** Gets or sets options to control the node material overall behavior */
  122212. options: INodeMaterialOptions;
  122213. /**
  122214. * Default configuration related to image processing available in the standard Material.
  122215. */
  122216. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122217. /**
  122218. * Gets the image processing configuration used either in this material.
  122219. */
  122220. /**
  122221. * Sets the Default image processing configuration used either in the this material.
  122222. *
  122223. * If sets to null, the scene one is in use.
  122224. */
  122225. imageProcessingConfiguration: ImageProcessingConfiguration;
  122226. /**
  122227. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  122228. */
  122229. attachedBlocks: NodeMaterialBlock[];
  122230. /**
  122231. * Create a new node based material
  122232. * @param name defines the material name
  122233. * @param scene defines the hosting scene
  122234. * @param options defines creation option
  122235. */
  122236. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  122237. /**
  122238. * Gets the current class name of the material e.g. "NodeMaterial"
  122239. * @returns the class name
  122240. */
  122241. getClassName(): string;
  122242. /**
  122243. * Keep track of the image processing observer to allow dispose and replace.
  122244. */
  122245. private _imageProcessingObserver;
  122246. /**
  122247. * Attaches a new image processing configuration to the Standard Material.
  122248. * @param configuration
  122249. */
  122250. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122251. /**
  122252. * Get a block by its name
  122253. * @param name defines the name of the block to retrieve
  122254. * @returns the required block or null if not found
  122255. */
  122256. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  122257. /**
  122258. * Get a block by its name
  122259. * @param predicate defines the predicate used to find the good candidate
  122260. * @returns the required block or null if not found
  122261. */
  122262. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  122263. /**
  122264. * Get an input block by its name
  122265. * @param predicate defines the predicate used to find the good candidate
  122266. * @returns the required input block or null if not found
  122267. */
  122268. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  122269. /**
  122270. * Gets the list of input blocks attached to this material
  122271. * @returns an array of InputBlocks
  122272. */
  122273. getInputBlocks(): InputBlock[];
  122274. /**
  122275. * Adds a new optimizer to the list of optimizers
  122276. * @param optimizer defines the optimizers to add
  122277. * @returns the current material
  122278. */
  122279. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122280. /**
  122281. * Remove an optimizer from the list of optimizers
  122282. * @param optimizer defines the optimizers to remove
  122283. * @returns the current material
  122284. */
  122285. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122286. /**
  122287. * Add a new block to the list of output nodes
  122288. * @param node defines the node to add
  122289. * @returns the current material
  122290. */
  122291. addOutputNode(node: NodeMaterialBlock): this;
  122292. /**
  122293. * Remove a block from the list of root nodes
  122294. * @param node defines the node to remove
  122295. * @returns the current material
  122296. */
  122297. removeOutputNode(node: NodeMaterialBlock): this;
  122298. private _addVertexOutputNode;
  122299. private _removeVertexOutputNode;
  122300. private _addFragmentOutputNode;
  122301. private _removeFragmentOutputNode;
  122302. /**
  122303. * Specifies if the material will require alpha blending
  122304. * @returns a boolean specifying if alpha blending is needed
  122305. */
  122306. needAlphaBlending(): boolean;
  122307. /**
  122308. * Specifies if this material should be rendered in alpha test mode
  122309. * @returns a boolean specifying if an alpha test is needed.
  122310. */
  122311. needAlphaTesting(): boolean;
  122312. private _initializeBlock;
  122313. private _resetDualBlocks;
  122314. /**
  122315. * Build the material and generates the inner effect
  122316. * @param verbose defines if the build should log activity
  122317. */
  122318. build(verbose?: boolean): void;
  122319. /**
  122320. * Runs an otpimization phase to try to improve the shader code
  122321. */
  122322. optimize(): void;
  122323. private _prepareDefinesForAttributes;
  122324. /**
  122325. * Get if the submesh is ready to be used and all its information available.
  122326. * Child classes can use it to update shaders
  122327. * @param mesh defines the mesh to check
  122328. * @param subMesh defines which submesh to check
  122329. * @param useInstances specifies that instances should be used
  122330. * @returns a boolean indicating that the submesh is ready or not
  122331. */
  122332. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122333. /**
  122334. * Get a string representing the shaders built by the current node graph
  122335. */
  122336. readonly compiledShaders: string;
  122337. /**
  122338. * Binds the world matrix to the material
  122339. * @param world defines the world transformation matrix
  122340. */
  122341. bindOnlyWorldMatrix(world: Matrix): void;
  122342. /**
  122343. * Binds the submesh to this material by preparing the effect and shader to draw
  122344. * @param world defines the world transformation matrix
  122345. * @param mesh defines the mesh containing the submesh
  122346. * @param subMesh defines the submesh to bind the material to
  122347. */
  122348. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122349. /**
  122350. * Gets the active textures from the material
  122351. * @returns an array of textures
  122352. */
  122353. getActiveTextures(): BaseTexture[];
  122354. /**
  122355. * Gets the list of texture blocks
  122356. * @returns an array of texture blocks
  122357. */
  122358. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122359. /**
  122360. * Specifies if the material uses a texture
  122361. * @param texture defines the texture to check against the material
  122362. * @returns a boolean specifying if the material uses the texture
  122363. */
  122364. hasTexture(texture: BaseTexture): boolean;
  122365. /**
  122366. * Disposes the material
  122367. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122368. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122369. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122370. */
  122371. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122372. /** Creates the node editor window. */
  122373. private _createNodeEditor;
  122374. /**
  122375. * Launch the node material editor
  122376. * @param config Define the configuration of the editor
  122377. * @return a promise fulfilled when the node editor is visible
  122378. */
  122379. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122380. /**
  122381. * Clear the current material
  122382. */
  122383. clear(): void;
  122384. /**
  122385. * Clear the current material and set it to a default state
  122386. */
  122387. setToDefault(): void;
  122388. /**
  122389. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122390. * @param url defines the url to load from
  122391. * @returns a promise that will fullfil when the material is fully loaded
  122392. */
  122393. loadAsync(url: string): Promise<void>;
  122394. private _gatherBlocks;
  122395. /**
  122396. * Generate a string containing the code declaration required to create an equivalent of this material
  122397. * @returns a string
  122398. */
  122399. generateCode(): string;
  122400. /**
  122401. * Serializes this material in a JSON representation
  122402. * @returns the serialized material object
  122403. */
  122404. serialize(): any;
  122405. private _restoreConnections;
  122406. /**
  122407. * Clear the current graph and load a new one from a serialization object
  122408. * @param source defines the JSON representation of the material
  122409. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122410. */
  122411. loadFromSerialization(source: any, rootUrl?: string): void;
  122412. /**
  122413. * Creates a node material from parsed material data
  122414. * @param source defines the JSON representation of the material
  122415. * @param scene defines the hosting scene
  122416. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122417. * @returns a new node material
  122418. */
  122419. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122420. /**
  122421. * Creates a new node material set to default basic configuration
  122422. * @param name defines the name of the material
  122423. * @param scene defines the hosting scene
  122424. * @returns a new NodeMaterial
  122425. */
  122426. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122427. }
  122428. }
  122429. declare module BABYLON {
  122430. /**
  122431. * Block used to read a texture from a sampler
  122432. */
  122433. export class TextureBlock extends NodeMaterialBlock {
  122434. private _defineName;
  122435. private _linearDefineName;
  122436. private _tempTextureRead;
  122437. private _samplerName;
  122438. private _transformedUVName;
  122439. private _textureTransformName;
  122440. private _textureInfoName;
  122441. private _mainUVName;
  122442. private _mainUVDefineName;
  122443. /**
  122444. * Gets or sets the texture associated with the node
  122445. */
  122446. texture: Nullable<Texture>;
  122447. /**
  122448. * Create a new TextureBlock
  122449. * @param name defines the block name
  122450. */
  122451. constructor(name: string);
  122452. /**
  122453. * Gets the current class name
  122454. * @returns the class name
  122455. */
  122456. getClassName(): string;
  122457. /**
  122458. * Gets the uv input component
  122459. */
  122460. readonly uv: NodeMaterialConnectionPoint;
  122461. /**
  122462. * Gets the rgba output component
  122463. */
  122464. readonly rgba: NodeMaterialConnectionPoint;
  122465. /**
  122466. * Gets the rgb output component
  122467. */
  122468. readonly rgb: NodeMaterialConnectionPoint;
  122469. /**
  122470. * Gets the r output component
  122471. */
  122472. readonly r: NodeMaterialConnectionPoint;
  122473. /**
  122474. * Gets the g output component
  122475. */
  122476. readonly g: NodeMaterialConnectionPoint;
  122477. /**
  122478. * Gets the b output component
  122479. */
  122480. readonly b: NodeMaterialConnectionPoint;
  122481. /**
  122482. * Gets the a output component
  122483. */
  122484. readonly a: NodeMaterialConnectionPoint;
  122485. readonly target: NodeMaterialBlockTargets;
  122486. autoConfigure(material: NodeMaterial): void;
  122487. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122488. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122489. private _getTextureBase;
  122490. isReady(): boolean;
  122491. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122492. private readonly _isMixed;
  122493. private _injectVertexCode;
  122494. private _writeTextureRead;
  122495. private _writeOutput;
  122496. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122497. protected _dumpPropertiesCode(): string;
  122498. serialize(): any;
  122499. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122500. }
  122501. }
  122502. declare module BABYLON {
  122503. /**
  122504. * Class used to store shared data between 2 NodeMaterialBuildState
  122505. */
  122506. export class NodeMaterialBuildStateSharedData {
  122507. /**
  122508. * Gets the list of emitted varyings
  122509. */
  122510. temps: string[];
  122511. /**
  122512. * Gets the list of emitted varyings
  122513. */
  122514. varyings: string[];
  122515. /**
  122516. * Gets the varying declaration string
  122517. */
  122518. varyingDeclaration: string;
  122519. /**
  122520. * Input blocks
  122521. */
  122522. inputBlocks: InputBlock[];
  122523. /**
  122524. * Input blocks
  122525. */
  122526. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122527. /**
  122528. * Bindable blocks (Blocks that need to set data to the effect)
  122529. */
  122530. bindableBlocks: NodeMaterialBlock[];
  122531. /**
  122532. * List of blocks that can provide a compilation fallback
  122533. */
  122534. blocksWithFallbacks: NodeMaterialBlock[];
  122535. /**
  122536. * List of blocks that can provide a define update
  122537. */
  122538. blocksWithDefines: NodeMaterialBlock[];
  122539. /**
  122540. * List of blocks that can provide a repeatable content
  122541. */
  122542. repeatableContentBlocks: NodeMaterialBlock[];
  122543. /**
  122544. * List of blocks that can provide a dynamic list of uniforms
  122545. */
  122546. dynamicUniformBlocks: NodeMaterialBlock[];
  122547. /**
  122548. * List of blocks that can block the isReady function for the material
  122549. */
  122550. blockingBlocks: NodeMaterialBlock[];
  122551. /**
  122552. * Gets the list of animated inputs
  122553. */
  122554. animatedInputs: InputBlock[];
  122555. /**
  122556. * Build Id used to avoid multiple recompilations
  122557. */
  122558. buildId: number;
  122559. /** List of emitted variables */
  122560. variableNames: {
  122561. [key: string]: number;
  122562. };
  122563. /** List of emitted defines */
  122564. defineNames: {
  122565. [key: string]: number;
  122566. };
  122567. /** Should emit comments? */
  122568. emitComments: boolean;
  122569. /** Emit build activity */
  122570. verbose: boolean;
  122571. /** Gets or sets the hosting scene */
  122572. scene: Scene;
  122573. /**
  122574. * Gets the compilation hints emitted at compilation time
  122575. */
  122576. hints: {
  122577. needWorldViewMatrix: boolean;
  122578. needWorldViewProjectionMatrix: boolean;
  122579. needAlphaBlending: boolean;
  122580. needAlphaTesting: boolean;
  122581. };
  122582. /**
  122583. * List of compilation checks
  122584. */
  122585. checks: {
  122586. emitVertex: boolean;
  122587. emitFragment: boolean;
  122588. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122589. };
  122590. /** Creates a new shared data */
  122591. constructor();
  122592. /**
  122593. * Emits console errors and exceptions if there is a failing check
  122594. */
  122595. emitErrors(): void;
  122596. }
  122597. }
  122598. declare module BABYLON {
  122599. /**
  122600. * Class used to store node based material build state
  122601. */
  122602. export class NodeMaterialBuildState {
  122603. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122604. supportUniformBuffers: boolean;
  122605. /**
  122606. * Gets the list of emitted attributes
  122607. */
  122608. attributes: string[];
  122609. /**
  122610. * Gets the list of emitted uniforms
  122611. */
  122612. uniforms: string[];
  122613. /**
  122614. * Gets the list of emitted constants
  122615. */
  122616. constants: string[];
  122617. /**
  122618. * Gets the list of emitted samplers
  122619. */
  122620. samplers: string[];
  122621. /**
  122622. * Gets the list of emitted functions
  122623. */
  122624. functions: {
  122625. [key: string]: string;
  122626. };
  122627. /**
  122628. * Gets the list of emitted extensions
  122629. */
  122630. extensions: {
  122631. [key: string]: string;
  122632. };
  122633. /**
  122634. * Gets the target of the compilation state
  122635. */
  122636. target: NodeMaterialBlockTargets;
  122637. /**
  122638. * Gets the list of emitted counters
  122639. */
  122640. counters: {
  122641. [key: string]: number;
  122642. };
  122643. /**
  122644. * Shared data between multiple NodeMaterialBuildState instances
  122645. */
  122646. sharedData: NodeMaterialBuildStateSharedData;
  122647. /** @hidden */
  122648. _vertexState: NodeMaterialBuildState;
  122649. /** @hidden */
  122650. _attributeDeclaration: string;
  122651. /** @hidden */
  122652. _uniformDeclaration: string;
  122653. /** @hidden */
  122654. _constantDeclaration: string;
  122655. /** @hidden */
  122656. _samplerDeclaration: string;
  122657. /** @hidden */
  122658. _varyingTransfer: string;
  122659. private _repeatableContentAnchorIndex;
  122660. /** @hidden */
  122661. _builtCompilationString: string;
  122662. /**
  122663. * Gets the emitted compilation strings
  122664. */
  122665. compilationString: string;
  122666. /**
  122667. * Finalize the compilation strings
  122668. * @param state defines the current compilation state
  122669. */
  122670. finalize(state: NodeMaterialBuildState): void;
  122671. /** @hidden */
  122672. readonly _repeatableContentAnchor: string;
  122673. /** @hidden */
  122674. _getFreeVariableName(prefix: string): string;
  122675. /** @hidden */
  122676. _getFreeDefineName(prefix: string): string;
  122677. /** @hidden */
  122678. _excludeVariableName(name: string): void;
  122679. /** @hidden */
  122680. _emit2DSampler(name: string): void;
  122681. /** @hidden */
  122682. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122683. /** @hidden */
  122684. _emitExtension(name: string, extension: string): void;
  122685. /** @hidden */
  122686. _emitFunction(name: string, code: string, comments: string): void;
  122687. /** @hidden */
  122688. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122689. replaceStrings?: {
  122690. search: RegExp;
  122691. replace: string;
  122692. }[];
  122693. repeatKey?: string;
  122694. }): string;
  122695. /** @hidden */
  122696. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122697. repeatKey?: string;
  122698. removeAttributes?: boolean;
  122699. removeUniforms?: boolean;
  122700. removeVaryings?: boolean;
  122701. removeIfDef?: boolean;
  122702. replaceStrings?: {
  122703. search: RegExp;
  122704. replace: string;
  122705. }[];
  122706. }, storeKey?: string): void;
  122707. /** @hidden */
  122708. _registerTempVariable(name: string): boolean;
  122709. /** @hidden */
  122710. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122711. /** @hidden */
  122712. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122713. /** @hidden */
  122714. _emitFloat(value: number): string;
  122715. }
  122716. }
  122717. declare module BABYLON {
  122718. /**
  122719. * Defines a block that can be used inside a node based material
  122720. */
  122721. export class NodeMaterialBlock {
  122722. private _buildId;
  122723. private _buildTarget;
  122724. private _target;
  122725. private _isFinalMerger;
  122726. private _isInput;
  122727. protected _isUnique: boolean;
  122728. /** @hidden */
  122729. _codeVariableName: string;
  122730. /** @hidden */
  122731. _inputs: NodeMaterialConnectionPoint[];
  122732. /** @hidden */
  122733. _outputs: NodeMaterialConnectionPoint[];
  122734. /** @hidden */
  122735. _preparationId: number;
  122736. /**
  122737. * Gets or sets the name of the block
  122738. */
  122739. name: string;
  122740. /**
  122741. * Gets or sets the unique id of the node
  122742. */
  122743. uniqueId: number;
  122744. /**
  122745. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122746. */
  122747. readonly isUnique: boolean;
  122748. /**
  122749. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122750. */
  122751. readonly isFinalMerger: boolean;
  122752. /**
  122753. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122754. */
  122755. readonly isInput: boolean;
  122756. /**
  122757. * Gets or sets the build Id
  122758. */
  122759. buildId: number;
  122760. /**
  122761. * Gets or sets the target of the block
  122762. */
  122763. target: NodeMaterialBlockTargets;
  122764. /**
  122765. * Gets the list of input points
  122766. */
  122767. readonly inputs: NodeMaterialConnectionPoint[];
  122768. /** Gets the list of output points */
  122769. readonly outputs: NodeMaterialConnectionPoint[];
  122770. /**
  122771. * Find an input by its name
  122772. * @param name defines the name of the input to look for
  122773. * @returns the input or null if not found
  122774. */
  122775. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122776. /**
  122777. * Find an output by its name
  122778. * @param name defines the name of the outputto look for
  122779. * @returns the output or null if not found
  122780. */
  122781. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122782. /**
  122783. * Creates a new NodeMaterialBlock
  122784. * @param name defines the block name
  122785. * @param target defines the target of that block (Vertex by default)
  122786. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122787. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122788. */
  122789. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122790. /**
  122791. * Initialize the block and prepare the context for build
  122792. * @param state defines the state that will be used for the build
  122793. */
  122794. initialize(state: NodeMaterialBuildState): void;
  122795. /**
  122796. * Bind data to effect. Will only be called for blocks with isBindable === true
  122797. * @param effect defines the effect to bind data to
  122798. * @param nodeMaterial defines the hosting NodeMaterial
  122799. * @param mesh defines the mesh that will be rendered
  122800. */
  122801. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122802. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122803. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122804. protected _writeFloat(value: number): string;
  122805. /**
  122806. * Gets the current class name e.g. "NodeMaterialBlock"
  122807. * @returns the class name
  122808. */
  122809. getClassName(): string;
  122810. /**
  122811. * Register a new input. Must be called inside a block constructor
  122812. * @param name defines the connection point name
  122813. * @param type defines the connection point type
  122814. * @param isOptional defines a boolean indicating that this input can be omitted
  122815. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122816. * @returns the current block
  122817. */
  122818. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122819. /**
  122820. * Register a new output. Must be called inside a block constructor
  122821. * @param name defines the connection point name
  122822. * @param type defines the connection point type
  122823. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122824. * @returns the current block
  122825. */
  122826. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122827. /**
  122828. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122829. * @param forOutput defines an optional connection point to check compatibility with
  122830. * @returns the first available input or null
  122831. */
  122832. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122833. /**
  122834. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122835. * @param forBlock defines an optional block to check compatibility with
  122836. * @returns the first available input or null
  122837. */
  122838. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122839. /**
  122840. * Gets the sibling of the given output
  122841. * @param current defines the current output
  122842. * @returns the next output in the list or null
  122843. */
  122844. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122845. /**
  122846. * Connect current block with another block
  122847. * @param other defines the block to connect with
  122848. * @param options define the various options to help pick the right connections
  122849. * @returns the current block
  122850. */
  122851. connectTo(other: NodeMaterialBlock, options?: {
  122852. input?: string;
  122853. output?: string;
  122854. outputSwizzle?: string;
  122855. }): this | undefined;
  122856. protected _buildBlock(state: NodeMaterialBuildState): void;
  122857. /**
  122858. * Add uniforms, samplers and uniform buffers at compilation time
  122859. * @param state defines the state to update
  122860. * @param nodeMaterial defines the node material requesting the update
  122861. * @param defines defines the material defines to update
  122862. * @param uniformBuffers defines the list of uniform buffer names
  122863. */
  122864. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122865. /**
  122866. * Add potential fallbacks if shader compilation fails
  122867. * @param mesh defines the mesh to be rendered
  122868. * @param fallbacks defines the current prioritized list of fallbacks
  122869. */
  122870. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122871. /**
  122872. * Initialize defines for shader compilation
  122873. * @param mesh defines the mesh to be rendered
  122874. * @param nodeMaterial defines the node material requesting the update
  122875. * @param defines defines the material defines to update
  122876. * @param useInstances specifies that instances should be used
  122877. */
  122878. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122879. /**
  122880. * Update defines for shader compilation
  122881. * @param mesh defines the mesh to be rendered
  122882. * @param nodeMaterial defines the node material requesting the update
  122883. * @param defines defines the material defines to update
  122884. * @param useInstances specifies that instances should be used
  122885. */
  122886. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122887. /**
  122888. * Lets the block try to connect some inputs automatically
  122889. * @param material defines the hosting NodeMaterial
  122890. */
  122891. autoConfigure(material: NodeMaterial): void;
  122892. /**
  122893. * Function called when a block is declared as repeatable content generator
  122894. * @param vertexShaderState defines the current compilation state for the vertex shader
  122895. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122896. * @param mesh defines the mesh to be rendered
  122897. * @param defines defines the material defines to update
  122898. */
  122899. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122900. /**
  122901. * Checks if the block is ready
  122902. * @param mesh defines the mesh to be rendered
  122903. * @param nodeMaterial defines the node material requesting the update
  122904. * @param defines defines the material defines to update
  122905. * @param useInstances specifies that instances should be used
  122906. * @returns true if the block is ready
  122907. */
  122908. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122909. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122910. private _processBuild;
  122911. /**
  122912. * Compile the current node and generate the shader code
  122913. * @param state defines the current compilation state (uniforms, samplers, current string)
  122914. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122915. * @returns true if already built
  122916. */
  122917. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122918. protected _inputRename(name: string): string;
  122919. protected _outputRename(name: string): string;
  122920. protected _dumpPropertiesCode(): string;
  122921. /** @hidden */
  122922. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122923. /** @hidden */
  122924. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122925. /**
  122926. * Clone the current block to a new identical block
  122927. * @param scene defines the hosting scene
  122928. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122929. * @returns a copy of the current block
  122930. */
  122931. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122932. /**
  122933. * Serializes this block in a JSON representation
  122934. * @returns the serialized block object
  122935. */
  122936. serialize(): any;
  122937. /** @hidden */
  122938. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122939. /**
  122940. * Release resources
  122941. */
  122942. dispose(): void;
  122943. }
  122944. }
  122945. declare module BABYLON {
  122946. /**
  122947. * Enum defining the type of animations supported by InputBlock
  122948. */
  122949. export enum AnimatedInputBlockTypes {
  122950. /** No animation */
  122951. None = 0,
  122952. /** Time based animation. Will only work for floats */
  122953. Time = 1
  122954. }
  122955. }
  122956. declare module BABYLON {
  122957. /**
  122958. * Block used to expose an input value
  122959. */
  122960. export class InputBlock extends NodeMaterialBlock {
  122961. private _mode;
  122962. private _associatedVariableName;
  122963. private _storedValue;
  122964. private _valueCallback;
  122965. private _type;
  122966. private _animationType;
  122967. /** Gets or set a value used to limit the range of float values */
  122968. min: number;
  122969. /** Gets or set a value used to limit the range of float values */
  122970. max: number;
  122971. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122972. matrixMode: number;
  122973. /** @hidden */
  122974. _systemValue: Nullable<NodeMaterialSystemValues>;
  122975. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122976. visibleInInspector: boolean;
  122977. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122978. isConstant: boolean;
  122979. /**
  122980. * Gets or sets the connection point type (default is float)
  122981. */
  122982. readonly type: NodeMaterialBlockConnectionPointTypes;
  122983. /**
  122984. * Creates a new InputBlock
  122985. * @param name defines the block name
  122986. * @param target defines the target of that block (Vertex by default)
  122987. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122988. */
  122989. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122990. /**
  122991. * Gets the output component
  122992. */
  122993. readonly output: NodeMaterialConnectionPoint;
  122994. /**
  122995. * Set the source of this connection point to a vertex attribute
  122996. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122997. * @returns the current connection point
  122998. */
  122999. setAsAttribute(attributeName?: string): InputBlock;
  123000. /**
  123001. * Set the source of this connection point to a system value
  123002. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  123003. * @returns the current connection point
  123004. */
  123005. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  123006. /**
  123007. * Gets or sets the value of that point.
  123008. * Please note that this value will be ignored if valueCallback is defined
  123009. */
  123010. value: any;
  123011. /**
  123012. * Gets or sets a callback used to get the value of that point.
  123013. * Please note that setting this value will force the connection point to ignore the value property
  123014. */
  123015. valueCallback: () => any;
  123016. /**
  123017. * Gets or sets the associated variable name in the shader
  123018. */
  123019. associatedVariableName: string;
  123020. /** Gets or sets the type of animation applied to the input */
  123021. animationType: AnimatedInputBlockTypes;
  123022. /**
  123023. * Gets a boolean indicating that this connection point not defined yet
  123024. */
  123025. readonly isUndefined: boolean;
  123026. /**
  123027. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  123028. * In this case the connection point name must be the name of the uniform to use.
  123029. * Can only be set on inputs
  123030. */
  123031. isUniform: boolean;
  123032. /**
  123033. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  123034. * In this case the connection point name must be the name of the attribute to use
  123035. * Can only be set on inputs
  123036. */
  123037. isAttribute: boolean;
  123038. /**
  123039. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  123040. * Can only be set on exit points
  123041. */
  123042. isVarying: boolean;
  123043. /**
  123044. * Gets a boolean indicating that the current connection point is a system value
  123045. */
  123046. readonly isSystemValue: boolean;
  123047. /**
  123048. * Gets or sets the current well known value or null if not defined as a system value
  123049. */
  123050. systemValue: Nullable<NodeMaterialSystemValues>;
  123051. /**
  123052. * Gets the current class name
  123053. * @returns the class name
  123054. */
  123055. getClassName(): string;
  123056. /**
  123057. * Animate the input if animationType !== None
  123058. * @param scene defines the rendering scene
  123059. */
  123060. animate(scene: Scene): void;
  123061. private _emitDefine;
  123062. initialize(state: NodeMaterialBuildState): void;
  123063. /**
  123064. * Set the input block to its default value (based on its type)
  123065. */
  123066. setDefaultValue(): void;
  123067. private _emitConstant;
  123068. private _emit;
  123069. /** @hidden */
  123070. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  123071. /** @hidden */
  123072. _transmit(effect: Effect, scene: Scene): void;
  123073. protected _buildBlock(state: NodeMaterialBuildState): void;
  123074. protected _dumpPropertiesCode(): string;
  123075. serialize(): any;
  123076. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123077. }
  123078. }
  123079. declare module BABYLON {
  123080. /**
  123081. * Enum used to define the compatibility state between two connection points
  123082. */
  123083. export enum NodeMaterialConnectionPointCompatibilityStates {
  123084. /** Points are compatibles */
  123085. Compatible = 0,
  123086. /** Points are incompatible because of their types */
  123087. TypeIncompatible = 1,
  123088. /** Points are incompatible because of their targets (vertex vs fragment) */
  123089. TargetIncompatible = 2
  123090. }
  123091. /**
  123092. * Defines a connection point for a block
  123093. */
  123094. export class NodeMaterialConnectionPoint {
  123095. /** @hidden */
  123096. _ownerBlock: NodeMaterialBlock;
  123097. /** @hidden */
  123098. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123099. private _endpoints;
  123100. private _associatedVariableName;
  123101. /** @hidden */
  123102. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123103. /** @hidden */
  123104. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123105. private _type;
  123106. /** @hidden */
  123107. _enforceAssociatedVariableName: boolean;
  123108. /**
  123109. * Gets or sets the additional types supported by this connection point
  123110. */
  123111. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123112. /**
  123113. * Gets or sets the additional types excluded by this connection point
  123114. */
  123115. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123116. /**
  123117. * Observable triggered when this point is connected
  123118. */
  123119. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  123120. /**
  123121. * Gets or sets the associated variable name in the shader
  123122. */
  123123. associatedVariableName: string;
  123124. /**
  123125. * Gets or sets the connection point type (default is float)
  123126. */
  123127. type: NodeMaterialBlockConnectionPointTypes;
  123128. /**
  123129. * Gets or sets the connection point name
  123130. */
  123131. name: string;
  123132. /**
  123133. * Gets or sets a boolean indicating that this connection point can be omitted
  123134. */
  123135. isOptional: boolean;
  123136. /**
  123137. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  123138. */
  123139. define: string;
  123140. /** @hidden */
  123141. _prioritizeVertex: boolean;
  123142. private _target;
  123143. /** Gets or sets the target of that connection point */
  123144. target: NodeMaterialBlockTargets;
  123145. /**
  123146. * Gets a boolean indicating that the current point is connected
  123147. */
  123148. readonly isConnected: boolean;
  123149. /**
  123150. * Gets a boolean indicating that the current point is connected to an input block
  123151. */
  123152. readonly isConnectedToInputBlock: boolean;
  123153. /**
  123154. * Gets a the connected input block (if any)
  123155. */
  123156. readonly connectInputBlock: Nullable<InputBlock>;
  123157. /** Get the other side of the connection (if any) */
  123158. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123159. /** Get the block that owns this connection point */
  123160. readonly ownerBlock: NodeMaterialBlock;
  123161. /** Get the block connected on the other side of this connection (if any) */
  123162. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  123163. /** Get the block connected on the endpoints of this connection (if any) */
  123164. readonly connectedBlocks: Array<NodeMaterialBlock>;
  123165. /** Gets the list of connected endpoints */
  123166. readonly endpoints: NodeMaterialConnectionPoint[];
  123167. /** Gets a boolean indicating if that output point is connected to at least one input */
  123168. readonly hasEndpoints: boolean;
  123169. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  123170. readonly isConnectedInVertexShader: boolean;
  123171. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  123172. readonly isConnectedInFragmentShader: boolean;
  123173. /**
  123174. * Creates a new connection point
  123175. * @param name defines the connection point name
  123176. * @param ownerBlock defines the block hosting this connection point
  123177. */
  123178. constructor(name: string, ownerBlock: NodeMaterialBlock);
  123179. /**
  123180. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  123181. * @returns the class name
  123182. */
  123183. getClassName(): string;
  123184. /**
  123185. * Gets a boolean indicating if the current point can be connected to another point
  123186. * @param connectionPoint defines the other connection point
  123187. * @returns a boolean
  123188. */
  123189. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  123190. /**
  123191. * Gets a number indicating if the current point can be connected to another point
  123192. * @param connectionPoint defines the other connection point
  123193. * @returns a number defining the compatibility state
  123194. */
  123195. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  123196. /**
  123197. * Connect this point to another connection point
  123198. * @param connectionPoint defines the other connection point
  123199. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  123200. * @returns the current connection point
  123201. */
  123202. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  123203. /**
  123204. * Disconnect this point from one of his endpoint
  123205. * @param endpoint defines the other connection point
  123206. * @returns the current connection point
  123207. */
  123208. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  123209. /**
  123210. * Serializes this point in a JSON representation
  123211. * @returns the serialized point object
  123212. */
  123213. serialize(): any;
  123214. /**
  123215. * Release resources
  123216. */
  123217. dispose(): void;
  123218. }
  123219. }
  123220. declare module BABYLON {
  123221. /**
  123222. * Block used to add support for vertex skinning (bones)
  123223. */
  123224. export class BonesBlock extends NodeMaterialBlock {
  123225. /**
  123226. * Creates a new BonesBlock
  123227. * @param name defines the block name
  123228. */
  123229. constructor(name: string);
  123230. /**
  123231. * Initialize the block and prepare the context for build
  123232. * @param state defines the state that will be used for the build
  123233. */
  123234. initialize(state: NodeMaterialBuildState): void;
  123235. /**
  123236. * Gets the current class name
  123237. * @returns the class name
  123238. */
  123239. getClassName(): string;
  123240. /**
  123241. * Gets the matrix indices input component
  123242. */
  123243. readonly matricesIndices: NodeMaterialConnectionPoint;
  123244. /**
  123245. * Gets the matrix weights input component
  123246. */
  123247. readonly matricesWeights: NodeMaterialConnectionPoint;
  123248. /**
  123249. * Gets the extra matrix indices input component
  123250. */
  123251. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  123252. /**
  123253. * Gets the extra matrix weights input component
  123254. */
  123255. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  123256. /**
  123257. * Gets the world input component
  123258. */
  123259. readonly world: NodeMaterialConnectionPoint;
  123260. /**
  123261. * Gets the output component
  123262. */
  123263. readonly output: NodeMaterialConnectionPoint;
  123264. autoConfigure(material: NodeMaterial): void;
  123265. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123266. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123267. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123268. protected _buildBlock(state: NodeMaterialBuildState): this;
  123269. }
  123270. }
  123271. declare module BABYLON {
  123272. /**
  123273. * Block used to add support for instances
  123274. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123275. */
  123276. export class InstancesBlock extends NodeMaterialBlock {
  123277. /**
  123278. * Creates a new InstancesBlock
  123279. * @param name defines the block name
  123280. */
  123281. constructor(name: string);
  123282. /**
  123283. * Gets the current class name
  123284. * @returns the class name
  123285. */
  123286. getClassName(): string;
  123287. /**
  123288. * Gets the first world row input component
  123289. */
  123290. readonly world0: NodeMaterialConnectionPoint;
  123291. /**
  123292. * Gets the second world row input component
  123293. */
  123294. readonly world1: NodeMaterialConnectionPoint;
  123295. /**
  123296. * Gets the third world row input component
  123297. */
  123298. readonly world2: NodeMaterialConnectionPoint;
  123299. /**
  123300. * Gets the forth world row input component
  123301. */
  123302. readonly world3: NodeMaterialConnectionPoint;
  123303. /**
  123304. * Gets the world input component
  123305. */
  123306. readonly world: NodeMaterialConnectionPoint;
  123307. /**
  123308. * Gets the output component
  123309. */
  123310. readonly output: NodeMaterialConnectionPoint;
  123311. autoConfigure(material: NodeMaterial): void;
  123312. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123313. protected _buildBlock(state: NodeMaterialBuildState): this;
  123314. }
  123315. }
  123316. declare module BABYLON {
  123317. /**
  123318. * Block used to add morph targets support to vertex shader
  123319. */
  123320. export class MorphTargetsBlock extends NodeMaterialBlock {
  123321. private _repeatableContentAnchor;
  123322. private _repeatebleContentGenerated;
  123323. /**
  123324. * Create a new MorphTargetsBlock
  123325. * @param name defines the block name
  123326. */
  123327. constructor(name: string);
  123328. /**
  123329. * Gets the current class name
  123330. * @returns the class name
  123331. */
  123332. getClassName(): string;
  123333. /**
  123334. * Gets the position input component
  123335. */
  123336. readonly position: NodeMaterialConnectionPoint;
  123337. /**
  123338. * Gets the normal input component
  123339. */
  123340. readonly normal: NodeMaterialConnectionPoint;
  123341. /**
  123342. * Gets the tangent input component
  123343. */
  123344. readonly tangent: NodeMaterialConnectionPoint;
  123345. /**
  123346. * Gets the tangent input component
  123347. */
  123348. readonly uv: NodeMaterialConnectionPoint;
  123349. /**
  123350. * Gets the position output component
  123351. */
  123352. readonly positionOutput: NodeMaterialConnectionPoint;
  123353. /**
  123354. * Gets the normal output component
  123355. */
  123356. readonly normalOutput: NodeMaterialConnectionPoint;
  123357. /**
  123358. * Gets the tangent output component
  123359. */
  123360. readonly tangentOutput: NodeMaterialConnectionPoint;
  123361. /**
  123362. * Gets the tangent output component
  123363. */
  123364. readonly uvOutput: NodeMaterialConnectionPoint;
  123365. initialize(state: NodeMaterialBuildState): void;
  123366. autoConfigure(material: NodeMaterial): void;
  123367. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123368. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123369. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123370. protected _buildBlock(state: NodeMaterialBuildState): this;
  123371. }
  123372. }
  123373. declare module BABYLON {
  123374. /**
  123375. * Block used to get data information from a light
  123376. */
  123377. export class LightInformationBlock extends NodeMaterialBlock {
  123378. private _lightDataUniformName;
  123379. private _lightColorUniformName;
  123380. private _lightTypeDefineName;
  123381. /**
  123382. * Gets or sets the light associated with this block
  123383. */
  123384. light: Nullable<Light>;
  123385. /**
  123386. * Creates a new LightInformationBlock
  123387. * @param name defines the block name
  123388. */
  123389. constructor(name: string);
  123390. /**
  123391. * Gets the current class name
  123392. * @returns the class name
  123393. */
  123394. getClassName(): string;
  123395. /**
  123396. * Gets the world position input component
  123397. */
  123398. readonly worldPosition: NodeMaterialConnectionPoint;
  123399. /**
  123400. * Gets the direction output component
  123401. */
  123402. readonly direction: NodeMaterialConnectionPoint;
  123403. /**
  123404. * Gets the direction output component
  123405. */
  123406. readonly color: NodeMaterialConnectionPoint;
  123407. /**
  123408. * Gets the direction output component
  123409. */
  123410. readonly intensity: NodeMaterialConnectionPoint;
  123411. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123412. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123413. protected _buildBlock(state: NodeMaterialBuildState): this;
  123414. serialize(): any;
  123415. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123416. }
  123417. }
  123418. declare module BABYLON {
  123419. /**
  123420. * Block used to add image processing support to fragment shader
  123421. */
  123422. export class ImageProcessingBlock extends NodeMaterialBlock {
  123423. /**
  123424. * Create a new ImageProcessingBlock
  123425. * @param name defines the block name
  123426. */
  123427. constructor(name: string);
  123428. /**
  123429. * Gets the current class name
  123430. * @returns the class name
  123431. */
  123432. getClassName(): string;
  123433. /**
  123434. * Gets the color input component
  123435. */
  123436. readonly color: NodeMaterialConnectionPoint;
  123437. /**
  123438. * Gets the output component
  123439. */
  123440. readonly output: NodeMaterialConnectionPoint;
  123441. /**
  123442. * Initialize the block and prepare the context for build
  123443. * @param state defines the state that will be used for the build
  123444. */
  123445. initialize(state: NodeMaterialBuildState): void;
  123446. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123447. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123448. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123449. protected _buildBlock(state: NodeMaterialBuildState): this;
  123450. }
  123451. }
  123452. declare module BABYLON {
  123453. /**
  123454. * Block used to pertub normals based on a normal map
  123455. */
  123456. export class PerturbNormalBlock extends NodeMaterialBlock {
  123457. private _tangentSpaceParameterName;
  123458. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123459. invertX: boolean;
  123460. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123461. invertY: boolean;
  123462. /**
  123463. * Create a new PerturbNormalBlock
  123464. * @param name defines the block name
  123465. */
  123466. constructor(name: string);
  123467. /**
  123468. * Gets the current class name
  123469. * @returns the class name
  123470. */
  123471. getClassName(): string;
  123472. /**
  123473. * Gets the world position input component
  123474. */
  123475. readonly worldPosition: NodeMaterialConnectionPoint;
  123476. /**
  123477. * Gets the world normal input component
  123478. */
  123479. readonly worldNormal: NodeMaterialConnectionPoint;
  123480. /**
  123481. * Gets the uv input component
  123482. */
  123483. readonly uv: NodeMaterialConnectionPoint;
  123484. /**
  123485. * Gets the normal map color input component
  123486. */
  123487. readonly normalMapColor: NodeMaterialConnectionPoint;
  123488. /**
  123489. * Gets the strength input component
  123490. */
  123491. readonly strength: NodeMaterialConnectionPoint;
  123492. /**
  123493. * Gets the output component
  123494. */
  123495. readonly output: NodeMaterialConnectionPoint;
  123496. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123497. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123498. autoConfigure(material: NodeMaterial): void;
  123499. protected _buildBlock(state: NodeMaterialBuildState): this;
  123500. protected _dumpPropertiesCode(): string;
  123501. serialize(): any;
  123502. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123503. }
  123504. }
  123505. declare module BABYLON {
  123506. /**
  123507. * Block used to discard a pixel if a value is smaller than a cutoff
  123508. */
  123509. export class DiscardBlock extends NodeMaterialBlock {
  123510. /**
  123511. * Create a new DiscardBlock
  123512. * @param name defines the block name
  123513. */
  123514. constructor(name: string);
  123515. /**
  123516. * Gets the current class name
  123517. * @returns the class name
  123518. */
  123519. getClassName(): string;
  123520. /**
  123521. * Gets the color input component
  123522. */
  123523. readonly value: NodeMaterialConnectionPoint;
  123524. /**
  123525. * Gets the cutoff input component
  123526. */
  123527. readonly cutoff: NodeMaterialConnectionPoint;
  123528. protected _buildBlock(state: NodeMaterialBuildState): this;
  123529. }
  123530. }
  123531. declare module BABYLON {
  123532. /**
  123533. * Block used to test if the fragment shader is front facing
  123534. */
  123535. export class FrontFacingBlock extends NodeMaterialBlock {
  123536. /**
  123537. * Creates a new FrontFacingBlock
  123538. * @param name defines the block name
  123539. */
  123540. constructor(name: string);
  123541. /**
  123542. * Gets the current class name
  123543. * @returns the class name
  123544. */
  123545. getClassName(): string;
  123546. /**
  123547. * Gets the output component
  123548. */
  123549. readonly output: NodeMaterialConnectionPoint;
  123550. protected _buildBlock(state: NodeMaterialBuildState): this;
  123551. }
  123552. }
  123553. declare module BABYLON {
  123554. /**
  123555. * Block used to get the derivative value on x and y of a given input
  123556. */
  123557. export class DerivativeBlock extends NodeMaterialBlock {
  123558. /**
  123559. * Create a new DerivativeBlock
  123560. * @param name defines the block name
  123561. */
  123562. constructor(name: string);
  123563. /**
  123564. * Gets the current class name
  123565. * @returns the class name
  123566. */
  123567. getClassName(): string;
  123568. /**
  123569. * Gets the input component
  123570. */
  123571. readonly input: NodeMaterialConnectionPoint;
  123572. /**
  123573. * Gets the derivative output on x
  123574. */
  123575. readonly dx: NodeMaterialConnectionPoint;
  123576. /**
  123577. * Gets the derivative output on y
  123578. */
  123579. readonly dy: NodeMaterialConnectionPoint;
  123580. protected _buildBlock(state: NodeMaterialBuildState): this;
  123581. }
  123582. }
  123583. declare module BABYLON {
  123584. /**
  123585. * Block used to add support for scene fog
  123586. */
  123587. export class FogBlock extends NodeMaterialBlock {
  123588. private _fogDistanceName;
  123589. private _fogParameters;
  123590. /**
  123591. * Create a new FogBlock
  123592. * @param name defines the block name
  123593. */
  123594. constructor(name: string);
  123595. /**
  123596. * Gets the current class name
  123597. * @returns the class name
  123598. */
  123599. getClassName(): string;
  123600. /**
  123601. * Gets the world position input component
  123602. */
  123603. readonly worldPosition: NodeMaterialConnectionPoint;
  123604. /**
  123605. * Gets the view input component
  123606. */
  123607. readonly view: NodeMaterialConnectionPoint;
  123608. /**
  123609. * Gets the color input component
  123610. */
  123611. readonly input: NodeMaterialConnectionPoint;
  123612. /**
  123613. * Gets the fog color input component
  123614. */
  123615. readonly fogColor: NodeMaterialConnectionPoint;
  123616. /**
  123617. * Gets the output component
  123618. */
  123619. readonly output: NodeMaterialConnectionPoint;
  123620. autoConfigure(material: NodeMaterial): void;
  123621. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123622. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123623. protected _buildBlock(state: NodeMaterialBuildState): this;
  123624. }
  123625. }
  123626. declare module BABYLON {
  123627. /**
  123628. * Block used to add light in the fragment shader
  123629. */
  123630. export class LightBlock extends NodeMaterialBlock {
  123631. private _lightId;
  123632. /**
  123633. * Gets or sets the light associated with this block
  123634. */
  123635. light: Nullable<Light>;
  123636. /**
  123637. * Create a new LightBlock
  123638. * @param name defines the block name
  123639. */
  123640. constructor(name: string);
  123641. /**
  123642. * Gets the current class name
  123643. * @returns the class name
  123644. */
  123645. getClassName(): string;
  123646. /**
  123647. * Gets the world position input component
  123648. */
  123649. readonly worldPosition: NodeMaterialConnectionPoint;
  123650. /**
  123651. * Gets the world normal input component
  123652. */
  123653. readonly worldNormal: NodeMaterialConnectionPoint;
  123654. /**
  123655. * Gets the camera (or eye) position component
  123656. */
  123657. readonly cameraPosition: NodeMaterialConnectionPoint;
  123658. /**
  123659. * Gets the glossiness component
  123660. */
  123661. readonly glossiness: NodeMaterialConnectionPoint;
  123662. /**
  123663. * Gets the glossinness power component
  123664. */
  123665. readonly glossPower: NodeMaterialConnectionPoint;
  123666. /**
  123667. * Gets the diffuse color component
  123668. */
  123669. readonly diffuseColor: NodeMaterialConnectionPoint;
  123670. /**
  123671. * Gets the specular color component
  123672. */
  123673. readonly specularColor: NodeMaterialConnectionPoint;
  123674. /**
  123675. * Gets the diffuse output component
  123676. */
  123677. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123678. /**
  123679. * Gets the specular output component
  123680. */
  123681. readonly specularOutput: NodeMaterialConnectionPoint;
  123682. autoConfigure(material: NodeMaterial): void;
  123683. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123684. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123685. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123686. private _injectVertexCode;
  123687. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123688. serialize(): any;
  123689. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123690. }
  123691. }
  123692. declare module BABYLON {
  123693. /**
  123694. * Block used to multiply 2 values
  123695. */
  123696. export class MultiplyBlock extends NodeMaterialBlock {
  123697. /**
  123698. * Creates a new MultiplyBlock
  123699. * @param name defines the block name
  123700. */
  123701. constructor(name: string);
  123702. /**
  123703. * Gets the current class name
  123704. * @returns the class name
  123705. */
  123706. getClassName(): string;
  123707. /**
  123708. * Gets the left operand input component
  123709. */
  123710. readonly left: NodeMaterialConnectionPoint;
  123711. /**
  123712. * Gets the right operand input component
  123713. */
  123714. readonly right: NodeMaterialConnectionPoint;
  123715. /**
  123716. * Gets the output component
  123717. */
  123718. readonly output: NodeMaterialConnectionPoint;
  123719. protected _buildBlock(state: NodeMaterialBuildState): this;
  123720. }
  123721. }
  123722. declare module BABYLON {
  123723. /**
  123724. * Block used to add 2 vectors
  123725. */
  123726. export class AddBlock extends NodeMaterialBlock {
  123727. /**
  123728. * Creates a new AddBlock
  123729. * @param name defines the block name
  123730. */
  123731. constructor(name: string);
  123732. /**
  123733. * Gets the current class name
  123734. * @returns the class name
  123735. */
  123736. getClassName(): string;
  123737. /**
  123738. * Gets the left operand input component
  123739. */
  123740. readonly left: NodeMaterialConnectionPoint;
  123741. /**
  123742. * Gets the right operand input component
  123743. */
  123744. readonly right: NodeMaterialConnectionPoint;
  123745. /**
  123746. * Gets the output component
  123747. */
  123748. readonly output: NodeMaterialConnectionPoint;
  123749. protected _buildBlock(state: NodeMaterialBuildState): this;
  123750. }
  123751. }
  123752. declare module BABYLON {
  123753. /**
  123754. * Block used to scale a vector by a float
  123755. */
  123756. export class ScaleBlock extends NodeMaterialBlock {
  123757. /**
  123758. * Creates a new ScaleBlock
  123759. * @param name defines the block name
  123760. */
  123761. constructor(name: string);
  123762. /**
  123763. * Gets the current class name
  123764. * @returns the class name
  123765. */
  123766. getClassName(): string;
  123767. /**
  123768. * Gets the input component
  123769. */
  123770. readonly input: NodeMaterialConnectionPoint;
  123771. /**
  123772. * Gets the factor input component
  123773. */
  123774. readonly factor: NodeMaterialConnectionPoint;
  123775. /**
  123776. * Gets the output component
  123777. */
  123778. readonly output: NodeMaterialConnectionPoint;
  123779. protected _buildBlock(state: NodeMaterialBuildState): this;
  123780. }
  123781. }
  123782. declare module BABYLON {
  123783. /**
  123784. * Block used to clamp a float
  123785. */
  123786. export class ClampBlock extends NodeMaterialBlock {
  123787. /** Gets or sets the minimum range */
  123788. minimum: number;
  123789. /** Gets or sets the maximum range */
  123790. maximum: number;
  123791. /**
  123792. * Creates a new ClampBlock
  123793. * @param name defines the block name
  123794. */
  123795. constructor(name: string);
  123796. /**
  123797. * Gets the current class name
  123798. * @returns the class name
  123799. */
  123800. getClassName(): string;
  123801. /**
  123802. * Gets the value input component
  123803. */
  123804. readonly value: NodeMaterialConnectionPoint;
  123805. /**
  123806. * Gets the output component
  123807. */
  123808. readonly output: NodeMaterialConnectionPoint;
  123809. protected _buildBlock(state: NodeMaterialBuildState): this;
  123810. protected _dumpPropertiesCode(): string;
  123811. serialize(): any;
  123812. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123813. }
  123814. }
  123815. declare module BABYLON {
  123816. /**
  123817. * Block used to apply a cross product between 2 vectors
  123818. */
  123819. export class CrossBlock extends NodeMaterialBlock {
  123820. /**
  123821. * Creates a new CrossBlock
  123822. * @param name defines the block name
  123823. */
  123824. constructor(name: string);
  123825. /**
  123826. * Gets the current class name
  123827. * @returns the class name
  123828. */
  123829. getClassName(): string;
  123830. /**
  123831. * Gets the left operand input component
  123832. */
  123833. readonly left: NodeMaterialConnectionPoint;
  123834. /**
  123835. * Gets the right operand input component
  123836. */
  123837. readonly right: NodeMaterialConnectionPoint;
  123838. /**
  123839. * Gets the output component
  123840. */
  123841. readonly output: NodeMaterialConnectionPoint;
  123842. protected _buildBlock(state: NodeMaterialBuildState): this;
  123843. }
  123844. }
  123845. declare module BABYLON {
  123846. /**
  123847. * Block used to apply a dot product between 2 vectors
  123848. */
  123849. export class DotBlock extends NodeMaterialBlock {
  123850. /**
  123851. * Creates a new DotBlock
  123852. * @param name defines the block name
  123853. */
  123854. constructor(name: string);
  123855. /**
  123856. * Gets the current class name
  123857. * @returns the class name
  123858. */
  123859. getClassName(): string;
  123860. /**
  123861. * Gets the left operand input component
  123862. */
  123863. readonly left: NodeMaterialConnectionPoint;
  123864. /**
  123865. * Gets the right operand input component
  123866. */
  123867. readonly right: NodeMaterialConnectionPoint;
  123868. /**
  123869. * Gets the output component
  123870. */
  123871. readonly output: NodeMaterialConnectionPoint;
  123872. protected _buildBlock(state: NodeMaterialBuildState): this;
  123873. }
  123874. }
  123875. declare module BABYLON {
  123876. /**
  123877. * Block used to remap a float from a range to a new one
  123878. */
  123879. export class RemapBlock extends NodeMaterialBlock {
  123880. /**
  123881. * Gets or sets the source range
  123882. */
  123883. sourceRange: Vector2;
  123884. /**
  123885. * Gets or sets the target range
  123886. */
  123887. targetRange: Vector2;
  123888. /**
  123889. * Creates a new RemapBlock
  123890. * @param name defines the block name
  123891. */
  123892. constructor(name: string);
  123893. /**
  123894. * Gets the current class name
  123895. * @returns the class name
  123896. */
  123897. getClassName(): string;
  123898. /**
  123899. * Gets the input component
  123900. */
  123901. readonly input: NodeMaterialConnectionPoint;
  123902. /**
  123903. * Gets the source min input component
  123904. */
  123905. readonly sourceMin: NodeMaterialConnectionPoint;
  123906. /**
  123907. * Gets the source max input component
  123908. */
  123909. readonly sourceMax: NodeMaterialConnectionPoint;
  123910. /**
  123911. * Gets the target min input component
  123912. */
  123913. readonly targetMin: NodeMaterialConnectionPoint;
  123914. /**
  123915. * Gets the target max input component
  123916. */
  123917. readonly targetMax: NodeMaterialConnectionPoint;
  123918. /**
  123919. * Gets the output component
  123920. */
  123921. readonly output: NodeMaterialConnectionPoint;
  123922. protected _buildBlock(state: NodeMaterialBuildState): this;
  123923. protected _dumpPropertiesCode(): string;
  123924. serialize(): any;
  123925. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123926. }
  123927. }
  123928. declare module BABYLON {
  123929. /**
  123930. * Block used to normalize a vector
  123931. */
  123932. export class NormalizeBlock extends NodeMaterialBlock {
  123933. /**
  123934. * Creates a new NormalizeBlock
  123935. * @param name defines the block name
  123936. */
  123937. constructor(name: string);
  123938. /**
  123939. * Gets the current class name
  123940. * @returns the class name
  123941. */
  123942. getClassName(): string;
  123943. /**
  123944. * Gets the input component
  123945. */
  123946. readonly input: NodeMaterialConnectionPoint;
  123947. /**
  123948. * Gets the output component
  123949. */
  123950. readonly output: NodeMaterialConnectionPoint;
  123951. protected _buildBlock(state: NodeMaterialBuildState): this;
  123952. }
  123953. }
  123954. declare module BABYLON {
  123955. /**
  123956. * Operations supported by the Trigonometry block
  123957. */
  123958. export enum TrigonometryBlockOperations {
  123959. /** Cos */
  123960. Cos = 0,
  123961. /** Sin */
  123962. Sin = 1,
  123963. /** Abs */
  123964. Abs = 2,
  123965. /** Exp */
  123966. Exp = 3,
  123967. /** Exp2 */
  123968. Exp2 = 4,
  123969. /** Round */
  123970. Round = 5,
  123971. /** Floor */
  123972. Floor = 6,
  123973. /** Ceiling */
  123974. Ceiling = 7,
  123975. /** Square root */
  123976. Sqrt = 8,
  123977. /** Log */
  123978. Log = 9,
  123979. /** Tangent */
  123980. Tan = 10,
  123981. /** Arc tangent */
  123982. ArcTan = 11,
  123983. /** Arc cosinus */
  123984. ArcCos = 12,
  123985. /** Arc sinus */
  123986. ArcSin = 13,
  123987. /** Fraction */
  123988. Fract = 14,
  123989. /** Sign */
  123990. Sign = 15,
  123991. /** To radians (from degrees) */
  123992. Radians = 16,
  123993. /** To degrees (from radians) */
  123994. Degrees = 17
  123995. }
  123996. /**
  123997. * Block used to apply trigonometry operation to floats
  123998. */
  123999. export class TrigonometryBlock extends NodeMaterialBlock {
  124000. /**
  124001. * Gets or sets the operation applied by the block
  124002. */
  124003. operation: TrigonometryBlockOperations;
  124004. /**
  124005. * Creates a new TrigonometryBlock
  124006. * @param name defines the block name
  124007. */
  124008. constructor(name: string);
  124009. /**
  124010. * Gets the current class name
  124011. * @returns the class name
  124012. */
  124013. getClassName(): string;
  124014. /**
  124015. * Gets the input component
  124016. */
  124017. readonly input: NodeMaterialConnectionPoint;
  124018. /**
  124019. * Gets the output component
  124020. */
  124021. readonly output: NodeMaterialConnectionPoint;
  124022. protected _buildBlock(state: NodeMaterialBuildState): this;
  124023. serialize(): any;
  124024. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124025. protected _dumpPropertiesCode(): string;
  124026. }
  124027. }
  124028. declare module BABYLON {
  124029. /**
  124030. * Block used to create a Color3/4 out of individual inputs (one for each component)
  124031. */
  124032. export class ColorMergerBlock extends NodeMaterialBlock {
  124033. /**
  124034. * Create a new ColorMergerBlock
  124035. * @param name defines the block name
  124036. */
  124037. constructor(name: string);
  124038. /**
  124039. * Gets the current class name
  124040. * @returns the class name
  124041. */
  124042. getClassName(): string;
  124043. /**
  124044. * Gets the r component (input)
  124045. */
  124046. readonly r: NodeMaterialConnectionPoint;
  124047. /**
  124048. * Gets the g component (input)
  124049. */
  124050. readonly g: NodeMaterialConnectionPoint;
  124051. /**
  124052. * Gets the b component (input)
  124053. */
  124054. readonly b: NodeMaterialConnectionPoint;
  124055. /**
  124056. * Gets the a component (input)
  124057. */
  124058. readonly a: NodeMaterialConnectionPoint;
  124059. /**
  124060. * Gets the rgba component (output)
  124061. */
  124062. readonly rgba: NodeMaterialConnectionPoint;
  124063. /**
  124064. * Gets the rgb component (output)
  124065. */
  124066. readonly rgb: NodeMaterialConnectionPoint;
  124067. protected _buildBlock(state: NodeMaterialBuildState): this;
  124068. }
  124069. }
  124070. declare module BABYLON {
  124071. /**
  124072. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  124073. */
  124074. export class VectorMergerBlock extends NodeMaterialBlock {
  124075. /**
  124076. * Create a new VectorMergerBlock
  124077. * @param name defines the block name
  124078. */
  124079. constructor(name: string);
  124080. /**
  124081. * Gets the current class name
  124082. * @returns the class name
  124083. */
  124084. getClassName(): string;
  124085. /**
  124086. * Gets the x component (input)
  124087. */
  124088. readonly x: NodeMaterialConnectionPoint;
  124089. /**
  124090. * Gets the y component (input)
  124091. */
  124092. readonly y: NodeMaterialConnectionPoint;
  124093. /**
  124094. * Gets the z component (input)
  124095. */
  124096. readonly z: NodeMaterialConnectionPoint;
  124097. /**
  124098. * Gets the w component (input)
  124099. */
  124100. readonly w: NodeMaterialConnectionPoint;
  124101. /**
  124102. * Gets the xyzw component (output)
  124103. */
  124104. readonly xyzw: NodeMaterialConnectionPoint;
  124105. /**
  124106. * Gets the xyz component (output)
  124107. */
  124108. readonly xyz: NodeMaterialConnectionPoint;
  124109. /**
  124110. * Gets the xy component (output)
  124111. */
  124112. readonly xy: NodeMaterialConnectionPoint;
  124113. protected _buildBlock(state: NodeMaterialBuildState): this;
  124114. }
  124115. }
  124116. declare module BABYLON {
  124117. /**
  124118. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  124119. */
  124120. export class ColorSplitterBlock extends NodeMaterialBlock {
  124121. /**
  124122. * Create a new ColorSplitterBlock
  124123. * @param name defines the block name
  124124. */
  124125. constructor(name: string);
  124126. /**
  124127. * Gets the current class name
  124128. * @returns the class name
  124129. */
  124130. getClassName(): string;
  124131. /**
  124132. * Gets the rgba component (input)
  124133. */
  124134. readonly rgba: NodeMaterialConnectionPoint;
  124135. /**
  124136. * Gets the rgb component (input)
  124137. */
  124138. readonly rgbIn: NodeMaterialConnectionPoint;
  124139. /**
  124140. * Gets the rgb component (output)
  124141. */
  124142. readonly rgbOut: NodeMaterialConnectionPoint;
  124143. /**
  124144. * Gets the r component (output)
  124145. */
  124146. readonly r: NodeMaterialConnectionPoint;
  124147. /**
  124148. * Gets the g component (output)
  124149. */
  124150. readonly g: NodeMaterialConnectionPoint;
  124151. /**
  124152. * Gets the b component (output)
  124153. */
  124154. readonly b: NodeMaterialConnectionPoint;
  124155. /**
  124156. * Gets the a component (output)
  124157. */
  124158. readonly a: NodeMaterialConnectionPoint;
  124159. protected _inputRename(name: string): string;
  124160. protected _outputRename(name: string): string;
  124161. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124162. }
  124163. }
  124164. declare module BABYLON {
  124165. /**
  124166. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  124167. */
  124168. export class VectorSplitterBlock extends NodeMaterialBlock {
  124169. /**
  124170. * Create a new VectorSplitterBlock
  124171. * @param name defines the block name
  124172. */
  124173. constructor(name: string);
  124174. /**
  124175. * Gets the current class name
  124176. * @returns the class name
  124177. */
  124178. getClassName(): string;
  124179. /**
  124180. * Gets the xyzw component (input)
  124181. */
  124182. readonly xyzw: NodeMaterialConnectionPoint;
  124183. /**
  124184. * Gets the xyz component (input)
  124185. */
  124186. readonly xyzIn: NodeMaterialConnectionPoint;
  124187. /**
  124188. * Gets the xy component (input)
  124189. */
  124190. readonly xyIn: NodeMaterialConnectionPoint;
  124191. /**
  124192. * Gets the xyz component (output)
  124193. */
  124194. readonly xyzOut: NodeMaterialConnectionPoint;
  124195. /**
  124196. * Gets the xy component (output)
  124197. */
  124198. readonly xyOut: NodeMaterialConnectionPoint;
  124199. /**
  124200. * Gets the x component (output)
  124201. */
  124202. readonly x: NodeMaterialConnectionPoint;
  124203. /**
  124204. * Gets the y component (output)
  124205. */
  124206. readonly y: NodeMaterialConnectionPoint;
  124207. /**
  124208. * Gets the z component (output)
  124209. */
  124210. readonly z: NodeMaterialConnectionPoint;
  124211. /**
  124212. * Gets the w component (output)
  124213. */
  124214. readonly w: NodeMaterialConnectionPoint;
  124215. protected _inputRename(name: string): string;
  124216. protected _outputRename(name: string): string;
  124217. protected _buildBlock(state: NodeMaterialBuildState): this;
  124218. }
  124219. }
  124220. declare module BABYLON {
  124221. /**
  124222. * Block used to lerp between 2 values
  124223. */
  124224. export class LerpBlock extends NodeMaterialBlock {
  124225. /**
  124226. * Creates a new LerpBlock
  124227. * @param name defines the block name
  124228. */
  124229. constructor(name: string);
  124230. /**
  124231. * Gets the current class name
  124232. * @returns the class name
  124233. */
  124234. getClassName(): string;
  124235. /**
  124236. * Gets the left operand input component
  124237. */
  124238. readonly left: NodeMaterialConnectionPoint;
  124239. /**
  124240. * Gets the right operand input component
  124241. */
  124242. readonly right: NodeMaterialConnectionPoint;
  124243. /**
  124244. * Gets the gradient operand input component
  124245. */
  124246. readonly gradient: NodeMaterialConnectionPoint;
  124247. /**
  124248. * Gets the output component
  124249. */
  124250. readonly output: NodeMaterialConnectionPoint;
  124251. protected _buildBlock(state: NodeMaterialBuildState): this;
  124252. }
  124253. }
  124254. declare module BABYLON {
  124255. /**
  124256. * Block used to divide 2 vectors
  124257. */
  124258. export class DivideBlock extends NodeMaterialBlock {
  124259. /**
  124260. * Creates a new DivideBlock
  124261. * @param name defines the block name
  124262. */
  124263. constructor(name: string);
  124264. /**
  124265. * Gets the current class name
  124266. * @returns the class name
  124267. */
  124268. getClassName(): string;
  124269. /**
  124270. * Gets the left operand input component
  124271. */
  124272. readonly left: NodeMaterialConnectionPoint;
  124273. /**
  124274. * Gets the right operand input component
  124275. */
  124276. readonly right: NodeMaterialConnectionPoint;
  124277. /**
  124278. * Gets the output component
  124279. */
  124280. readonly output: NodeMaterialConnectionPoint;
  124281. protected _buildBlock(state: NodeMaterialBuildState): this;
  124282. }
  124283. }
  124284. declare module BABYLON {
  124285. /**
  124286. * Block used to subtract 2 vectors
  124287. */
  124288. export class SubtractBlock extends NodeMaterialBlock {
  124289. /**
  124290. * Creates a new SubtractBlock
  124291. * @param name defines the block name
  124292. */
  124293. constructor(name: string);
  124294. /**
  124295. * Gets the current class name
  124296. * @returns the class name
  124297. */
  124298. getClassName(): string;
  124299. /**
  124300. * Gets the left operand input component
  124301. */
  124302. readonly left: NodeMaterialConnectionPoint;
  124303. /**
  124304. * Gets the right operand input component
  124305. */
  124306. readonly right: NodeMaterialConnectionPoint;
  124307. /**
  124308. * Gets the output component
  124309. */
  124310. readonly output: NodeMaterialConnectionPoint;
  124311. protected _buildBlock(state: NodeMaterialBuildState): this;
  124312. }
  124313. }
  124314. declare module BABYLON {
  124315. /**
  124316. * Block used to step a value
  124317. */
  124318. export class StepBlock extends NodeMaterialBlock {
  124319. /**
  124320. * Creates a new StepBlock
  124321. * @param name defines the block name
  124322. */
  124323. constructor(name: string);
  124324. /**
  124325. * Gets the current class name
  124326. * @returns the class name
  124327. */
  124328. getClassName(): string;
  124329. /**
  124330. * Gets the value operand input component
  124331. */
  124332. readonly value: NodeMaterialConnectionPoint;
  124333. /**
  124334. * Gets the edge operand input component
  124335. */
  124336. readonly edge: NodeMaterialConnectionPoint;
  124337. /**
  124338. * Gets the output component
  124339. */
  124340. readonly output: NodeMaterialConnectionPoint;
  124341. protected _buildBlock(state: NodeMaterialBuildState): this;
  124342. }
  124343. }
  124344. declare module BABYLON {
  124345. /**
  124346. * Block used to get the opposite (1 - x) of a value
  124347. */
  124348. export class OneMinusBlock extends NodeMaterialBlock {
  124349. /**
  124350. * Creates a new OneMinusBlock
  124351. * @param name defines the block name
  124352. */
  124353. constructor(name: string);
  124354. /**
  124355. * Gets the current class name
  124356. * @returns the class name
  124357. */
  124358. getClassName(): string;
  124359. /**
  124360. * Gets the input component
  124361. */
  124362. readonly input: NodeMaterialConnectionPoint;
  124363. /**
  124364. * Gets the output component
  124365. */
  124366. readonly output: NodeMaterialConnectionPoint;
  124367. protected _buildBlock(state: NodeMaterialBuildState): this;
  124368. }
  124369. }
  124370. declare module BABYLON {
  124371. /**
  124372. * Block used to get the view direction
  124373. */
  124374. export class ViewDirectionBlock extends NodeMaterialBlock {
  124375. /**
  124376. * Creates a new ViewDirectionBlock
  124377. * @param name defines the block name
  124378. */
  124379. constructor(name: string);
  124380. /**
  124381. * Gets the current class name
  124382. * @returns the class name
  124383. */
  124384. getClassName(): string;
  124385. /**
  124386. * Gets the world position component
  124387. */
  124388. readonly worldPosition: NodeMaterialConnectionPoint;
  124389. /**
  124390. * Gets the camera position component
  124391. */
  124392. readonly cameraPosition: NodeMaterialConnectionPoint;
  124393. /**
  124394. * Gets the output component
  124395. */
  124396. readonly output: NodeMaterialConnectionPoint;
  124397. autoConfigure(material: NodeMaterial): void;
  124398. protected _buildBlock(state: NodeMaterialBuildState): this;
  124399. }
  124400. }
  124401. declare module BABYLON {
  124402. /**
  124403. * Block used to compute fresnel value
  124404. */
  124405. export class FresnelBlock extends NodeMaterialBlock {
  124406. /**
  124407. * Create a new FresnelBlock
  124408. * @param name defines the block name
  124409. */
  124410. constructor(name: string);
  124411. /**
  124412. * Gets the current class name
  124413. * @returns the class name
  124414. */
  124415. getClassName(): string;
  124416. /**
  124417. * Gets the world normal input component
  124418. */
  124419. readonly worldNormal: NodeMaterialConnectionPoint;
  124420. /**
  124421. * Gets the view direction input component
  124422. */
  124423. readonly viewDirection: NodeMaterialConnectionPoint;
  124424. /**
  124425. * Gets the bias input component
  124426. */
  124427. readonly bias: NodeMaterialConnectionPoint;
  124428. /**
  124429. * Gets the camera (or eye) position component
  124430. */
  124431. readonly power: NodeMaterialConnectionPoint;
  124432. /**
  124433. * Gets the fresnel output component
  124434. */
  124435. readonly fresnel: NodeMaterialConnectionPoint;
  124436. autoConfigure(material: NodeMaterial): void;
  124437. protected _buildBlock(state: NodeMaterialBuildState): this;
  124438. }
  124439. }
  124440. declare module BABYLON {
  124441. /**
  124442. * Block used to get the max of 2 values
  124443. */
  124444. export class MaxBlock extends NodeMaterialBlock {
  124445. /**
  124446. * Creates a new MaxBlock
  124447. * @param name defines the block name
  124448. */
  124449. constructor(name: string);
  124450. /**
  124451. * Gets the current class name
  124452. * @returns the class name
  124453. */
  124454. getClassName(): string;
  124455. /**
  124456. * Gets the left operand input component
  124457. */
  124458. readonly left: NodeMaterialConnectionPoint;
  124459. /**
  124460. * Gets the right operand input component
  124461. */
  124462. readonly right: NodeMaterialConnectionPoint;
  124463. /**
  124464. * Gets the output component
  124465. */
  124466. readonly output: NodeMaterialConnectionPoint;
  124467. protected _buildBlock(state: NodeMaterialBuildState): this;
  124468. }
  124469. }
  124470. declare module BABYLON {
  124471. /**
  124472. * Block used to get the min of 2 values
  124473. */
  124474. export class MinBlock extends NodeMaterialBlock {
  124475. /**
  124476. * Creates a new MinBlock
  124477. * @param name defines the block name
  124478. */
  124479. constructor(name: string);
  124480. /**
  124481. * Gets the current class name
  124482. * @returns the class name
  124483. */
  124484. getClassName(): string;
  124485. /**
  124486. * Gets the left operand input component
  124487. */
  124488. readonly left: NodeMaterialConnectionPoint;
  124489. /**
  124490. * Gets the right operand input component
  124491. */
  124492. readonly right: NodeMaterialConnectionPoint;
  124493. /**
  124494. * Gets the output component
  124495. */
  124496. readonly output: NodeMaterialConnectionPoint;
  124497. protected _buildBlock(state: NodeMaterialBuildState): this;
  124498. }
  124499. }
  124500. declare module BABYLON {
  124501. /**
  124502. * Block used to get the distance between 2 values
  124503. */
  124504. export class DistanceBlock extends NodeMaterialBlock {
  124505. /**
  124506. * Creates a new DistanceBlock
  124507. * @param name defines the block name
  124508. */
  124509. constructor(name: string);
  124510. /**
  124511. * Gets the current class name
  124512. * @returns the class name
  124513. */
  124514. getClassName(): string;
  124515. /**
  124516. * Gets the left operand input component
  124517. */
  124518. readonly left: NodeMaterialConnectionPoint;
  124519. /**
  124520. * Gets the right operand input component
  124521. */
  124522. readonly right: NodeMaterialConnectionPoint;
  124523. /**
  124524. * Gets the output component
  124525. */
  124526. readonly output: NodeMaterialConnectionPoint;
  124527. protected _buildBlock(state: NodeMaterialBuildState): this;
  124528. }
  124529. }
  124530. declare module BABYLON {
  124531. /**
  124532. * Block used to get the length of a vector
  124533. */
  124534. export class LengthBlock extends NodeMaterialBlock {
  124535. /**
  124536. * Creates a new LengthBlock
  124537. * @param name defines the block name
  124538. */
  124539. constructor(name: string);
  124540. /**
  124541. * Gets the current class name
  124542. * @returns the class name
  124543. */
  124544. getClassName(): string;
  124545. /**
  124546. * Gets the value input component
  124547. */
  124548. readonly value: NodeMaterialConnectionPoint;
  124549. /**
  124550. * Gets the output component
  124551. */
  124552. readonly output: NodeMaterialConnectionPoint;
  124553. protected _buildBlock(state: NodeMaterialBuildState): this;
  124554. }
  124555. }
  124556. declare module BABYLON {
  124557. /**
  124558. * Block used to get negative version of a value (i.e. x * -1)
  124559. */
  124560. export class NegateBlock extends NodeMaterialBlock {
  124561. /**
  124562. * Creates a new NegateBlock
  124563. * @param name defines the block name
  124564. */
  124565. constructor(name: string);
  124566. /**
  124567. * Gets the current class name
  124568. * @returns the class name
  124569. */
  124570. getClassName(): string;
  124571. /**
  124572. * Gets the value input component
  124573. */
  124574. readonly value: NodeMaterialConnectionPoint;
  124575. /**
  124576. * Gets the output component
  124577. */
  124578. readonly output: NodeMaterialConnectionPoint;
  124579. protected _buildBlock(state: NodeMaterialBuildState): this;
  124580. }
  124581. }
  124582. declare module BABYLON {
  124583. /**
  124584. * Block used to get the value of the first parameter raised to the power of the second
  124585. */
  124586. export class PowBlock extends NodeMaterialBlock {
  124587. /**
  124588. * Creates a new PowBlock
  124589. * @param name defines the block name
  124590. */
  124591. constructor(name: string);
  124592. /**
  124593. * Gets the current class name
  124594. * @returns the class name
  124595. */
  124596. getClassName(): string;
  124597. /**
  124598. * Gets the value operand input component
  124599. */
  124600. readonly value: NodeMaterialConnectionPoint;
  124601. /**
  124602. * Gets the power operand input component
  124603. */
  124604. readonly power: NodeMaterialConnectionPoint;
  124605. /**
  124606. * Gets the output component
  124607. */
  124608. readonly output: NodeMaterialConnectionPoint;
  124609. protected _buildBlock(state: NodeMaterialBuildState): this;
  124610. }
  124611. }
  124612. declare module BABYLON {
  124613. /**
  124614. * Block used to get a random number
  124615. */
  124616. export class RandomNumberBlock extends NodeMaterialBlock {
  124617. /**
  124618. * Creates a new RandomNumberBlock
  124619. * @param name defines the block name
  124620. */
  124621. constructor(name: string);
  124622. /**
  124623. * Gets the current class name
  124624. * @returns the class name
  124625. */
  124626. getClassName(): string;
  124627. /**
  124628. * Gets the seed input component
  124629. */
  124630. readonly seed: NodeMaterialConnectionPoint;
  124631. /**
  124632. * Gets the output component
  124633. */
  124634. readonly output: NodeMaterialConnectionPoint;
  124635. protected _buildBlock(state: NodeMaterialBuildState): this;
  124636. }
  124637. }
  124638. declare module BABYLON {
  124639. /**
  124640. * Block used to compute arc tangent of 2 values
  124641. */
  124642. export class ArcTan2Block extends NodeMaterialBlock {
  124643. /**
  124644. * Creates a new ArcTan2Block
  124645. * @param name defines the block name
  124646. */
  124647. constructor(name: string);
  124648. /**
  124649. * Gets the current class name
  124650. * @returns the class name
  124651. */
  124652. getClassName(): string;
  124653. /**
  124654. * Gets the x operand input component
  124655. */
  124656. readonly x: NodeMaterialConnectionPoint;
  124657. /**
  124658. * Gets the y operand input component
  124659. */
  124660. readonly y: NodeMaterialConnectionPoint;
  124661. /**
  124662. * Gets the output component
  124663. */
  124664. readonly output: NodeMaterialConnectionPoint;
  124665. protected _buildBlock(state: NodeMaterialBuildState): this;
  124666. }
  124667. }
  124668. declare module BABYLON {
  124669. /**
  124670. * Block used to smooth step a value
  124671. */
  124672. export class SmoothStepBlock extends NodeMaterialBlock {
  124673. /**
  124674. * Creates a new SmoothStepBlock
  124675. * @param name defines the block name
  124676. */
  124677. constructor(name: string);
  124678. /**
  124679. * Gets the current class name
  124680. * @returns the class name
  124681. */
  124682. getClassName(): string;
  124683. /**
  124684. * Gets the value operand input component
  124685. */
  124686. readonly value: NodeMaterialConnectionPoint;
  124687. /**
  124688. * Gets the first edge operand input component
  124689. */
  124690. readonly edge0: NodeMaterialConnectionPoint;
  124691. /**
  124692. * Gets the second edge operand input component
  124693. */
  124694. readonly edge1: NodeMaterialConnectionPoint;
  124695. /**
  124696. * Gets the output component
  124697. */
  124698. readonly output: NodeMaterialConnectionPoint;
  124699. protected _buildBlock(state: NodeMaterialBuildState): this;
  124700. }
  124701. }
  124702. declare module BABYLON {
  124703. /**
  124704. * Block used to get the reciprocal (1 / x) of a value
  124705. */
  124706. export class ReciprocalBlock extends NodeMaterialBlock {
  124707. /**
  124708. * Creates a new ReciprocalBlock
  124709. * @param name defines the block name
  124710. */
  124711. constructor(name: string);
  124712. /**
  124713. * Gets the current class name
  124714. * @returns the class name
  124715. */
  124716. getClassName(): string;
  124717. /**
  124718. * Gets the input component
  124719. */
  124720. readonly input: NodeMaterialConnectionPoint;
  124721. /**
  124722. * Gets the output component
  124723. */
  124724. readonly output: NodeMaterialConnectionPoint;
  124725. protected _buildBlock(state: NodeMaterialBuildState): this;
  124726. }
  124727. }
  124728. declare module BABYLON {
  124729. /**
  124730. * Block used to replace a color by another one
  124731. */
  124732. export class ReplaceColorBlock extends NodeMaterialBlock {
  124733. /**
  124734. * Creates a new ReplaceColorBlock
  124735. * @param name defines the block name
  124736. */
  124737. constructor(name: string);
  124738. /**
  124739. * Gets the current class name
  124740. * @returns the class name
  124741. */
  124742. getClassName(): string;
  124743. /**
  124744. * Gets the value input component
  124745. */
  124746. readonly value: NodeMaterialConnectionPoint;
  124747. /**
  124748. * Gets the reference input component
  124749. */
  124750. readonly reference: NodeMaterialConnectionPoint;
  124751. /**
  124752. * Gets the distance input component
  124753. */
  124754. readonly distance: NodeMaterialConnectionPoint;
  124755. /**
  124756. * Gets the replacement input component
  124757. */
  124758. readonly replacement: NodeMaterialConnectionPoint;
  124759. /**
  124760. * Gets the output component
  124761. */
  124762. readonly output: NodeMaterialConnectionPoint;
  124763. protected _buildBlock(state: NodeMaterialBuildState): this;
  124764. }
  124765. }
  124766. declare module BABYLON {
  124767. /**
  124768. * Block used to posterize a value
  124769. * @see https://en.wikipedia.org/wiki/Posterization
  124770. */
  124771. export class PosterizeBlock extends NodeMaterialBlock {
  124772. /**
  124773. * Creates a new PosterizeBlock
  124774. * @param name defines the block name
  124775. */
  124776. constructor(name: string);
  124777. /**
  124778. * Gets the current class name
  124779. * @returns the class name
  124780. */
  124781. getClassName(): string;
  124782. /**
  124783. * Gets the value input component
  124784. */
  124785. readonly value: NodeMaterialConnectionPoint;
  124786. /**
  124787. * Gets the steps input component
  124788. */
  124789. readonly steps: NodeMaterialConnectionPoint;
  124790. /**
  124791. * Gets the output component
  124792. */
  124793. readonly output: NodeMaterialConnectionPoint;
  124794. protected _buildBlock(state: NodeMaterialBuildState): this;
  124795. }
  124796. }
  124797. declare module BABYLON {
  124798. /**
  124799. * Operations supported by the Wave block
  124800. */
  124801. export enum WaveBlockKind {
  124802. /** SawTooth */
  124803. SawTooth = 0,
  124804. /** Square */
  124805. Square = 1,
  124806. /** Triangle */
  124807. Triangle = 2
  124808. }
  124809. /**
  124810. * Block used to apply wave operation to floats
  124811. */
  124812. export class WaveBlock extends NodeMaterialBlock {
  124813. /**
  124814. * Gets or sets the kibnd of wave to be applied by the block
  124815. */
  124816. kind: WaveBlockKind;
  124817. /**
  124818. * Creates a new WaveBlock
  124819. * @param name defines the block name
  124820. */
  124821. constructor(name: string);
  124822. /**
  124823. * Gets the current class name
  124824. * @returns the class name
  124825. */
  124826. getClassName(): string;
  124827. /**
  124828. * Gets the input component
  124829. */
  124830. readonly input: NodeMaterialConnectionPoint;
  124831. /**
  124832. * Gets the output component
  124833. */
  124834. readonly output: NodeMaterialConnectionPoint;
  124835. protected _buildBlock(state: NodeMaterialBuildState): this;
  124836. serialize(): any;
  124837. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124838. }
  124839. }
  124840. declare module BABYLON {
  124841. /**
  124842. * Class used to store a color step for the GradientBlock
  124843. */
  124844. export class GradientBlockColorStep {
  124845. /**
  124846. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124847. */
  124848. step: number;
  124849. /**
  124850. * Gets or sets the color associated with this step
  124851. */
  124852. color: Color3;
  124853. /**
  124854. * Creates a new GradientBlockColorStep
  124855. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124856. * @param color defines the color associated with this step
  124857. */
  124858. constructor(
  124859. /**
  124860. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124861. */
  124862. step: number,
  124863. /**
  124864. * Gets or sets the color associated with this step
  124865. */
  124866. color: Color3);
  124867. }
  124868. /**
  124869. * Block used to return a color from a gradient based on an input value between 0 and 1
  124870. */
  124871. export class GradientBlock extends NodeMaterialBlock {
  124872. /**
  124873. * Gets or sets the list of color steps
  124874. */
  124875. colorSteps: GradientBlockColorStep[];
  124876. /**
  124877. * Creates a new GradientBlock
  124878. * @param name defines the block name
  124879. */
  124880. constructor(name: string);
  124881. /**
  124882. * Gets the current class name
  124883. * @returns the class name
  124884. */
  124885. getClassName(): string;
  124886. /**
  124887. * Gets the gradient input component
  124888. */
  124889. readonly gradient: NodeMaterialConnectionPoint;
  124890. /**
  124891. * Gets the output component
  124892. */
  124893. readonly output: NodeMaterialConnectionPoint;
  124894. private _writeColorConstant;
  124895. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124896. serialize(): any;
  124897. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124898. protected _dumpPropertiesCode(): string;
  124899. }
  124900. }
  124901. declare module BABYLON {
  124902. /**
  124903. * Block used to normalize lerp between 2 values
  124904. */
  124905. export class NLerpBlock extends NodeMaterialBlock {
  124906. /**
  124907. * Creates a new NLerpBlock
  124908. * @param name defines the block name
  124909. */
  124910. constructor(name: string);
  124911. /**
  124912. * Gets the current class name
  124913. * @returns the class name
  124914. */
  124915. getClassName(): string;
  124916. /**
  124917. * Gets the left operand input component
  124918. */
  124919. readonly left: NodeMaterialConnectionPoint;
  124920. /**
  124921. * Gets the right operand input component
  124922. */
  124923. readonly right: NodeMaterialConnectionPoint;
  124924. /**
  124925. * Gets the gradient operand input component
  124926. */
  124927. readonly gradient: NodeMaterialConnectionPoint;
  124928. /**
  124929. * Gets the output component
  124930. */
  124931. readonly output: NodeMaterialConnectionPoint;
  124932. protected _buildBlock(state: NodeMaterialBuildState): this;
  124933. }
  124934. }
  124935. declare module BABYLON {
  124936. /**
  124937. * block used to Generate a Worley Noise 3D Noise Pattern
  124938. */
  124939. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  124940. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  124941. manhattanDistance: boolean;
  124942. /**
  124943. * Creates a new WorleyNoise3DBlock
  124944. * @param name defines the block name
  124945. */
  124946. constructor(name: string);
  124947. /**
  124948. * Gets the current class name
  124949. * @returns the class name
  124950. */
  124951. getClassName(): string;
  124952. /**
  124953. * Gets the seed input component
  124954. */
  124955. readonly seed: NodeMaterialConnectionPoint;
  124956. /**
  124957. * Gets the jitter input component
  124958. */
  124959. readonly jitter: NodeMaterialConnectionPoint;
  124960. /**
  124961. * Gets the output component
  124962. */
  124963. readonly output: NodeMaterialConnectionPoint;
  124964. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124965. /**
  124966. * Exposes the properties to the UI?
  124967. */
  124968. protected _dumpPropertiesCode(): string;
  124969. /**
  124970. * Exposes the properties to the Seralize?
  124971. */
  124972. serialize(): any;
  124973. /**
  124974. * Exposes the properties to the deseralize?
  124975. */
  124976. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124977. }
  124978. }
  124979. declare module BABYLON {
  124980. /**
  124981. * block used to Generate a Simplex Perlin 3d Noise Pattern
  124982. */
  124983. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  124984. /**
  124985. * Creates a new SimplexPerlin3DBlock
  124986. * @param name defines the block name
  124987. */
  124988. constructor(name: string);
  124989. /**
  124990. * Gets the current class name
  124991. * @returns the class name
  124992. */
  124993. getClassName(): string;
  124994. /**
  124995. * Gets the seed operand input component
  124996. */
  124997. readonly seed: NodeMaterialConnectionPoint;
  124998. /**
  124999. * Gets the output component
  125000. */
  125001. readonly output: NodeMaterialConnectionPoint;
  125002. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125003. }
  125004. }
  125005. declare module BABYLON {
  125006. /**
  125007. * Block used to blend normals
  125008. */
  125009. export class NormalBlendBlock extends NodeMaterialBlock {
  125010. /**
  125011. * Creates a new NormalBlendBlock
  125012. * @param name defines the block name
  125013. */
  125014. constructor(name: string);
  125015. /**
  125016. * Gets the current class name
  125017. * @returns the class name
  125018. */
  125019. getClassName(): string;
  125020. /**
  125021. * Gets the first input component
  125022. */
  125023. readonly input0: NodeMaterialConnectionPoint;
  125024. /**
  125025. * Gets the second input component
  125026. */
  125027. readonly input1: NodeMaterialConnectionPoint;
  125028. /**
  125029. * Gets the output component
  125030. */
  125031. readonly output: NodeMaterialConnectionPoint;
  125032. protected _buildBlock(state: NodeMaterialBuildState): this;
  125033. }
  125034. }
  125035. declare module BABYLON {
  125036. /**
  125037. * Block used to rotate a 2d vector by a given angle
  125038. */
  125039. export class Rotate2dBlock extends NodeMaterialBlock {
  125040. /**
  125041. * Creates a new Rotate2dBlock
  125042. * @param name defines the block name
  125043. */
  125044. constructor(name: string);
  125045. /**
  125046. * Gets the current class name
  125047. * @returns the class name
  125048. */
  125049. getClassName(): string;
  125050. /**
  125051. * Gets the input vector
  125052. */
  125053. readonly input: NodeMaterialConnectionPoint;
  125054. /**
  125055. * Gets the input angle
  125056. */
  125057. readonly angle: NodeMaterialConnectionPoint;
  125058. /**
  125059. * Gets the output component
  125060. */
  125061. readonly output: NodeMaterialConnectionPoint;
  125062. autoConfigure(material: NodeMaterial): void;
  125063. protected _buildBlock(state: NodeMaterialBuildState): this;
  125064. }
  125065. }
  125066. declare module BABYLON {
  125067. /**
  125068. * Effect Render Options
  125069. */
  125070. export interface IEffectRendererOptions {
  125071. /**
  125072. * Defines the vertices positions.
  125073. */
  125074. positions?: number[];
  125075. /**
  125076. * Defines the indices.
  125077. */
  125078. indices?: number[];
  125079. }
  125080. /**
  125081. * Helper class to render one or more effects
  125082. */
  125083. export class EffectRenderer {
  125084. private engine;
  125085. private static _DefaultOptions;
  125086. private _vertexBuffers;
  125087. private _indexBuffer;
  125088. private _ringBufferIndex;
  125089. private _ringScreenBuffer;
  125090. private _fullscreenViewport;
  125091. private _getNextFrameBuffer;
  125092. /**
  125093. * Creates an effect renderer
  125094. * @param engine the engine to use for rendering
  125095. * @param options defines the options of the effect renderer
  125096. */
  125097. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  125098. /**
  125099. * Sets the current viewport in normalized coordinates 0-1
  125100. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  125101. */
  125102. setViewport(viewport?: Viewport): void;
  125103. /**
  125104. * Binds the embedded attributes buffer to the effect.
  125105. * @param effect Defines the effect to bind the attributes for
  125106. */
  125107. bindBuffers(effect: Effect): void;
  125108. /**
  125109. * Sets the current effect wrapper to use during draw.
  125110. * The effect needs to be ready before calling this api.
  125111. * This also sets the default full screen position attribute.
  125112. * @param effectWrapper Defines the effect to draw with
  125113. */
  125114. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  125115. /**
  125116. * Draws a full screen quad.
  125117. */
  125118. draw(): void;
  125119. /**
  125120. * renders one or more effects to a specified texture
  125121. * @param effectWrappers list of effects to renderer
  125122. * @param outputTexture texture to draw to, if null it will render to the screen
  125123. */
  125124. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  125125. /**
  125126. * Disposes of the effect renderer
  125127. */
  125128. dispose(): void;
  125129. }
  125130. /**
  125131. * Options to create an EffectWrapper
  125132. */
  125133. interface EffectWrapperCreationOptions {
  125134. /**
  125135. * Engine to use to create the effect
  125136. */
  125137. engine: ThinEngine;
  125138. /**
  125139. * Fragment shader for the effect
  125140. */
  125141. fragmentShader: string;
  125142. /**
  125143. * Vertex shader for the effect
  125144. */
  125145. vertexShader?: string;
  125146. /**
  125147. * Attributes to use in the shader
  125148. */
  125149. attributeNames?: Array<string>;
  125150. /**
  125151. * Uniforms to use in the shader
  125152. */
  125153. uniformNames?: Array<string>;
  125154. /**
  125155. * Texture sampler names to use in the shader
  125156. */
  125157. samplerNames?: Array<string>;
  125158. /**
  125159. * The friendly name of the effect displayed in Spector.
  125160. */
  125161. name?: string;
  125162. }
  125163. /**
  125164. * Wraps an effect to be used for rendering
  125165. */
  125166. export class EffectWrapper {
  125167. /**
  125168. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  125169. */
  125170. onApplyObservable: Observable<{}>;
  125171. /**
  125172. * The underlying effect
  125173. */
  125174. effect: Effect;
  125175. /**
  125176. * Creates an effect to be renderer
  125177. * @param creationOptions options to create the effect
  125178. */
  125179. constructor(creationOptions: EffectWrapperCreationOptions);
  125180. /**
  125181. * Disposes of the effect wrapper
  125182. */
  125183. dispose(): void;
  125184. }
  125185. }
  125186. declare module BABYLON {
  125187. /**
  125188. * Helper class to push actions to a pool of workers.
  125189. */
  125190. export class WorkerPool implements IDisposable {
  125191. private _workerInfos;
  125192. private _pendingActions;
  125193. /**
  125194. * Constructor
  125195. * @param workers Array of workers to use for actions
  125196. */
  125197. constructor(workers: Array<Worker>);
  125198. /**
  125199. * Terminates all workers and clears any pending actions.
  125200. */
  125201. dispose(): void;
  125202. /**
  125203. * Pushes an action to the worker pool. If all the workers are active, the action will be
  125204. * pended until a worker has completed its action.
  125205. * @param action The action to perform. Call onComplete when the action is complete.
  125206. */
  125207. push(action: (worker: Worker, onComplete: () => void) => void): void;
  125208. private _execute;
  125209. }
  125210. }
  125211. declare module BABYLON {
  125212. /**
  125213. * Configuration for Draco compression
  125214. */
  125215. export interface IDracoCompressionConfiguration {
  125216. /**
  125217. * Configuration for the decoder.
  125218. */
  125219. decoder: {
  125220. /**
  125221. * The url to the WebAssembly module.
  125222. */
  125223. wasmUrl?: string;
  125224. /**
  125225. * The url to the WebAssembly binary.
  125226. */
  125227. wasmBinaryUrl?: string;
  125228. /**
  125229. * The url to the fallback JavaScript module.
  125230. */
  125231. fallbackUrl?: string;
  125232. };
  125233. }
  125234. /**
  125235. * Draco compression (https://google.github.io/draco/)
  125236. *
  125237. * This class wraps the Draco module.
  125238. *
  125239. * **Encoder**
  125240. *
  125241. * The encoder is not currently implemented.
  125242. *
  125243. * **Decoder**
  125244. *
  125245. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  125246. *
  125247. * To update the configuration, use the following code:
  125248. * ```javascript
  125249. * DracoCompression.Configuration = {
  125250. * decoder: {
  125251. * wasmUrl: "<url to the WebAssembly library>",
  125252. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  125253. * fallbackUrl: "<url to the fallback JavaScript library>",
  125254. * }
  125255. * };
  125256. * ```
  125257. *
  125258. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  125259. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  125260. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  125261. *
  125262. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  125263. * ```javascript
  125264. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  125265. * ```
  125266. *
  125267. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  125268. */
  125269. export class DracoCompression implements IDisposable {
  125270. private _workerPoolPromise?;
  125271. private _decoderModulePromise?;
  125272. /**
  125273. * The configuration. Defaults to the following urls:
  125274. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  125275. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  125276. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  125277. */
  125278. static Configuration: IDracoCompressionConfiguration;
  125279. /**
  125280. * Returns true if the decoder configuration is available.
  125281. */
  125282. static readonly DecoderAvailable: boolean;
  125283. /**
  125284. * Default number of workers to create when creating the draco compression object.
  125285. */
  125286. static DefaultNumWorkers: number;
  125287. private static GetDefaultNumWorkers;
  125288. private static _Default;
  125289. /**
  125290. * Default instance for the draco compression object.
  125291. */
  125292. static readonly Default: DracoCompression;
  125293. /**
  125294. * Constructor
  125295. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  125296. */
  125297. constructor(numWorkers?: number);
  125298. /**
  125299. * Stop all async operations and release resources.
  125300. */
  125301. dispose(): void;
  125302. /**
  125303. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  125304. * @returns a promise that resolves when ready
  125305. */
  125306. whenReadyAsync(): Promise<void>;
  125307. /**
  125308. * Decode Draco compressed mesh data to vertex data.
  125309. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  125310. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  125311. * @returns A promise that resolves with the decoded vertex data
  125312. */
  125313. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  125314. [kind: string]: number;
  125315. }): Promise<VertexData>;
  125316. }
  125317. }
  125318. declare module BABYLON {
  125319. /**
  125320. * Class for building Constructive Solid Geometry
  125321. */
  125322. export class CSG {
  125323. private polygons;
  125324. /**
  125325. * The world matrix
  125326. */
  125327. matrix: Matrix;
  125328. /**
  125329. * Stores the position
  125330. */
  125331. position: Vector3;
  125332. /**
  125333. * Stores the rotation
  125334. */
  125335. rotation: Vector3;
  125336. /**
  125337. * Stores the rotation quaternion
  125338. */
  125339. rotationQuaternion: Nullable<Quaternion>;
  125340. /**
  125341. * Stores the scaling vector
  125342. */
  125343. scaling: Vector3;
  125344. /**
  125345. * Convert the Mesh to CSG
  125346. * @param mesh The Mesh to convert to CSG
  125347. * @returns A new CSG from the Mesh
  125348. */
  125349. static FromMesh(mesh: Mesh): CSG;
  125350. /**
  125351. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  125352. * @param polygons Polygons used to construct a CSG solid
  125353. */
  125354. private static FromPolygons;
  125355. /**
  125356. * Clones, or makes a deep copy, of the CSG
  125357. * @returns A new CSG
  125358. */
  125359. clone(): CSG;
  125360. /**
  125361. * Unions this CSG with another CSG
  125362. * @param csg The CSG to union against this CSG
  125363. * @returns The unioned CSG
  125364. */
  125365. union(csg: CSG): CSG;
  125366. /**
  125367. * Unions this CSG with another CSG in place
  125368. * @param csg The CSG to union against this CSG
  125369. */
  125370. unionInPlace(csg: CSG): void;
  125371. /**
  125372. * Subtracts this CSG with another CSG
  125373. * @param csg The CSG to subtract against this CSG
  125374. * @returns A new CSG
  125375. */
  125376. subtract(csg: CSG): CSG;
  125377. /**
  125378. * Subtracts this CSG with another CSG in place
  125379. * @param csg The CSG to subtact against this CSG
  125380. */
  125381. subtractInPlace(csg: CSG): void;
  125382. /**
  125383. * Intersect this CSG with another CSG
  125384. * @param csg The CSG to intersect against this CSG
  125385. * @returns A new CSG
  125386. */
  125387. intersect(csg: CSG): CSG;
  125388. /**
  125389. * Intersects this CSG with another CSG in place
  125390. * @param csg The CSG to intersect against this CSG
  125391. */
  125392. intersectInPlace(csg: CSG): void;
  125393. /**
  125394. * Return a new CSG solid with solid and empty space switched. This solid is
  125395. * not modified.
  125396. * @returns A new CSG solid with solid and empty space switched
  125397. */
  125398. inverse(): CSG;
  125399. /**
  125400. * Inverses the CSG in place
  125401. */
  125402. inverseInPlace(): void;
  125403. /**
  125404. * This is used to keep meshes transformations so they can be restored
  125405. * when we build back a Babylon Mesh
  125406. * NB : All CSG operations are performed in world coordinates
  125407. * @param csg The CSG to copy the transform attributes from
  125408. * @returns This CSG
  125409. */
  125410. copyTransformAttributes(csg: CSG): CSG;
  125411. /**
  125412. * Build Raw mesh from CSG
  125413. * Coordinates here are in world space
  125414. * @param name The name of the mesh geometry
  125415. * @param scene The Scene
  125416. * @param keepSubMeshes Specifies if the submeshes should be kept
  125417. * @returns A new Mesh
  125418. */
  125419. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125420. /**
  125421. * Build Mesh from CSG taking material and transforms into account
  125422. * @param name The name of the Mesh
  125423. * @param material The material of the Mesh
  125424. * @param scene The Scene
  125425. * @param keepSubMeshes Specifies if submeshes should be kept
  125426. * @returns The new Mesh
  125427. */
  125428. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125429. }
  125430. }
  125431. declare module BABYLON {
  125432. /**
  125433. * Class used to create a trail following a mesh
  125434. */
  125435. export class TrailMesh extends Mesh {
  125436. private _generator;
  125437. private _autoStart;
  125438. private _running;
  125439. private _diameter;
  125440. private _length;
  125441. private _sectionPolygonPointsCount;
  125442. private _sectionVectors;
  125443. private _sectionNormalVectors;
  125444. private _beforeRenderObserver;
  125445. /**
  125446. * @constructor
  125447. * @param name The value used by scene.getMeshByName() to do a lookup.
  125448. * @param generator The mesh to generate a trail.
  125449. * @param scene The scene to add this mesh to.
  125450. * @param diameter Diameter of trailing mesh. Default is 1.
  125451. * @param length Length of trailing mesh. Default is 60.
  125452. * @param autoStart Automatically start trailing mesh. Default true.
  125453. */
  125454. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125455. /**
  125456. * "TrailMesh"
  125457. * @returns "TrailMesh"
  125458. */
  125459. getClassName(): string;
  125460. private _createMesh;
  125461. /**
  125462. * Start trailing mesh.
  125463. */
  125464. start(): void;
  125465. /**
  125466. * Stop trailing mesh.
  125467. */
  125468. stop(): void;
  125469. /**
  125470. * Update trailing mesh geometry.
  125471. */
  125472. update(): void;
  125473. /**
  125474. * Returns a new TrailMesh object.
  125475. * @param name is a string, the name given to the new mesh
  125476. * @param newGenerator use new generator object for cloned trail mesh
  125477. * @returns a new mesh
  125478. */
  125479. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125480. /**
  125481. * Serializes this trail mesh
  125482. * @param serializationObject object to write serialization to
  125483. */
  125484. serialize(serializationObject: any): void;
  125485. /**
  125486. * Parses a serialized trail mesh
  125487. * @param parsedMesh the serialized mesh
  125488. * @param scene the scene to create the trail mesh in
  125489. * @returns the created trail mesh
  125490. */
  125491. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125492. }
  125493. }
  125494. declare module BABYLON {
  125495. /**
  125496. * Class containing static functions to help procedurally build meshes
  125497. */
  125498. export class TiledBoxBuilder {
  125499. /**
  125500. * Creates a box mesh
  125501. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  125502. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125503. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125504. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125505. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125506. * @param name defines the name of the mesh
  125507. * @param options defines the options used to create the mesh
  125508. * @param scene defines the hosting scene
  125509. * @returns the box mesh
  125510. */
  125511. static CreateTiledBox(name: string, options: {
  125512. pattern?: number;
  125513. width?: number;
  125514. height?: number;
  125515. depth?: number;
  125516. tileSize?: number;
  125517. tileWidth?: number;
  125518. tileHeight?: number;
  125519. alignHorizontal?: number;
  125520. alignVertical?: number;
  125521. faceUV?: Vector4[];
  125522. faceColors?: Color4[];
  125523. sideOrientation?: number;
  125524. updatable?: boolean;
  125525. }, scene?: Nullable<Scene>): Mesh;
  125526. }
  125527. }
  125528. declare module BABYLON {
  125529. /**
  125530. * Class containing static functions to help procedurally build meshes
  125531. */
  125532. export class TorusKnotBuilder {
  125533. /**
  125534. * Creates a torus knot mesh
  125535. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125536. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125537. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125538. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125539. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125540. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125541. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125542. * @param name defines the name of the mesh
  125543. * @param options defines the options used to create the mesh
  125544. * @param scene defines the hosting scene
  125545. * @returns the torus knot mesh
  125546. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125547. */
  125548. static CreateTorusKnot(name: string, options: {
  125549. radius?: number;
  125550. tube?: number;
  125551. radialSegments?: number;
  125552. tubularSegments?: number;
  125553. p?: number;
  125554. q?: number;
  125555. updatable?: boolean;
  125556. sideOrientation?: number;
  125557. frontUVs?: Vector4;
  125558. backUVs?: Vector4;
  125559. }, scene: any): Mesh;
  125560. }
  125561. }
  125562. declare module BABYLON {
  125563. /**
  125564. * Polygon
  125565. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125566. */
  125567. export class Polygon {
  125568. /**
  125569. * Creates a rectangle
  125570. * @param xmin bottom X coord
  125571. * @param ymin bottom Y coord
  125572. * @param xmax top X coord
  125573. * @param ymax top Y coord
  125574. * @returns points that make the resulting rectation
  125575. */
  125576. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125577. /**
  125578. * Creates a circle
  125579. * @param radius radius of circle
  125580. * @param cx scale in x
  125581. * @param cy scale in y
  125582. * @param numberOfSides number of sides that make up the circle
  125583. * @returns points that make the resulting circle
  125584. */
  125585. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125586. /**
  125587. * Creates a polygon from input string
  125588. * @param input Input polygon data
  125589. * @returns the parsed points
  125590. */
  125591. static Parse(input: string): Vector2[];
  125592. /**
  125593. * Starts building a polygon from x and y coordinates
  125594. * @param x x coordinate
  125595. * @param y y coordinate
  125596. * @returns the started path2
  125597. */
  125598. static StartingAt(x: number, y: number): Path2;
  125599. }
  125600. /**
  125601. * Builds a polygon
  125602. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125603. */
  125604. export class PolygonMeshBuilder {
  125605. private _points;
  125606. private _outlinepoints;
  125607. private _holes;
  125608. private _name;
  125609. private _scene;
  125610. private _epoints;
  125611. private _eholes;
  125612. private _addToepoint;
  125613. /**
  125614. * Babylon reference to the earcut plugin.
  125615. */
  125616. bjsEarcut: any;
  125617. /**
  125618. * Creates a PolygonMeshBuilder
  125619. * @param name name of the builder
  125620. * @param contours Path of the polygon
  125621. * @param scene scene to add to when creating the mesh
  125622. * @param earcutInjection can be used to inject your own earcut reference
  125623. */
  125624. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125625. /**
  125626. * Adds a whole within the polygon
  125627. * @param hole Array of points defining the hole
  125628. * @returns this
  125629. */
  125630. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125631. /**
  125632. * Creates the polygon
  125633. * @param updatable If the mesh should be updatable
  125634. * @param depth The depth of the mesh created
  125635. * @returns the created mesh
  125636. */
  125637. build(updatable?: boolean, depth?: number): Mesh;
  125638. /**
  125639. * Creates the polygon
  125640. * @param depth The depth of the mesh created
  125641. * @returns the created VertexData
  125642. */
  125643. buildVertexData(depth?: number): VertexData;
  125644. /**
  125645. * Adds a side to the polygon
  125646. * @param positions points that make the polygon
  125647. * @param normals normals of the polygon
  125648. * @param uvs uvs of the polygon
  125649. * @param indices indices of the polygon
  125650. * @param bounds bounds of the polygon
  125651. * @param points points of the polygon
  125652. * @param depth depth of the polygon
  125653. * @param flip flip of the polygon
  125654. */
  125655. private addSide;
  125656. }
  125657. }
  125658. declare module BABYLON {
  125659. /**
  125660. * Class containing static functions to help procedurally build meshes
  125661. */
  125662. export class PolygonBuilder {
  125663. /**
  125664. * Creates a polygon mesh
  125665. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125666. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  125667. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125668. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125669. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125670. * * Remember you can only change the shape positions, not their number when updating a polygon
  125671. * @param name defines the name of the mesh
  125672. * @param options defines the options used to create the mesh
  125673. * @param scene defines the hosting scene
  125674. * @param earcutInjection can be used to inject your own earcut reference
  125675. * @returns the polygon mesh
  125676. */
  125677. static CreatePolygon(name: string, options: {
  125678. shape: Vector3[];
  125679. holes?: Vector3[][];
  125680. depth?: number;
  125681. faceUV?: Vector4[];
  125682. faceColors?: Color4[];
  125683. updatable?: boolean;
  125684. sideOrientation?: number;
  125685. frontUVs?: Vector4;
  125686. backUVs?: Vector4;
  125687. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125688. /**
  125689. * Creates an extruded polygon mesh, with depth in the Y direction.
  125690. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  125691. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125692. * @param name defines the name of the mesh
  125693. * @param options defines the options used to create the mesh
  125694. * @param scene defines the hosting scene
  125695. * @param earcutInjection can be used to inject your own earcut reference
  125696. * @returns the polygon mesh
  125697. */
  125698. static ExtrudePolygon(name: string, options: {
  125699. shape: Vector3[];
  125700. holes?: Vector3[][];
  125701. depth?: number;
  125702. faceUV?: Vector4[];
  125703. faceColors?: Color4[];
  125704. updatable?: boolean;
  125705. sideOrientation?: number;
  125706. frontUVs?: Vector4;
  125707. backUVs?: Vector4;
  125708. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125709. }
  125710. }
  125711. declare module BABYLON {
  125712. /**
  125713. * Class containing static functions to help procedurally build meshes
  125714. */
  125715. export class LatheBuilder {
  125716. /**
  125717. * Creates lathe mesh.
  125718. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125719. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  125720. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125721. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125722. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125723. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  125724. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125725. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  125726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125727. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125728. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125730. * @param name defines the name of the mesh
  125731. * @param options defines the options used to create the mesh
  125732. * @param scene defines the hosting scene
  125733. * @returns the lathe mesh
  125734. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125735. */
  125736. static CreateLathe(name: string, options: {
  125737. shape: Vector3[];
  125738. radius?: number;
  125739. tessellation?: number;
  125740. clip?: number;
  125741. arc?: number;
  125742. closed?: boolean;
  125743. updatable?: boolean;
  125744. sideOrientation?: number;
  125745. frontUVs?: Vector4;
  125746. backUVs?: Vector4;
  125747. cap?: number;
  125748. invertUV?: boolean;
  125749. }, scene?: Nullable<Scene>): Mesh;
  125750. }
  125751. }
  125752. declare module BABYLON {
  125753. /**
  125754. * Class containing static functions to help procedurally build meshes
  125755. */
  125756. export class TiledPlaneBuilder {
  125757. /**
  125758. * Creates a tiled plane mesh
  125759. * * The parameter `pattern` will, depending on value, do nothing or
  125760. * * * flip (reflect about central vertical) alternate tiles across and up
  125761. * * * flip every tile on alternate rows
  125762. * * * rotate (180 degs) alternate tiles across and up
  125763. * * * rotate every tile on alternate rows
  125764. * * * flip and rotate alternate tiles across and up
  125765. * * * flip and rotate every tile on alternate rows
  125766. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125767. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125768. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125769. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125770. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  125771. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  125772. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125773. * @param name defines the name of the mesh
  125774. * @param options defines the options used to create the mesh
  125775. * @param scene defines the hosting scene
  125776. * @returns the box mesh
  125777. */
  125778. static CreateTiledPlane(name: string, options: {
  125779. pattern?: number;
  125780. tileSize?: number;
  125781. tileWidth?: number;
  125782. tileHeight?: number;
  125783. size?: number;
  125784. width?: number;
  125785. height?: number;
  125786. alignHorizontal?: number;
  125787. alignVertical?: number;
  125788. sideOrientation?: number;
  125789. frontUVs?: Vector4;
  125790. backUVs?: Vector4;
  125791. updatable?: boolean;
  125792. }, scene?: Nullable<Scene>): Mesh;
  125793. }
  125794. }
  125795. declare module BABYLON {
  125796. /**
  125797. * Class containing static functions to help procedurally build meshes
  125798. */
  125799. export class TubeBuilder {
  125800. /**
  125801. * Creates a tube mesh.
  125802. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125803. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125804. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125805. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125806. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125807. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  125808. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125809. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  125810. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  125811. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125812. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125813. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125815. * @param name defines the name of the mesh
  125816. * @param options defines the options used to create the mesh
  125817. * @param scene defines the hosting scene
  125818. * @returns the tube mesh
  125819. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125820. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125821. */
  125822. static CreateTube(name: string, options: {
  125823. path: Vector3[];
  125824. radius?: number;
  125825. tessellation?: number;
  125826. radiusFunction?: {
  125827. (i: number, distance: number): number;
  125828. };
  125829. cap?: number;
  125830. arc?: number;
  125831. updatable?: boolean;
  125832. sideOrientation?: number;
  125833. frontUVs?: Vector4;
  125834. backUVs?: Vector4;
  125835. instance?: Mesh;
  125836. invertUV?: boolean;
  125837. }, scene?: Nullable<Scene>): Mesh;
  125838. }
  125839. }
  125840. declare module BABYLON {
  125841. /**
  125842. * Class containing static functions to help procedurally build meshes
  125843. */
  125844. export class IcoSphereBuilder {
  125845. /**
  125846. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125847. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125848. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  125849. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125850. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  125851. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125852. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125854. * @param name defines the name of the mesh
  125855. * @param options defines the options used to create the mesh
  125856. * @param scene defines the hosting scene
  125857. * @returns the icosahedron mesh
  125858. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125859. */
  125860. static CreateIcoSphere(name: string, options: {
  125861. radius?: number;
  125862. radiusX?: number;
  125863. radiusY?: number;
  125864. radiusZ?: number;
  125865. flat?: boolean;
  125866. subdivisions?: number;
  125867. sideOrientation?: number;
  125868. frontUVs?: Vector4;
  125869. backUVs?: Vector4;
  125870. updatable?: boolean;
  125871. }, scene?: Nullable<Scene>): Mesh;
  125872. }
  125873. }
  125874. declare module BABYLON {
  125875. /**
  125876. * Class containing static functions to help procedurally build meshes
  125877. */
  125878. export class DecalBuilder {
  125879. /**
  125880. * Creates a decal mesh.
  125881. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  125882. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125883. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125884. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125885. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125886. * @param name defines the name of the mesh
  125887. * @param sourceMesh defines the mesh where the decal must be applied
  125888. * @param options defines the options used to create the mesh
  125889. * @param scene defines the hosting scene
  125890. * @returns the decal mesh
  125891. * @see https://doc.babylonjs.com/how_to/decals
  125892. */
  125893. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125894. position?: Vector3;
  125895. normal?: Vector3;
  125896. size?: Vector3;
  125897. angle?: number;
  125898. }): Mesh;
  125899. }
  125900. }
  125901. declare module BABYLON {
  125902. /**
  125903. * Class containing static functions to help procedurally build meshes
  125904. */
  125905. export class MeshBuilder {
  125906. /**
  125907. * Creates a box mesh
  125908. * * The parameter `size` sets the size (float) of each box side (default 1)
  125909. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125910. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  125911. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125913. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125915. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125916. * @param name defines the name of the mesh
  125917. * @param options defines the options used to create the mesh
  125918. * @param scene defines the hosting scene
  125919. * @returns the box mesh
  125920. */
  125921. static CreateBox(name: string, options: {
  125922. size?: number;
  125923. width?: number;
  125924. height?: number;
  125925. depth?: number;
  125926. faceUV?: Vector4[];
  125927. faceColors?: Color4[];
  125928. sideOrientation?: number;
  125929. frontUVs?: Vector4;
  125930. backUVs?: Vector4;
  125931. updatable?: boolean;
  125932. }, scene?: Nullable<Scene>): Mesh;
  125933. /**
  125934. * Creates a tiled box mesh
  125935. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125937. * @param name defines the name of the mesh
  125938. * @param options defines the options used to create the mesh
  125939. * @param scene defines the hosting scene
  125940. * @returns the tiled box mesh
  125941. */
  125942. static CreateTiledBox(name: string, options: {
  125943. pattern?: number;
  125944. size?: number;
  125945. width?: number;
  125946. height?: number;
  125947. depth: number;
  125948. tileSize?: number;
  125949. tileWidth?: number;
  125950. tileHeight?: number;
  125951. faceUV?: Vector4[];
  125952. faceColors?: Color4[];
  125953. alignHorizontal?: number;
  125954. alignVertical?: number;
  125955. sideOrientation?: number;
  125956. updatable?: boolean;
  125957. }, scene?: Nullable<Scene>): Mesh;
  125958. /**
  125959. * Creates a sphere mesh
  125960. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125961. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  125962. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125963. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  125964. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  125965. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125966. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125967. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125968. * @param name defines the name of the mesh
  125969. * @param options defines the options used to create the mesh
  125970. * @param scene defines the hosting scene
  125971. * @returns the sphere mesh
  125972. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125973. */
  125974. static CreateSphere(name: string, options: {
  125975. segments?: number;
  125976. diameter?: number;
  125977. diameterX?: number;
  125978. diameterY?: number;
  125979. diameterZ?: number;
  125980. arc?: number;
  125981. slice?: number;
  125982. sideOrientation?: number;
  125983. frontUVs?: Vector4;
  125984. backUVs?: Vector4;
  125985. updatable?: boolean;
  125986. }, scene?: Nullable<Scene>): Mesh;
  125987. /**
  125988. * Creates a plane polygonal mesh. By default, this is a disc
  125989. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125990. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  125991. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  125992. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125993. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125995. * @param name defines the name of the mesh
  125996. * @param options defines the options used to create the mesh
  125997. * @param scene defines the hosting scene
  125998. * @returns the plane polygonal mesh
  125999. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  126000. */
  126001. static CreateDisc(name: string, options: {
  126002. radius?: number;
  126003. tessellation?: number;
  126004. arc?: number;
  126005. updatable?: boolean;
  126006. sideOrientation?: number;
  126007. frontUVs?: Vector4;
  126008. backUVs?: Vector4;
  126009. }, scene?: Nullable<Scene>): Mesh;
  126010. /**
  126011. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126012. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126013. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  126014. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126015. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  126016. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126017. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126018. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126019. * @param name defines the name of the mesh
  126020. * @param options defines the options used to create the mesh
  126021. * @param scene defines the hosting scene
  126022. * @returns the icosahedron mesh
  126023. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126024. */
  126025. static CreateIcoSphere(name: string, options: {
  126026. radius?: number;
  126027. radiusX?: number;
  126028. radiusY?: number;
  126029. radiusZ?: number;
  126030. flat?: boolean;
  126031. subdivisions?: number;
  126032. sideOrientation?: number;
  126033. frontUVs?: Vector4;
  126034. backUVs?: Vector4;
  126035. updatable?: boolean;
  126036. }, scene?: Nullable<Scene>): Mesh;
  126037. /**
  126038. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126039. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  126040. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  126041. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  126042. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  126043. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  126044. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  126045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126046. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126047. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126048. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  126049. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  126050. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  126051. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  126052. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126053. * @param name defines the name of the mesh
  126054. * @param options defines the options used to create the mesh
  126055. * @param scene defines the hosting scene
  126056. * @returns the ribbon mesh
  126057. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  126058. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126059. */
  126060. static CreateRibbon(name: string, options: {
  126061. pathArray: Vector3[][];
  126062. closeArray?: boolean;
  126063. closePath?: boolean;
  126064. offset?: number;
  126065. updatable?: boolean;
  126066. sideOrientation?: number;
  126067. frontUVs?: Vector4;
  126068. backUVs?: Vector4;
  126069. instance?: Mesh;
  126070. invertUV?: boolean;
  126071. uvs?: Vector2[];
  126072. colors?: Color4[];
  126073. }, scene?: Nullable<Scene>): Mesh;
  126074. /**
  126075. * Creates a cylinder or a cone mesh
  126076. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  126077. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  126078. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  126079. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  126080. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  126081. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  126082. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  126083. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  126084. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  126085. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  126086. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  126087. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  126088. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  126089. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  126090. * * If `enclose` is false, a ring surface is one element.
  126091. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  126092. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  126093. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126094. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126096. * @param name defines the name of the mesh
  126097. * @param options defines the options used to create the mesh
  126098. * @param scene defines the hosting scene
  126099. * @returns the cylinder mesh
  126100. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  126101. */
  126102. static CreateCylinder(name: string, options: {
  126103. height?: number;
  126104. diameterTop?: number;
  126105. diameterBottom?: number;
  126106. diameter?: number;
  126107. tessellation?: number;
  126108. subdivisions?: number;
  126109. arc?: number;
  126110. faceColors?: Color4[];
  126111. faceUV?: Vector4[];
  126112. updatable?: boolean;
  126113. hasRings?: boolean;
  126114. enclose?: boolean;
  126115. cap?: number;
  126116. sideOrientation?: number;
  126117. frontUVs?: Vector4;
  126118. backUVs?: Vector4;
  126119. }, scene?: Nullable<Scene>): Mesh;
  126120. /**
  126121. * Creates a torus mesh
  126122. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  126123. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  126124. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  126125. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126126. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126127. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126128. * @param name defines the name of the mesh
  126129. * @param options defines the options used to create the mesh
  126130. * @param scene defines the hosting scene
  126131. * @returns the torus mesh
  126132. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  126133. */
  126134. static CreateTorus(name: string, options: {
  126135. diameter?: number;
  126136. thickness?: number;
  126137. tessellation?: number;
  126138. updatable?: boolean;
  126139. sideOrientation?: number;
  126140. frontUVs?: Vector4;
  126141. backUVs?: Vector4;
  126142. }, scene?: Nullable<Scene>): Mesh;
  126143. /**
  126144. * Creates a torus knot mesh
  126145. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  126146. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  126147. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  126148. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  126149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126150. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126152. * @param name defines the name of the mesh
  126153. * @param options defines the options used to create the mesh
  126154. * @param scene defines the hosting scene
  126155. * @returns the torus knot mesh
  126156. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  126157. */
  126158. static CreateTorusKnot(name: string, options: {
  126159. radius?: number;
  126160. tube?: number;
  126161. radialSegments?: number;
  126162. tubularSegments?: number;
  126163. p?: number;
  126164. q?: number;
  126165. updatable?: boolean;
  126166. sideOrientation?: number;
  126167. frontUVs?: Vector4;
  126168. backUVs?: Vector4;
  126169. }, scene?: Nullable<Scene>): Mesh;
  126170. /**
  126171. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  126172. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  126173. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  126174. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  126175. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  126176. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  126177. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  126178. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126179. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  126180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126181. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  126182. * @param name defines the name of the new line system
  126183. * @param options defines the options used to create the line system
  126184. * @param scene defines the hosting scene
  126185. * @returns a new line system mesh
  126186. */
  126187. static CreateLineSystem(name: string, options: {
  126188. lines: Vector3[][];
  126189. updatable?: boolean;
  126190. instance?: Nullable<LinesMesh>;
  126191. colors?: Nullable<Color4[][]>;
  126192. useVertexAlpha?: boolean;
  126193. }, scene: Nullable<Scene>): LinesMesh;
  126194. /**
  126195. * Creates a line mesh
  126196. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  126197. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126198. * * The parameter `points` is an array successive Vector3
  126199. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126200. * * The optional parameter `colors` is an array of successive Color4, one per line point
  126201. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  126202. * * When updating an instance, remember that only point positions can change, not the number of points
  126203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126204. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  126205. * @param name defines the name of the new line system
  126206. * @param options defines the options used to create the line system
  126207. * @param scene defines the hosting scene
  126208. * @returns a new line mesh
  126209. */
  126210. static CreateLines(name: string, options: {
  126211. points: Vector3[];
  126212. updatable?: boolean;
  126213. instance?: Nullable<LinesMesh>;
  126214. colors?: Color4[];
  126215. useVertexAlpha?: boolean;
  126216. }, scene?: Nullable<Scene>): LinesMesh;
  126217. /**
  126218. * Creates a dashed line mesh
  126219. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  126220. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126221. * * The parameter `points` is an array successive Vector3
  126222. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  126223. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  126224. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  126225. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126226. * * When updating an instance, remember that only point positions can change, not the number of points
  126227. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126228. * @param name defines the name of the mesh
  126229. * @param options defines the options used to create the mesh
  126230. * @param scene defines the hosting scene
  126231. * @returns the dashed line mesh
  126232. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  126233. */
  126234. static CreateDashedLines(name: string, options: {
  126235. points: Vector3[];
  126236. dashSize?: number;
  126237. gapSize?: number;
  126238. dashNb?: number;
  126239. updatable?: boolean;
  126240. instance?: LinesMesh;
  126241. }, scene?: Nullable<Scene>): LinesMesh;
  126242. /**
  126243. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126244. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  126245. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126246. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  126247. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  126248. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126249. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  126250. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  126251. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126252. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126253. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  126254. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126255. * @param name defines the name of the mesh
  126256. * @param options defines the options used to create the mesh
  126257. * @param scene defines the hosting scene
  126258. * @returns the extruded shape mesh
  126259. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126260. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126261. */
  126262. static ExtrudeShape(name: string, options: {
  126263. shape: Vector3[];
  126264. path: Vector3[];
  126265. scale?: number;
  126266. rotation?: number;
  126267. cap?: number;
  126268. updatable?: boolean;
  126269. sideOrientation?: number;
  126270. frontUVs?: Vector4;
  126271. backUVs?: Vector4;
  126272. instance?: Mesh;
  126273. invertUV?: boolean;
  126274. }, scene?: Nullable<Scene>): Mesh;
  126275. /**
  126276. * Creates an custom extruded shape mesh.
  126277. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126278. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  126279. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126280. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  126281. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  126282. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  126283. * * It must returns a float value that will be the scale value applied to the shape on each path point
  126284. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  126285. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  126286. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126287. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  126288. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  126289. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126290. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126291. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126292. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126293. * @param name defines the name of the mesh
  126294. * @param options defines the options used to create the mesh
  126295. * @param scene defines the hosting scene
  126296. * @returns the custom extruded shape mesh
  126297. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  126298. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126299. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126300. */
  126301. static ExtrudeShapeCustom(name: string, options: {
  126302. shape: Vector3[];
  126303. path: Vector3[];
  126304. scaleFunction?: any;
  126305. rotationFunction?: any;
  126306. ribbonCloseArray?: boolean;
  126307. ribbonClosePath?: boolean;
  126308. cap?: number;
  126309. updatable?: boolean;
  126310. sideOrientation?: number;
  126311. frontUVs?: Vector4;
  126312. backUVs?: Vector4;
  126313. instance?: Mesh;
  126314. invertUV?: boolean;
  126315. }, scene?: Nullable<Scene>): Mesh;
  126316. /**
  126317. * Creates lathe mesh.
  126318. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  126319. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  126320. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  126321. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  126322. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  126323. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  126324. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  126325. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126326. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126327. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126328. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126330. * @param name defines the name of the mesh
  126331. * @param options defines the options used to create the mesh
  126332. * @param scene defines the hosting scene
  126333. * @returns the lathe mesh
  126334. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  126335. */
  126336. static CreateLathe(name: string, options: {
  126337. shape: Vector3[];
  126338. radius?: number;
  126339. tessellation?: number;
  126340. clip?: number;
  126341. arc?: number;
  126342. closed?: boolean;
  126343. updatable?: boolean;
  126344. sideOrientation?: number;
  126345. frontUVs?: Vector4;
  126346. backUVs?: Vector4;
  126347. cap?: number;
  126348. invertUV?: boolean;
  126349. }, scene?: Nullable<Scene>): Mesh;
  126350. /**
  126351. * Creates a tiled plane mesh
  126352. * * You can set a limited pattern arrangement with the tiles
  126353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126354. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126355. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126356. * @param name defines the name of the mesh
  126357. * @param options defines the options used to create the mesh
  126358. * @param scene defines the hosting scene
  126359. * @returns the plane mesh
  126360. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126361. */
  126362. static CreateTiledPlane(name: string, options: {
  126363. pattern?: number;
  126364. tileSize?: number;
  126365. tileWidth?: number;
  126366. tileHeight?: number;
  126367. size?: number;
  126368. width?: number;
  126369. height?: number;
  126370. alignHorizontal?: number;
  126371. alignVertical?: number;
  126372. sideOrientation?: number;
  126373. frontUVs?: Vector4;
  126374. backUVs?: Vector4;
  126375. updatable?: boolean;
  126376. }, scene?: Nullable<Scene>): Mesh;
  126377. /**
  126378. * Creates a plane mesh
  126379. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126380. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126381. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126382. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126383. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126384. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126385. * @param name defines the name of the mesh
  126386. * @param options defines the options used to create the mesh
  126387. * @param scene defines the hosting scene
  126388. * @returns the plane mesh
  126389. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126390. */
  126391. static CreatePlane(name: string, options: {
  126392. size?: number;
  126393. width?: number;
  126394. height?: number;
  126395. sideOrientation?: number;
  126396. frontUVs?: Vector4;
  126397. backUVs?: Vector4;
  126398. updatable?: boolean;
  126399. sourcePlane?: Plane;
  126400. }, scene?: Nullable<Scene>): Mesh;
  126401. /**
  126402. * Creates a ground mesh
  126403. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126404. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126405. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126406. * @param name defines the name of the mesh
  126407. * @param options defines the options used to create the mesh
  126408. * @param scene defines the hosting scene
  126409. * @returns the ground mesh
  126410. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126411. */
  126412. static CreateGround(name: string, options: {
  126413. width?: number;
  126414. height?: number;
  126415. subdivisions?: number;
  126416. subdivisionsX?: number;
  126417. subdivisionsY?: number;
  126418. updatable?: boolean;
  126419. }, scene?: Nullable<Scene>): Mesh;
  126420. /**
  126421. * Creates a tiled ground mesh
  126422. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126423. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126424. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  126425. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  126426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126427. * @param name defines the name of the mesh
  126428. * @param options defines the options used to create the mesh
  126429. * @param scene defines the hosting scene
  126430. * @returns the tiled ground mesh
  126431. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126432. */
  126433. static CreateTiledGround(name: string, options: {
  126434. xmin: number;
  126435. zmin: number;
  126436. xmax: number;
  126437. zmax: number;
  126438. subdivisions?: {
  126439. w: number;
  126440. h: number;
  126441. };
  126442. precision?: {
  126443. w: number;
  126444. h: number;
  126445. };
  126446. updatable?: boolean;
  126447. }, scene?: Nullable<Scene>): Mesh;
  126448. /**
  126449. * Creates a ground mesh from a height map
  126450. * * The parameter `url` sets the URL of the height map image resource.
  126451. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126452. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126453. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126454. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126455. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  126456. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  126457. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126459. * @param name defines the name of the mesh
  126460. * @param url defines the url to the height map
  126461. * @param options defines the options used to create the mesh
  126462. * @param scene defines the hosting scene
  126463. * @returns the ground mesh
  126464. * @see https://doc.babylonjs.com/babylon101/height_map
  126465. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126466. */
  126467. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126468. width?: number;
  126469. height?: number;
  126470. subdivisions?: number;
  126471. minHeight?: number;
  126472. maxHeight?: number;
  126473. colorFilter?: Color3;
  126474. alphaFilter?: number;
  126475. updatable?: boolean;
  126476. onReady?: (mesh: GroundMesh) => void;
  126477. }, scene?: Nullable<Scene>): GroundMesh;
  126478. /**
  126479. * Creates a polygon mesh
  126480. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126481. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  126482. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126483. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126484. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  126485. * * Remember you can only change the shape positions, not their number when updating a polygon
  126486. * @param name defines the name of the mesh
  126487. * @param options defines the options used to create the mesh
  126488. * @param scene defines the hosting scene
  126489. * @param earcutInjection can be used to inject your own earcut reference
  126490. * @returns the polygon mesh
  126491. */
  126492. static CreatePolygon(name: string, options: {
  126493. shape: Vector3[];
  126494. holes?: Vector3[][];
  126495. depth?: number;
  126496. faceUV?: Vector4[];
  126497. faceColors?: Color4[];
  126498. updatable?: boolean;
  126499. sideOrientation?: number;
  126500. frontUVs?: Vector4;
  126501. backUVs?: Vector4;
  126502. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126503. /**
  126504. * Creates an extruded polygon mesh, with depth in the Y direction.
  126505. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  126506. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126507. * @param name defines the name of the mesh
  126508. * @param options defines the options used to create the mesh
  126509. * @param scene defines the hosting scene
  126510. * @param earcutInjection can be used to inject your own earcut reference
  126511. * @returns the polygon mesh
  126512. */
  126513. static ExtrudePolygon(name: string, options: {
  126514. shape: Vector3[];
  126515. holes?: Vector3[][];
  126516. depth?: number;
  126517. faceUV?: Vector4[];
  126518. faceColors?: Color4[];
  126519. updatable?: boolean;
  126520. sideOrientation?: number;
  126521. frontUVs?: Vector4;
  126522. backUVs?: Vector4;
  126523. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126524. /**
  126525. * Creates a tube mesh.
  126526. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126527. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126528. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126529. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126530. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126531. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  126532. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126533. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126534. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  126535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126536. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126537. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126539. * @param name defines the name of the mesh
  126540. * @param options defines the options used to create the mesh
  126541. * @param scene defines the hosting scene
  126542. * @returns the tube mesh
  126543. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126544. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126545. */
  126546. static CreateTube(name: string, options: {
  126547. path: Vector3[];
  126548. radius?: number;
  126549. tessellation?: number;
  126550. radiusFunction?: {
  126551. (i: number, distance: number): number;
  126552. };
  126553. cap?: number;
  126554. arc?: number;
  126555. updatable?: boolean;
  126556. sideOrientation?: number;
  126557. frontUVs?: Vector4;
  126558. backUVs?: Vector4;
  126559. instance?: Mesh;
  126560. invertUV?: boolean;
  126561. }, scene?: Nullable<Scene>): Mesh;
  126562. /**
  126563. * Creates a polyhedron mesh
  126564. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  126565. * * The parameter `size` (positive float, default 1) sets the polygon size
  126566. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126567. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  126568. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  126569. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  126570. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126571. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  126572. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126573. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126574. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126575. * @param name defines the name of the mesh
  126576. * @param options defines the options used to create the mesh
  126577. * @param scene defines the hosting scene
  126578. * @returns the polyhedron mesh
  126579. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126580. */
  126581. static CreatePolyhedron(name: string, options: {
  126582. type?: number;
  126583. size?: number;
  126584. sizeX?: number;
  126585. sizeY?: number;
  126586. sizeZ?: number;
  126587. custom?: any;
  126588. faceUV?: Vector4[];
  126589. faceColors?: Color4[];
  126590. flat?: boolean;
  126591. updatable?: boolean;
  126592. sideOrientation?: number;
  126593. frontUVs?: Vector4;
  126594. backUVs?: Vector4;
  126595. }, scene?: Nullable<Scene>): Mesh;
  126596. /**
  126597. * Creates a decal mesh.
  126598. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  126599. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126600. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126601. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126602. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126603. * @param name defines the name of the mesh
  126604. * @param sourceMesh defines the mesh where the decal must be applied
  126605. * @param options defines the options used to create the mesh
  126606. * @param scene defines the hosting scene
  126607. * @returns the decal mesh
  126608. * @see https://doc.babylonjs.com/how_to/decals
  126609. */
  126610. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126611. position?: Vector3;
  126612. normal?: Vector3;
  126613. size?: Vector3;
  126614. angle?: number;
  126615. }): Mesh;
  126616. }
  126617. }
  126618. declare module BABYLON {
  126619. /**
  126620. * A simplifier interface for future simplification implementations
  126621. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126622. */
  126623. export interface ISimplifier {
  126624. /**
  126625. * Simplification of a given mesh according to the given settings.
  126626. * Since this requires computation, it is assumed that the function runs async.
  126627. * @param settings The settings of the simplification, including quality and distance
  126628. * @param successCallback A callback that will be called after the mesh was simplified.
  126629. * @param errorCallback in case of an error, this callback will be called. optional.
  126630. */
  126631. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126632. }
  126633. /**
  126634. * Expected simplification settings.
  126635. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126636. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126637. */
  126638. export interface ISimplificationSettings {
  126639. /**
  126640. * Gets or sets the expected quality
  126641. */
  126642. quality: number;
  126643. /**
  126644. * Gets or sets the distance when this optimized version should be used
  126645. */
  126646. distance: number;
  126647. /**
  126648. * Gets an already optimized mesh
  126649. */
  126650. optimizeMesh?: boolean;
  126651. }
  126652. /**
  126653. * Class used to specify simplification options
  126654. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126655. */
  126656. export class SimplificationSettings implements ISimplificationSettings {
  126657. /** expected quality */
  126658. quality: number;
  126659. /** distance when this optimized version should be used */
  126660. distance: number;
  126661. /** already optimized mesh */
  126662. optimizeMesh?: boolean | undefined;
  126663. /**
  126664. * Creates a SimplificationSettings
  126665. * @param quality expected quality
  126666. * @param distance distance when this optimized version should be used
  126667. * @param optimizeMesh already optimized mesh
  126668. */
  126669. constructor(
  126670. /** expected quality */
  126671. quality: number,
  126672. /** distance when this optimized version should be used */
  126673. distance: number,
  126674. /** already optimized mesh */
  126675. optimizeMesh?: boolean | undefined);
  126676. }
  126677. /**
  126678. * Interface used to define a simplification task
  126679. */
  126680. export interface ISimplificationTask {
  126681. /**
  126682. * Array of settings
  126683. */
  126684. settings: Array<ISimplificationSettings>;
  126685. /**
  126686. * Simplification type
  126687. */
  126688. simplificationType: SimplificationType;
  126689. /**
  126690. * Mesh to simplify
  126691. */
  126692. mesh: Mesh;
  126693. /**
  126694. * Callback called on success
  126695. */
  126696. successCallback?: () => void;
  126697. /**
  126698. * Defines if parallel processing can be used
  126699. */
  126700. parallelProcessing: boolean;
  126701. }
  126702. /**
  126703. * Queue used to order the simplification tasks
  126704. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126705. */
  126706. export class SimplificationQueue {
  126707. private _simplificationArray;
  126708. /**
  126709. * Gets a boolean indicating that the process is still running
  126710. */
  126711. running: boolean;
  126712. /**
  126713. * Creates a new queue
  126714. */
  126715. constructor();
  126716. /**
  126717. * Adds a new simplification task
  126718. * @param task defines a task to add
  126719. */
  126720. addTask(task: ISimplificationTask): void;
  126721. /**
  126722. * Execute next task
  126723. */
  126724. executeNext(): void;
  126725. /**
  126726. * Execute a simplification task
  126727. * @param task defines the task to run
  126728. */
  126729. runSimplification(task: ISimplificationTask): void;
  126730. private getSimplifier;
  126731. }
  126732. /**
  126733. * The implemented types of simplification
  126734. * At the moment only Quadratic Error Decimation is implemented
  126735. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126736. */
  126737. export enum SimplificationType {
  126738. /** Quadratic error decimation */
  126739. QUADRATIC = 0
  126740. }
  126741. }
  126742. declare module BABYLON {
  126743. interface Scene {
  126744. /** @hidden (Backing field) */
  126745. _simplificationQueue: SimplificationQueue;
  126746. /**
  126747. * Gets or sets the simplification queue attached to the scene
  126748. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126749. */
  126750. simplificationQueue: SimplificationQueue;
  126751. }
  126752. interface Mesh {
  126753. /**
  126754. * Simplify the mesh according to the given array of settings.
  126755. * Function will return immediately and will simplify async
  126756. * @param settings a collection of simplification settings
  126757. * @param parallelProcessing should all levels calculate parallel or one after the other
  126758. * @param simplificationType the type of simplification to run
  126759. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126760. * @returns the current mesh
  126761. */
  126762. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126763. }
  126764. /**
  126765. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126766. * created in a scene
  126767. */
  126768. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126769. /**
  126770. * The component name helpfull to identify the component in the list of scene components.
  126771. */
  126772. readonly name: string;
  126773. /**
  126774. * The scene the component belongs to.
  126775. */
  126776. scene: Scene;
  126777. /**
  126778. * Creates a new instance of the component for the given scene
  126779. * @param scene Defines the scene to register the component in
  126780. */
  126781. constructor(scene: Scene);
  126782. /**
  126783. * Registers the component in a given scene
  126784. */
  126785. register(): void;
  126786. /**
  126787. * Rebuilds the elements related to this component in case of
  126788. * context lost for instance.
  126789. */
  126790. rebuild(): void;
  126791. /**
  126792. * Disposes the component and the associated ressources
  126793. */
  126794. dispose(): void;
  126795. private _beforeCameraUpdate;
  126796. }
  126797. }
  126798. declare module BABYLON {
  126799. /**
  126800. * Navigation plugin interface to add navigation constrained by a navigation mesh
  126801. */
  126802. export interface INavigationEnginePlugin {
  126803. /**
  126804. * plugin name
  126805. */
  126806. name: string;
  126807. /**
  126808. * Creates a navigation mesh
  126809. * @param meshes array of all the geometry used to compute the navigatio mesh
  126810. * @param parameters bunch of parameters used to filter geometry
  126811. */
  126812. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126813. /**
  126814. * Create a navigation mesh debug mesh
  126815. * @param scene is where the mesh will be added
  126816. * @returns debug display mesh
  126817. */
  126818. createDebugNavMesh(scene: Scene): Mesh;
  126819. /**
  126820. * Get a navigation mesh constrained position, closest to the parameter position
  126821. * @param position world position
  126822. * @returns the closest point to position constrained by the navigation mesh
  126823. */
  126824. getClosestPoint(position: Vector3): Vector3;
  126825. /**
  126826. * Get a navigation mesh constrained position, within a particular radius
  126827. * @param position world position
  126828. * @param maxRadius the maximum distance to the constrained world position
  126829. * @returns the closest point to position constrained by the navigation mesh
  126830. */
  126831. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126832. /**
  126833. * Compute the final position from a segment made of destination-position
  126834. * @param position world position
  126835. * @param destination world position
  126836. * @returns the resulting point along the navmesh
  126837. */
  126838. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126839. /**
  126840. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126841. * @param start world position
  126842. * @param end world position
  126843. * @returns array containing world position composing the path
  126844. */
  126845. computePath(start: Vector3, end: Vector3): Vector3[];
  126846. /**
  126847. * If this plugin is supported
  126848. * @returns true if plugin is supported
  126849. */
  126850. isSupported(): boolean;
  126851. /**
  126852. * Create a new Crowd so you can add agents
  126853. * @param maxAgents the maximum agent count in the crowd
  126854. * @param maxAgentRadius the maximum radius an agent can have
  126855. * @param scene to attach the crowd to
  126856. * @returns the crowd you can add agents to
  126857. */
  126858. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126859. /**
  126860. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126861. * The queries will try to find a solution within those bounds
  126862. * default is (1,1,1)
  126863. * @param extent x,y,z value that define the extent around the queries point of reference
  126864. */
  126865. setDefaultQueryExtent(extent: Vector3): void;
  126866. /**
  126867. * Get the Bounding box extent specified by setDefaultQueryExtent
  126868. * @returns the box extent values
  126869. */
  126870. getDefaultQueryExtent(): Vector3;
  126871. /**
  126872. * Release all resources
  126873. */
  126874. dispose(): void;
  126875. }
  126876. /**
  126877. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126878. */
  126879. export interface ICrowd {
  126880. /**
  126881. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126882. * You can attach anything to that node. The node position is updated in the scene update tick.
  126883. * @param pos world position that will be constrained by the navigation mesh
  126884. * @param parameters agent parameters
  126885. * @param transform hooked to the agent that will be update by the scene
  126886. * @returns agent index
  126887. */
  126888. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126889. /**
  126890. * Returns the agent position in world space
  126891. * @param index agent index returned by addAgent
  126892. * @returns world space position
  126893. */
  126894. getAgentPosition(index: number): Vector3;
  126895. /**
  126896. * Gets the agent velocity in world space
  126897. * @param index agent index returned by addAgent
  126898. * @returns world space velocity
  126899. */
  126900. getAgentVelocity(index: number): Vector3;
  126901. /**
  126902. * remove a particular agent previously created
  126903. * @param index agent index returned by addAgent
  126904. */
  126905. removeAgent(index: number): void;
  126906. /**
  126907. * get the list of all agents attached to this crowd
  126908. * @returns list of agent indices
  126909. */
  126910. getAgents(): number[];
  126911. /**
  126912. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126913. * @param deltaTime in seconds
  126914. */
  126915. update(deltaTime: number): void;
  126916. /**
  126917. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126918. * @param index agent index returned by addAgent
  126919. * @param destination targeted world position
  126920. */
  126921. agentGoto(index: number, destination: Vector3): void;
  126922. /**
  126923. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126924. * The queries will try to find a solution within those bounds
  126925. * default is (1,1,1)
  126926. * @param extent x,y,z value that define the extent around the queries point of reference
  126927. */
  126928. setDefaultQueryExtent(extent: Vector3): void;
  126929. /**
  126930. * Get the Bounding box extent specified by setDefaultQueryExtent
  126931. * @returns the box extent values
  126932. */
  126933. getDefaultQueryExtent(): Vector3;
  126934. /**
  126935. * Release all resources
  126936. */
  126937. dispose(): void;
  126938. }
  126939. /**
  126940. * Configures an agent
  126941. */
  126942. export interface IAgentParameters {
  126943. /**
  126944. * Agent radius. [Limit: >= 0]
  126945. */
  126946. radius: number;
  126947. /**
  126948. * Agent height. [Limit: > 0]
  126949. */
  126950. height: number;
  126951. /**
  126952. * Maximum allowed acceleration. [Limit: >= 0]
  126953. */
  126954. maxAcceleration: number;
  126955. /**
  126956. * Maximum allowed speed. [Limit: >= 0]
  126957. */
  126958. maxSpeed: number;
  126959. /**
  126960. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126961. */
  126962. collisionQueryRange: number;
  126963. /**
  126964. * The path visibility optimization range. [Limit: > 0]
  126965. */
  126966. pathOptimizationRange: number;
  126967. /**
  126968. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126969. */
  126970. separationWeight: number;
  126971. }
  126972. /**
  126973. * Configures the navigation mesh creation
  126974. */
  126975. export interface INavMeshParameters {
  126976. /**
  126977. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126978. */
  126979. cs: number;
  126980. /**
  126981. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126982. */
  126983. ch: number;
  126984. /**
  126985. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126986. */
  126987. walkableSlopeAngle: number;
  126988. /**
  126989. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126990. * be considered walkable. [Limit: >= 3] [Units: vx]
  126991. */
  126992. walkableHeight: number;
  126993. /**
  126994. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126995. */
  126996. walkableClimb: number;
  126997. /**
  126998. * The distance to erode/shrink the walkable area of the heightfield away from
  126999. * obstructions. [Limit: >=0] [Units: vx]
  127000. */
  127001. walkableRadius: number;
  127002. /**
  127003. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  127004. */
  127005. maxEdgeLen: number;
  127006. /**
  127007. * The maximum distance a simplfied contour's border edges should deviate
  127008. * the original raw contour. [Limit: >=0] [Units: vx]
  127009. */
  127010. maxSimplificationError: number;
  127011. /**
  127012. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  127013. */
  127014. minRegionArea: number;
  127015. /**
  127016. * Any regions with a span count smaller than this value will, if possible,
  127017. * be merged with larger regions. [Limit: >=0] [Units: vx]
  127018. */
  127019. mergeRegionArea: number;
  127020. /**
  127021. * The maximum number of vertices allowed for polygons generated during the
  127022. * contour to polygon conversion process. [Limit: >= 3]
  127023. */
  127024. maxVertsPerPoly: number;
  127025. /**
  127026. * Sets the sampling distance to use when generating the detail mesh.
  127027. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  127028. */
  127029. detailSampleDist: number;
  127030. /**
  127031. * The maximum distance the detail mesh surface should deviate from heightfield
  127032. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  127033. */
  127034. detailSampleMaxError: number;
  127035. }
  127036. }
  127037. declare module BABYLON {
  127038. /**
  127039. * RecastJS navigation plugin
  127040. */
  127041. export class RecastJSPlugin implements INavigationEnginePlugin {
  127042. /**
  127043. * Reference to the Recast library
  127044. */
  127045. bjsRECAST: any;
  127046. /**
  127047. * plugin name
  127048. */
  127049. name: string;
  127050. /**
  127051. * the first navmesh created. We might extend this to support multiple navmeshes
  127052. */
  127053. navMesh: any;
  127054. /**
  127055. * Initializes the recastJS plugin
  127056. * @param recastInjection can be used to inject your own recast reference
  127057. */
  127058. constructor(recastInjection?: any);
  127059. /**
  127060. * Creates a navigation mesh
  127061. * @param meshes array of all the geometry used to compute the navigatio mesh
  127062. * @param parameters bunch of parameters used to filter geometry
  127063. */
  127064. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127065. /**
  127066. * Create a navigation mesh debug mesh
  127067. * @param scene is where the mesh will be added
  127068. * @returns debug display mesh
  127069. */
  127070. createDebugNavMesh(scene: Scene): Mesh;
  127071. /**
  127072. * Get a navigation mesh constrained position, closest to the parameter position
  127073. * @param position world position
  127074. * @returns the closest point to position constrained by the navigation mesh
  127075. */
  127076. getClosestPoint(position: Vector3): Vector3;
  127077. /**
  127078. * Get a navigation mesh constrained position, within a particular radius
  127079. * @param position world position
  127080. * @param maxRadius the maximum distance to the constrained world position
  127081. * @returns the closest point to position constrained by the navigation mesh
  127082. */
  127083. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127084. /**
  127085. * Compute the final position from a segment made of destination-position
  127086. * @param position world position
  127087. * @param destination world position
  127088. * @returns the resulting point along the navmesh
  127089. */
  127090. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127091. /**
  127092. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127093. * @param start world position
  127094. * @param end world position
  127095. * @returns array containing world position composing the path
  127096. */
  127097. computePath(start: Vector3, end: Vector3): Vector3[];
  127098. /**
  127099. * Create a new Crowd so you can add agents
  127100. * @param maxAgents the maximum agent count in the crowd
  127101. * @param maxAgentRadius the maximum radius an agent can have
  127102. * @param scene to attach the crowd to
  127103. * @returns the crowd you can add agents to
  127104. */
  127105. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127106. /**
  127107. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127108. * The queries will try to find a solution within those bounds
  127109. * default is (1,1,1)
  127110. * @param extent x,y,z value that define the extent around the queries point of reference
  127111. */
  127112. setDefaultQueryExtent(extent: Vector3): void;
  127113. /**
  127114. * Get the Bounding box extent specified by setDefaultQueryExtent
  127115. * @returns the box extent values
  127116. */
  127117. getDefaultQueryExtent(): Vector3;
  127118. /**
  127119. * Disposes
  127120. */
  127121. dispose(): void;
  127122. /**
  127123. * If this plugin is supported
  127124. * @returns true if plugin is supported
  127125. */
  127126. isSupported(): boolean;
  127127. }
  127128. /**
  127129. * Recast detour crowd implementation
  127130. */
  127131. export class RecastJSCrowd implements ICrowd {
  127132. /**
  127133. * Recast/detour plugin
  127134. */
  127135. bjsRECASTPlugin: RecastJSPlugin;
  127136. /**
  127137. * Link to the detour crowd
  127138. */
  127139. recastCrowd: any;
  127140. /**
  127141. * One transform per agent
  127142. */
  127143. transforms: TransformNode[];
  127144. /**
  127145. * All agents created
  127146. */
  127147. agents: number[];
  127148. /**
  127149. * Link to the scene is kept to unregister the crowd from the scene
  127150. */
  127151. private _scene;
  127152. /**
  127153. * Observer for crowd updates
  127154. */
  127155. private _onBeforeAnimationsObserver;
  127156. /**
  127157. * Constructor
  127158. * @param plugin recastJS plugin
  127159. * @param maxAgents the maximum agent count in the crowd
  127160. * @param maxAgentRadius the maximum radius an agent can have
  127161. * @param scene to attach the crowd to
  127162. * @returns the crowd you can add agents to
  127163. */
  127164. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  127165. /**
  127166. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127167. * You can attach anything to that node. The node position is updated in the scene update tick.
  127168. * @param pos world position that will be constrained by the navigation mesh
  127169. * @param parameters agent parameters
  127170. * @param transform hooked to the agent that will be update by the scene
  127171. * @returns agent index
  127172. */
  127173. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127174. /**
  127175. * Returns the agent position in world space
  127176. * @param index agent index returned by addAgent
  127177. * @returns world space position
  127178. */
  127179. getAgentPosition(index: number): Vector3;
  127180. /**
  127181. * Returns the agent velocity in world space
  127182. * @param index agent index returned by addAgent
  127183. * @returns world space velocity
  127184. */
  127185. getAgentVelocity(index: number): Vector3;
  127186. /**
  127187. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127188. * @param index agent index returned by addAgent
  127189. * @param destination targeted world position
  127190. */
  127191. agentGoto(index: number, destination: Vector3): void;
  127192. /**
  127193. * remove a particular agent previously created
  127194. * @param index agent index returned by addAgent
  127195. */
  127196. removeAgent(index: number): void;
  127197. /**
  127198. * get the list of all agents attached to this crowd
  127199. * @returns list of agent indices
  127200. */
  127201. getAgents(): number[];
  127202. /**
  127203. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127204. * @param deltaTime in seconds
  127205. */
  127206. update(deltaTime: number): void;
  127207. /**
  127208. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127209. * The queries will try to find a solution within those bounds
  127210. * default is (1,1,1)
  127211. * @param extent x,y,z value that define the extent around the queries point of reference
  127212. */
  127213. setDefaultQueryExtent(extent: Vector3): void;
  127214. /**
  127215. * Get the Bounding box extent specified by setDefaultQueryExtent
  127216. * @returns the box extent values
  127217. */
  127218. getDefaultQueryExtent(): Vector3;
  127219. /**
  127220. * Release all resources
  127221. */
  127222. dispose(): void;
  127223. }
  127224. }
  127225. declare module BABYLON {
  127226. /**
  127227. * Class used to enable access to IndexedDB
  127228. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  127229. */
  127230. export class Database implements IOfflineProvider {
  127231. private _callbackManifestChecked;
  127232. private _currentSceneUrl;
  127233. private _db;
  127234. private _enableSceneOffline;
  127235. private _enableTexturesOffline;
  127236. private _manifestVersionFound;
  127237. private _mustUpdateRessources;
  127238. private _hasReachedQuota;
  127239. private _isSupported;
  127240. private _idbFactory;
  127241. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  127242. private static IsUASupportingBlobStorage;
  127243. /**
  127244. * Gets a boolean indicating if Database storate is enabled (off by default)
  127245. */
  127246. static IDBStorageEnabled: boolean;
  127247. /**
  127248. * Gets a boolean indicating if scene must be saved in the database
  127249. */
  127250. readonly enableSceneOffline: boolean;
  127251. /**
  127252. * Gets a boolean indicating if textures must be saved in the database
  127253. */
  127254. readonly enableTexturesOffline: boolean;
  127255. /**
  127256. * Creates a new Database
  127257. * @param urlToScene defines the url to load the scene
  127258. * @param callbackManifestChecked defines the callback to use when manifest is checked
  127259. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  127260. */
  127261. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  127262. private static _ParseURL;
  127263. private static _ReturnFullUrlLocation;
  127264. private _checkManifestFile;
  127265. /**
  127266. * Open the database and make it available
  127267. * @param successCallback defines the callback to call on success
  127268. * @param errorCallback defines the callback to call on error
  127269. */
  127270. open(successCallback: () => void, errorCallback: () => void): void;
  127271. /**
  127272. * Loads an image from the database
  127273. * @param url defines the url to load from
  127274. * @param image defines the target DOM image
  127275. */
  127276. loadImage(url: string, image: HTMLImageElement): void;
  127277. private _loadImageFromDBAsync;
  127278. private _saveImageIntoDBAsync;
  127279. private _checkVersionFromDB;
  127280. private _loadVersionFromDBAsync;
  127281. private _saveVersionIntoDBAsync;
  127282. /**
  127283. * Loads a file from database
  127284. * @param url defines the URL to load from
  127285. * @param sceneLoaded defines a callback to call on success
  127286. * @param progressCallBack defines a callback to call when progress changed
  127287. * @param errorCallback defines a callback to call on error
  127288. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  127289. */
  127290. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  127291. private _loadFileAsync;
  127292. private _saveFileAsync;
  127293. /**
  127294. * Validates if xhr data is correct
  127295. * @param xhr defines the request to validate
  127296. * @param dataType defines the expected data type
  127297. * @returns true if data is correct
  127298. */
  127299. private static _ValidateXHRData;
  127300. }
  127301. }
  127302. declare module BABYLON {
  127303. /** @hidden */
  127304. export var gpuUpdateParticlesPixelShader: {
  127305. name: string;
  127306. shader: string;
  127307. };
  127308. }
  127309. declare module BABYLON {
  127310. /** @hidden */
  127311. export var gpuUpdateParticlesVertexShader: {
  127312. name: string;
  127313. shader: string;
  127314. };
  127315. }
  127316. declare module BABYLON {
  127317. /** @hidden */
  127318. export var clipPlaneFragmentDeclaration2: {
  127319. name: string;
  127320. shader: string;
  127321. };
  127322. }
  127323. declare module BABYLON {
  127324. /** @hidden */
  127325. export var gpuRenderParticlesPixelShader: {
  127326. name: string;
  127327. shader: string;
  127328. };
  127329. }
  127330. declare module BABYLON {
  127331. /** @hidden */
  127332. export var clipPlaneVertexDeclaration2: {
  127333. name: string;
  127334. shader: string;
  127335. };
  127336. }
  127337. declare module BABYLON {
  127338. /** @hidden */
  127339. export var gpuRenderParticlesVertexShader: {
  127340. name: string;
  127341. shader: string;
  127342. };
  127343. }
  127344. declare module BABYLON {
  127345. /**
  127346. * This represents a GPU particle system in Babylon
  127347. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  127348. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  127349. */
  127350. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  127351. /**
  127352. * The layer mask we are rendering the particles through.
  127353. */
  127354. layerMask: number;
  127355. private _capacity;
  127356. private _activeCount;
  127357. private _currentActiveCount;
  127358. private _accumulatedCount;
  127359. private _renderEffect;
  127360. private _updateEffect;
  127361. private _buffer0;
  127362. private _buffer1;
  127363. private _spriteBuffer;
  127364. private _updateVAO;
  127365. private _renderVAO;
  127366. private _targetIndex;
  127367. private _sourceBuffer;
  127368. private _targetBuffer;
  127369. private _engine;
  127370. private _currentRenderId;
  127371. private _started;
  127372. private _stopped;
  127373. private _timeDelta;
  127374. private _randomTexture;
  127375. private _randomTexture2;
  127376. private _attributesStrideSize;
  127377. private _updateEffectOptions;
  127378. private _randomTextureSize;
  127379. private _actualFrame;
  127380. private readonly _rawTextureWidth;
  127381. /**
  127382. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127383. */
  127384. static readonly IsSupported: boolean;
  127385. /**
  127386. * An event triggered when the system is disposed.
  127387. */
  127388. onDisposeObservable: Observable<GPUParticleSystem>;
  127389. /**
  127390. * Gets the maximum number of particles active at the same time.
  127391. * @returns The max number of active particles.
  127392. */
  127393. getCapacity(): number;
  127394. /**
  127395. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127396. * to override the particles.
  127397. */
  127398. forceDepthWrite: boolean;
  127399. /**
  127400. * Gets or set the number of active particles
  127401. */
  127402. activeParticleCount: number;
  127403. private _preWarmDone;
  127404. /**
  127405. * Is this system ready to be used/rendered
  127406. * @return true if the system is ready
  127407. */
  127408. isReady(): boolean;
  127409. /**
  127410. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127411. * @returns True if it has been started, otherwise false.
  127412. */
  127413. isStarted(): boolean;
  127414. /**
  127415. * Starts the particle system and begins to emit
  127416. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127417. */
  127418. start(delay?: number): void;
  127419. /**
  127420. * Stops the particle system.
  127421. */
  127422. stop(): void;
  127423. /**
  127424. * Remove all active particles
  127425. */
  127426. reset(): void;
  127427. /**
  127428. * Returns the string "GPUParticleSystem"
  127429. * @returns a string containing the class name
  127430. */
  127431. getClassName(): string;
  127432. private _colorGradientsTexture;
  127433. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127434. /**
  127435. * Adds a new color gradient
  127436. * @param gradient defines the gradient to use (between 0 and 1)
  127437. * @param color1 defines the color to affect to the specified gradient
  127438. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127439. * @returns the current particle system
  127440. */
  127441. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127442. /**
  127443. * Remove a specific color gradient
  127444. * @param gradient defines the gradient to remove
  127445. * @returns the current particle system
  127446. */
  127447. removeColorGradient(gradient: number): GPUParticleSystem;
  127448. private _angularSpeedGradientsTexture;
  127449. private _sizeGradientsTexture;
  127450. private _velocityGradientsTexture;
  127451. private _limitVelocityGradientsTexture;
  127452. private _dragGradientsTexture;
  127453. private _addFactorGradient;
  127454. /**
  127455. * Adds a new size gradient
  127456. * @param gradient defines the gradient to use (between 0 and 1)
  127457. * @param factor defines the size factor to affect to the specified gradient
  127458. * @returns the current particle system
  127459. */
  127460. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127461. /**
  127462. * Remove a specific size gradient
  127463. * @param gradient defines the gradient to remove
  127464. * @returns the current particle system
  127465. */
  127466. removeSizeGradient(gradient: number): GPUParticleSystem;
  127467. /**
  127468. * Adds a new angular speed gradient
  127469. * @param gradient defines the gradient to use (between 0 and 1)
  127470. * @param factor defines the angular speed to affect to the specified gradient
  127471. * @returns the current particle system
  127472. */
  127473. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127474. /**
  127475. * Remove a specific angular speed gradient
  127476. * @param gradient defines the gradient to remove
  127477. * @returns the current particle system
  127478. */
  127479. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127480. /**
  127481. * Adds a new velocity gradient
  127482. * @param gradient defines the gradient to use (between 0 and 1)
  127483. * @param factor defines the velocity to affect to the specified gradient
  127484. * @returns the current particle system
  127485. */
  127486. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127487. /**
  127488. * Remove a specific velocity gradient
  127489. * @param gradient defines the gradient to remove
  127490. * @returns the current particle system
  127491. */
  127492. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127493. /**
  127494. * Adds a new limit velocity gradient
  127495. * @param gradient defines the gradient to use (between 0 and 1)
  127496. * @param factor defines the limit velocity value to affect to the specified gradient
  127497. * @returns the current particle system
  127498. */
  127499. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127500. /**
  127501. * Remove a specific limit velocity gradient
  127502. * @param gradient defines the gradient to remove
  127503. * @returns the current particle system
  127504. */
  127505. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127506. /**
  127507. * Adds a new drag gradient
  127508. * @param gradient defines the gradient to use (between 0 and 1)
  127509. * @param factor defines the drag value to affect to the specified gradient
  127510. * @returns the current particle system
  127511. */
  127512. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127513. /**
  127514. * Remove a specific drag gradient
  127515. * @param gradient defines the gradient to remove
  127516. * @returns the current particle system
  127517. */
  127518. removeDragGradient(gradient: number): GPUParticleSystem;
  127519. /**
  127520. * Not supported by GPUParticleSystem
  127521. * @param gradient defines the gradient to use (between 0 and 1)
  127522. * @param factor defines the emit rate value to affect to the specified gradient
  127523. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127524. * @returns the current particle system
  127525. */
  127526. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127527. /**
  127528. * Not supported by GPUParticleSystem
  127529. * @param gradient defines the gradient to remove
  127530. * @returns the current particle system
  127531. */
  127532. removeEmitRateGradient(gradient: number): IParticleSystem;
  127533. /**
  127534. * Not supported by GPUParticleSystem
  127535. * @param gradient defines the gradient to use (between 0 and 1)
  127536. * @param factor defines the start size value to affect to the specified gradient
  127537. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127538. * @returns the current particle system
  127539. */
  127540. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127541. /**
  127542. * Not supported by GPUParticleSystem
  127543. * @param gradient defines the gradient to remove
  127544. * @returns the current particle system
  127545. */
  127546. removeStartSizeGradient(gradient: number): IParticleSystem;
  127547. /**
  127548. * Not supported by GPUParticleSystem
  127549. * @param gradient defines the gradient to use (between 0 and 1)
  127550. * @param min defines the color remap minimal range
  127551. * @param max defines the color remap maximal range
  127552. * @returns the current particle system
  127553. */
  127554. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127555. /**
  127556. * Not supported by GPUParticleSystem
  127557. * @param gradient defines the gradient to remove
  127558. * @returns the current particle system
  127559. */
  127560. removeColorRemapGradient(): IParticleSystem;
  127561. /**
  127562. * Not supported by GPUParticleSystem
  127563. * @param gradient defines the gradient to use (between 0 and 1)
  127564. * @param min defines the alpha remap minimal range
  127565. * @param max defines the alpha remap maximal range
  127566. * @returns the current particle system
  127567. */
  127568. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127569. /**
  127570. * Not supported by GPUParticleSystem
  127571. * @param gradient defines the gradient to remove
  127572. * @returns the current particle system
  127573. */
  127574. removeAlphaRemapGradient(): IParticleSystem;
  127575. /**
  127576. * Not supported by GPUParticleSystem
  127577. * @param gradient defines the gradient to use (between 0 and 1)
  127578. * @param color defines the color to affect to the specified gradient
  127579. * @returns the current particle system
  127580. */
  127581. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127582. /**
  127583. * Not supported by GPUParticleSystem
  127584. * @param gradient defines the gradient to remove
  127585. * @returns the current particle system
  127586. */
  127587. removeRampGradient(): IParticleSystem;
  127588. /**
  127589. * Not supported by GPUParticleSystem
  127590. * @returns the list of ramp gradients
  127591. */
  127592. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127593. /**
  127594. * Not supported by GPUParticleSystem
  127595. * Gets or sets a boolean indicating that ramp gradients must be used
  127596. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127597. */
  127598. useRampGradients: boolean;
  127599. /**
  127600. * Not supported by GPUParticleSystem
  127601. * @param gradient defines the gradient to use (between 0 and 1)
  127602. * @param factor defines the life time factor to affect to the specified gradient
  127603. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127604. * @returns the current particle system
  127605. */
  127606. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127607. /**
  127608. * Not supported by GPUParticleSystem
  127609. * @param gradient defines the gradient to remove
  127610. * @returns the current particle system
  127611. */
  127612. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127613. /**
  127614. * Instantiates a GPU particle system.
  127615. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  127616. * @param name The name of the particle system
  127617. * @param options The options used to create the system
  127618. * @param scene The scene the particle system belongs to
  127619. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127620. */
  127621. constructor(name: string, options: Partial<{
  127622. capacity: number;
  127623. randomTextureSize: number;
  127624. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127625. protected _reset(): void;
  127626. private _createUpdateVAO;
  127627. private _createRenderVAO;
  127628. private _initialize;
  127629. /** @hidden */
  127630. _recreateUpdateEffect(): void;
  127631. /** @hidden */
  127632. _recreateRenderEffect(): void;
  127633. /**
  127634. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127635. * @param preWarm defines if we are in the pre-warmimg phase
  127636. */
  127637. animate(preWarm?: boolean): void;
  127638. private _createFactorGradientTexture;
  127639. private _createSizeGradientTexture;
  127640. private _createAngularSpeedGradientTexture;
  127641. private _createVelocityGradientTexture;
  127642. private _createLimitVelocityGradientTexture;
  127643. private _createDragGradientTexture;
  127644. private _createColorGradientTexture;
  127645. /**
  127646. * Renders the particle system in its current state
  127647. * @param preWarm defines if the system should only update the particles but not render them
  127648. * @returns the current number of particles
  127649. */
  127650. render(preWarm?: boolean): number;
  127651. /**
  127652. * Rebuilds the particle system
  127653. */
  127654. rebuild(): void;
  127655. private _releaseBuffers;
  127656. private _releaseVAOs;
  127657. /**
  127658. * Disposes the particle system and free the associated resources
  127659. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127660. */
  127661. dispose(disposeTexture?: boolean): void;
  127662. /**
  127663. * Clones the particle system.
  127664. * @param name The name of the cloned object
  127665. * @param newEmitter The new emitter to use
  127666. * @returns the cloned particle system
  127667. */
  127668. clone(name: string, newEmitter: any): GPUParticleSystem;
  127669. /**
  127670. * Serializes the particle system to a JSON object.
  127671. * @returns the JSON object
  127672. */
  127673. serialize(): any;
  127674. /**
  127675. * Parses a JSON object to create a GPU particle system.
  127676. * @param parsedParticleSystem The JSON object to parse
  127677. * @param scene The scene to create the particle system in
  127678. * @param rootUrl The root url to use to load external dependencies like texture
  127679. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127680. * @returns the parsed GPU particle system
  127681. */
  127682. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127683. }
  127684. }
  127685. declare module BABYLON {
  127686. /**
  127687. * Represents a set of particle systems working together to create a specific effect
  127688. */
  127689. export class ParticleSystemSet implements IDisposable {
  127690. /**
  127691. * Gets or sets base Assets URL
  127692. */
  127693. static BaseAssetsUrl: string;
  127694. private _emitterCreationOptions;
  127695. private _emitterNode;
  127696. /**
  127697. * Gets the particle system list
  127698. */
  127699. systems: IParticleSystem[];
  127700. /**
  127701. * Gets the emitter node used with this set
  127702. */
  127703. readonly emitterNode: Nullable<TransformNode>;
  127704. /**
  127705. * Creates a new emitter mesh as a sphere
  127706. * @param options defines the options used to create the sphere
  127707. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127708. * @param scene defines the hosting scene
  127709. */
  127710. setEmitterAsSphere(options: {
  127711. diameter: number;
  127712. segments: number;
  127713. color: Color3;
  127714. }, renderingGroupId: number, scene: Scene): void;
  127715. /**
  127716. * Starts all particle systems of the set
  127717. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127718. */
  127719. start(emitter?: AbstractMesh): void;
  127720. /**
  127721. * Release all associated resources
  127722. */
  127723. dispose(): void;
  127724. /**
  127725. * Serialize the set into a JSON compatible object
  127726. * @returns a JSON compatible representation of the set
  127727. */
  127728. serialize(): any;
  127729. /**
  127730. * Parse a new ParticleSystemSet from a serialized source
  127731. * @param data defines a JSON compatible representation of the set
  127732. * @param scene defines the hosting scene
  127733. * @param gpu defines if we want GPU particles or CPU particles
  127734. * @returns a new ParticleSystemSet
  127735. */
  127736. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127737. }
  127738. }
  127739. declare module BABYLON {
  127740. /**
  127741. * This class is made for on one-liner static method to help creating particle system set.
  127742. */
  127743. export class ParticleHelper {
  127744. /**
  127745. * Gets or sets base Assets URL
  127746. */
  127747. static BaseAssetsUrl: string;
  127748. /**
  127749. * Create a default particle system that you can tweak
  127750. * @param emitter defines the emitter to use
  127751. * @param capacity defines the system capacity (default is 500 particles)
  127752. * @param scene defines the hosting scene
  127753. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127754. * @returns the new Particle system
  127755. */
  127756. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127757. /**
  127758. * This is the main static method (one-liner) of this helper to create different particle systems
  127759. * @param type This string represents the type to the particle system to create
  127760. * @param scene The scene where the particle system should live
  127761. * @param gpu If the system will use gpu
  127762. * @returns the ParticleSystemSet created
  127763. */
  127764. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127765. /**
  127766. * Static function used to export a particle system to a ParticleSystemSet variable.
  127767. * Please note that the emitter shape is not exported
  127768. * @param systems defines the particle systems to export
  127769. * @returns the created particle system set
  127770. */
  127771. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127772. }
  127773. }
  127774. declare module BABYLON {
  127775. interface Engine {
  127776. /**
  127777. * Create an effect to use with particle systems.
  127778. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127779. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127780. * @param uniformsNames defines a list of attribute names
  127781. * @param samplers defines an array of string used to represent textures
  127782. * @param defines defines the string containing the defines to use to compile the shaders
  127783. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  127784. * @param onCompiled defines a function to call when the effect creation is successful
  127785. * @param onError defines a function to call when the effect creation has failed
  127786. * @returns the new Effect
  127787. */
  127788. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  127789. }
  127790. interface Mesh {
  127791. /**
  127792. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  127793. * @returns an array of IParticleSystem
  127794. */
  127795. getEmittedParticleSystems(): IParticleSystem[];
  127796. /**
  127797. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  127798. * @returns an array of IParticleSystem
  127799. */
  127800. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  127801. }
  127802. /**
  127803. * @hidden
  127804. */
  127805. export var _IDoNeedToBeInTheBuild: number;
  127806. }
  127807. declare module BABYLON {
  127808. /** Defines the 4 color options */
  127809. export enum PointColor {
  127810. /** color value */
  127811. Color = 2,
  127812. /** uv value */
  127813. UV = 1,
  127814. /** random value */
  127815. Random = 0,
  127816. /** stated value */
  127817. Stated = 3
  127818. }
  127819. /**
  127820. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127821. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  127822. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127823. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127824. *
  127825. * Full documentation here : TO BE ENTERED
  127826. */
  127827. export class PointsCloudSystem implements IDisposable {
  127828. /**
  127829. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127830. * Example : var p = SPS.particles[i];
  127831. */
  127832. particles: CloudPoint[];
  127833. /**
  127834. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127835. */
  127836. nbParticles: number;
  127837. /**
  127838. * This a counter for your own usage. It's not set by any SPS functions.
  127839. */
  127840. counter: number;
  127841. /**
  127842. * The PCS name. This name is also given to the underlying mesh.
  127843. */
  127844. name: string;
  127845. /**
  127846. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127847. */
  127848. mesh: Mesh;
  127849. /**
  127850. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127851. * Please read :
  127852. */
  127853. vars: any;
  127854. /**
  127855. * @hidden
  127856. */
  127857. _size: number;
  127858. private _scene;
  127859. private _promises;
  127860. private _positions;
  127861. private _indices;
  127862. private _normals;
  127863. private _colors;
  127864. private _uvs;
  127865. private _indices32;
  127866. private _positions32;
  127867. private _colors32;
  127868. private _uvs32;
  127869. private _updatable;
  127870. private _isVisibilityBoxLocked;
  127871. private _alwaysVisible;
  127872. private _groups;
  127873. private _groupCounter;
  127874. private _computeParticleColor;
  127875. private _computeParticleTexture;
  127876. private _computeParticleRotation;
  127877. private _computeBoundingBox;
  127878. private _isReady;
  127879. /**
  127880. * Creates a PCS (Points Cloud System) object
  127881. * @param name (String) is the PCS name, this will be the underlying mesh name
  127882. * @param pointSize (number) is the size for each point
  127883. * @param scene (Scene) is the scene in which the PCS is added
  127884. * @param options defines the options of the PCS e.g.
  127885. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127886. */
  127887. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127888. updatable?: boolean;
  127889. });
  127890. /**
  127891. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127892. * If no points were added to the PCS, the returned mesh is just a single point.
  127893. * @returns a promise for the created mesh
  127894. */
  127895. buildMeshAsync(): Promise<Mesh>;
  127896. /**
  127897. * @hidden
  127898. */
  127899. private _buildMesh;
  127900. private _addParticle;
  127901. private _randomUnitVector;
  127902. private _getColorIndicesForCoord;
  127903. private _setPointsColorOrUV;
  127904. private _colorFromTexture;
  127905. private _calculateDensity;
  127906. /**
  127907. * Adds points to the PCS in random positions within a unit sphere
  127908. * @param nb (positive integer) the number of particles to be created from this model
  127909. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127910. * @returns the number of groups in the system
  127911. */
  127912. addPoints(nb: number, pointFunction?: any): number;
  127913. /**
  127914. * Adds points to the PCS from the surface of the model shape
  127915. * @param mesh is any Mesh object that will be used as a surface model for the points
  127916. * @param nb (positive integer) the number of particles to be created from this model
  127917. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127918. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127919. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127920. * @returns the number of groups in the system
  127921. */
  127922. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127923. /**
  127924. * Adds points to the PCS inside the model shape
  127925. * @param mesh is any Mesh object that will be used as a surface model for the points
  127926. * @param nb (positive integer) the number of particles to be created from this model
  127927. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127928. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127929. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127930. * @returns the number of groups in the system
  127931. */
  127932. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127933. /**
  127934. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127935. * This method calls `updateParticle()` for each particle of the SPS.
  127936. * For an animated SPS, it is usually called within the render loop.
  127937. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127938. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127939. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127940. * @returns the PCS.
  127941. */
  127942. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127943. /**
  127944. * Disposes the PCS.
  127945. */
  127946. dispose(): void;
  127947. /**
  127948. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127949. * doc :
  127950. * @returns the PCS.
  127951. */
  127952. refreshVisibleSize(): PointsCloudSystem;
  127953. /**
  127954. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127955. * @param size the size (float) of the visibility box
  127956. * note : this doesn't lock the PCS mesh bounding box.
  127957. * doc :
  127958. */
  127959. setVisibilityBox(size: number): void;
  127960. /**
  127961. * Gets whether the PCS is always visible or not
  127962. * doc :
  127963. */
  127964. /**
  127965. * Sets the PCS as always visible or not
  127966. * doc :
  127967. */
  127968. isAlwaysVisible: boolean;
  127969. /**
  127970. * Tells to `setParticles()` to compute the particle rotations or not
  127971. * Default value : false. The PCS is faster when it's set to false
  127972. * Note : particle rotations are only applied to parent particles
  127973. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127974. */
  127975. computeParticleRotation: boolean;
  127976. /**
  127977. * Tells to `setParticles()` to compute the particle colors or not.
  127978. * Default value : true. The PCS is faster when it's set to false.
  127979. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127980. */
  127981. /**
  127982. * Gets if `setParticles()` computes the particle colors or not.
  127983. * Default value : false. The PCS is faster when it's set to false.
  127984. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127985. */
  127986. computeParticleColor: boolean;
  127987. /**
  127988. * Gets if `setParticles()` computes the particle textures or not.
  127989. * Default value : false. The PCS is faster when it's set to false.
  127990. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127991. */
  127992. computeParticleTexture: boolean;
  127993. /**
  127994. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127995. */
  127996. /**
  127997. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127998. */
  127999. computeBoundingBox: boolean;
  128000. /**
  128001. * This function does nothing. It may be overwritten to set all the particle first values.
  128002. * The PCS doesn't call this function, you may have to call it by your own.
  128003. * doc :
  128004. */
  128005. initParticles(): void;
  128006. /**
  128007. * This function does nothing. It may be overwritten to recycle a particle
  128008. * The PCS doesn't call this function, you can to call it
  128009. * doc :
  128010. * @param particle The particle to recycle
  128011. * @returns the recycled particle
  128012. */
  128013. recycleParticle(particle: CloudPoint): CloudPoint;
  128014. /**
  128015. * Updates a particle : this function should be overwritten by the user.
  128016. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  128017. * doc :
  128018. * @example : just set a particle position or velocity and recycle conditions
  128019. * @param particle The particle to update
  128020. * @returns the updated particle
  128021. */
  128022. updateParticle(particle: CloudPoint): CloudPoint;
  128023. /**
  128024. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  128025. * This does nothing and may be overwritten by the user.
  128026. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128027. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128028. * @param update the boolean update value actually passed to setParticles()
  128029. */
  128030. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128031. /**
  128032. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  128033. * This will be passed three parameters.
  128034. * This does nothing and may be overwritten by the user.
  128035. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128036. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128037. * @param update the boolean update value actually passed to setParticles()
  128038. */
  128039. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128040. }
  128041. }
  128042. declare module BABYLON {
  128043. /**
  128044. * Represents one particle of a points cloud system.
  128045. */
  128046. export class CloudPoint {
  128047. /**
  128048. * particle global index
  128049. */
  128050. idx: number;
  128051. /**
  128052. * The color of the particle
  128053. */
  128054. color: Nullable<Color4>;
  128055. /**
  128056. * The world space position of the particle.
  128057. */
  128058. position: Vector3;
  128059. /**
  128060. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  128061. */
  128062. rotation: Vector3;
  128063. /**
  128064. * The world space rotation quaternion of the particle.
  128065. */
  128066. rotationQuaternion: Nullable<Quaternion>;
  128067. /**
  128068. * The uv of the particle.
  128069. */
  128070. uv: Nullable<Vector2>;
  128071. /**
  128072. * The current speed of the particle.
  128073. */
  128074. velocity: Vector3;
  128075. /**
  128076. * The pivot point in the particle local space.
  128077. */
  128078. pivot: Vector3;
  128079. /**
  128080. * Must the particle be translated from its pivot point in its local space ?
  128081. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  128082. * Default : false
  128083. */
  128084. translateFromPivot: boolean;
  128085. /**
  128086. * Index of this particle in the global "positions" array (Internal use)
  128087. * @hidden
  128088. */
  128089. _pos: number;
  128090. /**
  128091. * @hidden Index of this particle in the global "indices" array (Internal use)
  128092. */
  128093. _ind: number;
  128094. /**
  128095. * Group this particle belongs to
  128096. */
  128097. _group: PointsGroup;
  128098. /**
  128099. * Group id of this particle
  128100. */
  128101. groupId: number;
  128102. /**
  128103. * Index of the particle in its group id (Internal use)
  128104. */
  128105. idxInGroup: number;
  128106. /**
  128107. * @hidden Particle BoundingInfo object (Internal use)
  128108. */
  128109. _boundingInfo: BoundingInfo;
  128110. /**
  128111. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  128112. */
  128113. _pcs: PointsCloudSystem;
  128114. /**
  128115. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  128116. */
  128117. _stillInvisible: boolean;
  128118. /**
  128119. * @hidden Last computed particle rotation matrix
  128120. */
  128121. _rotationMatrix: number[];
  128122. /**
  128123. * Parent particle Id, if any.
  128124. * Default null.
  128125. */
  128126. parentId: Nullable<number>;
  128127. /**
  128128. * @hidden Internal global position in the PCS.
  128129. */
  128130. _globalPosition: Vector3;
  128131. /**
  128132. * Creates a Point Cloud object.
  128133. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  128134. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  128135. * @param group (PointsGroup) is the group the particle belongs to
  128136. * @param groupId (integer) is the group identifier in the PCS.
  128137. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  128138. * @param pcs defines the PCS it is associated to
  128139. */
  128140. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  128141. /**
  128142. * get point size
  128143. */
  128144. /**
  128145. * Set point size
  128146. */
  128147. size: Vector3;
  128148. /**
  128149. * Legacy support, changed quaternion to rotationQuaternion
  128150. */
  128151. /**
  128152. * Legacy support, changed quaternion to rotationQuaternion
  128153. */
  128154. quaternion: Nullable<Quaternion>;
  128155. /**
  128156. * Returns a boolean. True if the particle intersects a mesh, else false
  128157. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  128158. * @param target is the object (point or mesh) what the intersection is computed against
  128159. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  128160. * @returns true if it intersects
  128161. */
  128162. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  128163. /**
  128164. * get the rotation matrix of the particle
  128165. * @hidden
  128166. */
  128167. getRotationMatrix(m: Matrix): void;
  128168. }
  128169. /**
  128170. * Represents a group of points in a points cloud system
  128171. * * PCS internal tool, don't use it manually.
  128172. */
  128173. export class PointsGroup {
  128174. /**
  128175. * The group id
  128176. * @hidden
  128177. */
  128178. groupID: number;
  128179. /**
  128180. * image data for group (internal use)
  128181. * @hidden
  128182. */
  128183. _groupImageData: Nullable<ArrayBufferView>;
  128184. /**
  128185. * Image Width (internal use)
  128186. * @hidden
  128187. */
  128188. _groupImgWidth: number;
  128189. /**
  128190. * Image Height (internal use)
  128191. * @hidden
  128192. */
  128193. _groupImgHeight: number;
  128194. /**
  128195. * Custom position function (internal use)
  128196. * @hidden
  128197. */
  128198. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  128199. /**
  128200. * density per facet for surface points
  128201. * @hidden
  128202. */
  128203. _groupDensity: number[];
  128204. /**
  128205. * Only when points are colored by texture carries pointer to texture list array
  128206. * @hidden
  128207. */
  128208. _textureNb: number;
  128209. /**
  128210. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  128211. * PCS internal tool, don't use it manually.
  128212. * @hidden
  128213. */
  128214. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  128215. }
  128216. }
  128217. declare module BABYLON {
  128218. interface Scene {
  128219. /** @hidden (Backing field) */
  128220. _physicsEngine: Nullable<IPhysicsEngine>;
  128221. /**
  128222. * Gets the current physics engine
  128223. * @returns a IPhysicsEngine or null if none attached
  128224. */
  128225. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  128226. /**
  128227. * Enables physics to the current scene
  128228. * @param gravity defines the scene's gravity for the physics engine
  128229. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  128230. * @return a boolean indicating if the physics engine was initialized
  128231. */
  128232. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  128233. /**
  128234. * Disables and disposes the physics engine associated with the scene
  128235. */
  128236. disablePhysicsEngine(): void;
  128237. /**
  128238. * Gets a boolean indicating if there is an active physics engine
  128239. * @returns a boolean indicating if there is an active physics engine
  128240. */
  128241. isPhysicsEnabled(): boolean;
  128242. /**
  128243. * Deletes a physics compound impostor
  128244. * @param compound defines the compound to delete
  128245. */
  128246. deleteCompoundImpostor(compound: any): void;
  128247. /**
  128248. * An event triggered when physic simulation is about to be run
  128249. */
  128250. onBeforePhysicsObservable: Observable<Scene>;
  128251. /**
  128252. * An event triggered when physic simulation has been done
  128253. */
  128254. onAfterPhysicsObservable: Observable<Scene>;
  128255. }
  128256. interface AbstractMesh {
  128257. /** @hidden */
  128258. _physicsImpostor: Nullable<PhysicsImpostor>;
  128259. /**
  128260. * Gets or sets impostor used for physic simulation
  128261. * @see http://doc.babylonjs.com/features/physics_engine
  128262. */
  128263. physicsImpostor: Nullable<PhysicsImpostor>;
  128264. /**
  128265. * Gets the current physics impostor
  128266. * @see http://doc.babylonjs.com/features/physics_engine
  128267. * @returns a physics impostor or null
  128268. */
  128269. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  128270. /** Apply a physic impulse to the mesh
  128271. * @param force defines the force to apply
  128272. * @param contactPoint defines where to apply the force
  128273. * @returns the current mesh
  128274. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  128275. */
  128276. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  128277. /**
  128278. * Creates a physic joint between two meshes
  128279. * @param otherMesh defines the other mesh to use
  128280. * @param pivot1 defines the pivot to use on this mesh
  128281. * @param pivot2 defines the pivot to use on the other mesh
  128282. * @param options defines additional options (can be plugin dependent)
  128283. * @returns the current mesh
  128284. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  128285. */
  128286. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  128287. /** @hidden */
  128288. _disposePhysicsObserver: Nullable<Observer<Node>>;
  128289. }
  128290. /**
  128291. * Defines the physics engine scene component responsible to manage a physics engine
  128292. */
  128293. export class PhysicsEngineSceneComponent implements ISceneComponent {
  128294. /**
  128295. * The component name helpful to identify the component in the list of scene components.
  128296. */
  128297. readonly name: string;
  128298. /**
  128299. * The scene the component belongs to.
  128300. */
  128301. scene: Scene;
  128302. /**
  128303. * Creates a new instance of the component for the given scene
  128304. * @param scene Defines the scene to register the component in
  128305. */
  128306. constructor(scene: Scene);
  128307. /**
  128308. * Registers the component in a given scene
  128309. */
  128310. register(): void;
  128311. /**
  128312. * Rebuilds the elements related to this component in case of
  128313. * context lost for instance.
  128314. */
  128315. rebuild(): void;
  128316. /**
  128317. * Disposes the component and the associated ressources
  128318. */
  128319. dispose(): void;
  128320. }
  128321. }
  128322. declare module BABYLON {
  128323. /**
  128324. * A helper for physics simulations
  128325. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128326. */
  128327. export class PhysicsHelper {
  128328. private _scene;
  128329. private _physicsEngine;
  128330. /**
  128331. * Initializes the Physics helper
  128332. * @param scene Babylon.js scene
  128333. */
  128334. constructor(scene: Scene);
  128335. /**
  128336. * Applies a radial explosion impulse
  128337. * @param origin the origin of the explosion
  128338. * @param radiusOrEventOptions the radius or the options of radial explosion
  128339. * @param strength the explosion strength
  128340. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128341. * @returns A physics radial explosion event, or null
  128342. */
  128343. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128344. /**
  128345. * Applies a radial explosion force
  128346. * @param origin the origin of the explosion
  128347. * @param radiusOrEventOptions the radius or the options of radial explosion
  128348. * @param strength the explosion strength
  128349. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128350. * @returns A physics radial explosion event, or null
  128351. */
  128352. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128353. /**
  128354. * Creates a gravitational field
  128355. * @param origin the origin of the explosion
  128356. * @param radiusOrEventOptions the radius or the options of radial explosion
  128357. * @param strength the explosion strength
  128358. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128359. * @returns A physics gravitational field event, or null
  128360. */
  128361. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  128362. /**
  128363. * Creates a physics updraft event
  128364. * @param origin the origin of the updraft
  128365. * @param radiusOrEventOptions the radius or the options of the updraft
  128366. * @param strength the strength of the updraft
  128367. * @param height the height of the updraft
  128368. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128369. * @returns A physics updraft event, or null
  128370. */
  128371. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128372. /**
  128373. * Creates a physics vortex event
  128374. * @param origin the of the vortex
  128375. * @param radiusOrEventOptions the radius or the options of the vortex
  128376. * @param strength the strength of the vortex
  128377. * @param height the height of the vortex
  128378. * @returns a Physics vortex event, or null
  128379. * A physics vortex event or null
  128380. */
  128381. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128382. }
  128383. /**
  128384. * Represents a physics radial explosion event
  128385. */
  128386. class PhysicsRadialExplosionEvent {
  128387. private _scene;
  128388. private _options;
  128389. private _sphere;
  128390. private _dataFetched;
  128391. /**
  128392. * Initializes a radial explosioin event
  128393. * @param _scene BabylonJS scene
  128394. * @param _options The options for the vortex event
  128395. */
  128396. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128397. /**
  128398. * Returns the data related to the radial explosion event (sphere).
  128399. * @returns The radial explosion event data
  128400. */
  128401. getData(): PhysicsRadialExplosionEventData;
  128402. /**
  128403. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128404. * @param impostor A physics imposter
  128405. * @param origin the origin of the explosion
  128406. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128407. */
  128408. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128409. /**
  128410. * Triggers affecterd impostors callbacks
  128411. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128412. */
  128413. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128414. /**
  128415. * Disposes the sphere.
  128416. * @param force Specifies if the sphere should be disposed by force
  128417. */
  128418. dispose(force?: boolean): void;
  128419. /*** Helpers ***/
  128420. private _prepareSphere;
  128421. private _intersectsWithSphere;
  128422. }
  128423. /**
  128424. * Represents a gravitational field event
  128425. */
  128426. class PhysicsGravitationalFieldEvent {
  128427. private _physicsHelper;
  128428. private _scene;
  128429. private _origin;
  128430. private _options;
  128431. private _tickCallback;
  128432. private _sphere;
  128433. private _dataFetched;
  128434. /**
  128435. * Initializes the physics gravitational field event
  128436. * @param _physicsHelper A physics helper
  128437. * @param _scene BabylonJS scene
  128438. * @param _origin The origin position of the gravitational field event
  128439. * @param _options The options for the vortex event
  128440. */
  128441. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128442. /**
  128443. * Returns the data related to the gravitational field event (sphere).
  128444. * @returns A gravitational field event
  128445. */
  128446. getData(): PhysicsGravitationalFieldEventData;
  128447. /**
  128448. * Enables the gravitational field.
  128449. */
  128450. enable(): void;
  128451. /**
  128452. * Disables the gravitational field.
  128453. */
  128454. disable(): void;
  128455. /**
  128456. * Disposes the sphere.
  128457. * @param force The force to dispose from the gravitational field event
  128458. */
  128459. dispose(force?: boolean): void;
  128460. private _tick;
  128461. }
  128462. /**
  128463. * Represents a physics updraft event
  128464. */
  128465. class PhysicsUpdraftEvent {
  128466. private _scene;
  128467. private _origin;
  128468. private _options;
  128469. private _physicsEngine;
  128470. private _originTop;
  128471. private _originDirection;
  128472. private _tickCallback;
  128473. private _cylinder;
  128474. private _cylinderPosition;
  128475. private _dataFetched;
  128476. /**
  128477. * Initializes the physics updraft event
  128478. * @param _scene BabylonJS scene
  128479. * @param _origin The origin position of the updraft
  128480. * @param _options The options for the updraft event
  128481. */
  128482. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128483. /**
  128484. * Returns the data related to the updraft event (cylinder).
  128485. * @returns A physics updraft event
  128486. */
  128487. getData(): PhysicsUpdraftEventData;
  128488. /**
  128489. * Enables the updraft.
  128490. */
  128491. enable(): void;
  128492. /**
  128493. * Disables the updraft.
  128494. */
  128495. disable(): void;
  128496. /**
  128497. * Disposes the cylinder.
  128498. * @param force Specifies if the updraft should be disposed by force
  128499. */
  128500. dispose(force?: boolean): void;
  128501. private getImpostorHitData;
  128502. private _tick;
  128503. /*** Helpers ***/
  128504. private _prepareCylinder;
  128505. private _intersectsWithCylinder;
  128506. }
  128507. /**
  128508. * Represents a physics vortex event
  128509. */
  128510. class PhysicsVortexEvent {
  128511. private _scene;
  128512. private _origin;
  128513. private _options;
  128514. private _physicsEngine;
  128515. private _originTop;
  128516. private _tickCallback;
  128517. private _cylinder;
  128518. private _cylinderPosition;
  128519. private _dataFetched;
  128520. /**
  128521. * Initializes the physics vortex event
  128522. * @param _scene The BabylonJS scene
  128523. * @param _origin The origin position of the vortex
  128524. * @param _options The options for the vortex event
  128525. */
  128526. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128527. /**
  128528. * Returns the data related to the vortex event (cylinder).
  128529. * @returns The physics vortex event data
  128530. */
  128531. getData(): PhysicsVortexEventData;
  128532. /**
  128533. * Enables the vortex.
  128534. */
  128535. enable(): void;
  128536. /**
  128537. * Disables the cortex.
  128538. */
  128539. disable(): void;
  128540. /**
  128541. * Disposes the sphere.
  128542. * @param force
  128543. */
  128544. dispose(force?: boolean): void;
  128545. private getImpostorHitData;
  128546. private _tick;
  128547. /*** Helpers ***/
  128548. private _prepareCylinder;
  128549. private _intersectsWithCylinder;
  128550. }
  128551. /**
  128552. * Options fot the radial explosion event
  128553. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128554. */
  128555. export class PhysicsRadialExplosionEventOptions {
  128556. /**
  128557. * The radius of the sphere for the radial explosion.
  128558. */
  128559. radius: number;
  128560. /**
  128561. * The strenth of the explosion.
  128562. */
  128563. strength: number;
  128564. /**
  128565. * The strenght of the force in correspondence to the distance of the affected object
  128566. */
  128567. falloff: PhysicsRadialImpulseFalloff;
  128568. /**
  128569. * Sphere options for the radial explosion.
  128570. */
  128571. sphere: {
  128572. segments: number;
  128573. diameter: number;
  128574. };
  128575. /**
  128576. * Sphere options for the radial explosion.
  128577. */
  128578. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128579. }
  128580. /**
  128581. * Options fot the updraft event
  128582. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128583. */
  128584. export class PhysicsUpdraftEventOptions {
  128585. /**
  128586. * The radius of the cylinder for the vortex
  128587. */
  128588. radius: number;
  128589. /**
  128590. * The strenth of the updraft.
  128591. */
  128592. strength: number;
  128593. /**
  128594. * The height of the cylinder for the updraft.
  128595. */
  128596. height: number;
  128597. /**
  128598. * The mode for the the updraft.
  128599. */
  128600. updraftMode: PhysicsUpdraftMode;
  128601. }
  128602. /**
  128603. * Options fot the vortex event
  128604. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128605. */
  128606. export class PhysicsVortexEventOptions {
  128607. /**
  128608. * The radius of the cylinder for the vortex
  128609. */
  128610. radius: number;
  128611. /**
  128612. * The strenth of the vortex.
  128613. */
  128614. strength: number;
  128615. /**
  128616. * The height of the cylinder for the vortex.
  128617. */
  128618. height: number;
  128619. /**
  128620. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128621. */
  128622. centripetalForceThreshold: number;
  128623. /**
  128624. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128625. */
  128626. centripetalForceMultiplier: number;
  128627. /**
  128628. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128629. */
  128630. centrifugalForceMultiplier: number;
  128631. /**
  128632. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128633. */
  128634. updraftForceMultiplier: number;
  128635. }
  128636. /**
  128637. * The strenght of the force in correspondence to the distance of the affected object
  128638. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128639. */
  128640. export enum PhysicsRadialImpulseFalloff {
  128641. /** Defines that impulse is constant in strength across it's whole radius */
  128642. Constant = 0,
  128643. /** Defines that impulse gets weaker if it's further from the origin */
  128644. Linear = 1
  128645. }
  128646. /**
  128647. * The strength of the force in correspondence to the distance of the affected object
  128648. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128649. */
  128650. export enum PhysicsUpdraftMode {
  128651. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128652. Center = 0,
  128653. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128654. Perpendicular = 1
  128655. }
  128656. /**
  128657. * Interface for a physics hit data
  128658. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128659. */
  128660. export interface PhysicsHitData {
  128661. /**
  128662. * The force applied at the contact point
  128663. */
  128664. force: Vector3;
  128665. /**
  128666. * The contact point
  128667. */
  128668. contactPoint: Vector3;
  128669. /**
  128670. * The distance from the origin to the contact point
  128671. */
  128672. distanceFromOrigin: number;
  128673. }
  128674. /**
  128675. * Interface for radial explosion event data
  128676. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128677. */
  128678. export interface PhysicsRadialExplosionEventData {
  128679. /**
  128680. * A sphere used for the radial explosion event
  128681. */
  128682. sphere: Mesh;
  128683. }
  128684. /**
  128685. * Interface for gravitational field event data
  128686. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128687. */
  128688. export interface PhysicsGravitationalFieldEventData {
  128689. /**
  128690. * A sphere mesh used for the gravitational field event
  128691. */
  128692. sphere: Mesh;
  128693. }
  128694. /**
  128695. * Interface for updraft event data
  128696. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128697. */
  128698. export interface PhysicsUpdraftEventData {
  128699. /**
  128700. * A cylinder used for the updraft event
  128701. */
  128702. cylinder: Mesh;
  128703. }
  128704. /**
  128705. * Interface for vortex event data
  128706. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128707. */
  128708. export interface PhysicsVortexEventData {
  128709. /**
  128710. * A cylinder used for the vortex event
  128711. */
  128712. cylinder: Mesh;
  128713. }
  128714. /**
  128715. * Interface for an affected physics impostor
  128716. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128717. */
  128718. export interface PhysicsAffectedImpostorWithData {
  128719. /**
  128720. * The impostor affected by the effect
  128721. */
  128722. impostor: PhysicsImpostor;
  128723. /**
  128724. * The data about the hit/horce from the explosion
  128725. */
  128726. hitData: PhysicsHitData;
  128727. }
  128728. }
  128729. declare module BABYLON {
  128730. /** @hidden */
  128731. export var blackAndWhitePixelShader: {
  128732. name: string;
  128733. shader: string;
  128734. };
  128735. }
  128736. declare module BABYLON {
  128737. /**
  128738. * Post process used to render in black and white
  128739. */
  128740. export class BlackAndWhitePostProcess extends PostProcess {
  128741. /**
  128742. * Linear about to convert he result to black and white (default: 1)
  128743. */
  128744. degree: number;
  128745. /**
  128746. * Creates a black and white post process
  128747. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128748. * @param name The name of the effect.
  128749. * @param options The required width/height ratio to downsize to before computing the render pass.
  128750. * @param camera The camera to apply the render pass to.
  128751. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128752. * @param engine The engine which the post process will be applied. (default: current engine)
  128753. * @param reusable If the post process can be reused on the same frame. (default: false)
  128754. */
  128755. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128756. }
  128757. }
  128758. declare module BABYLON {
  128759. /**
  128760. * This represents a set of one or more post processes in Babylon.
  128761. * A post process can be used to apply a shader to a texture after it is rendered.
  128762. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128763. */
  128764. export class PostProcessRenderEffect {
  128765. private _postProcesses;
  128766. private _getPostProcesses;
  128767. private _singleInstance;
  128768. private _cameras;
  128769. private _indicesForCamera;
  128770. /**
  128771. * Name of the effect
  128772. * @hidden
  128773. */
  128774. _name: string;
  128775. /**
  128776. * Instantiates a post process render effect.
  128777. * A post process can be used to apply a shader to a texture after it is rendered.
  128778. * @param engine The engine the effect is tied to
  128779. * @param name The name of the effect
  128780. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128781. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  128782. */
  128783. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  128784. /**
  128785. * Checks if all the post processes in the effect are supported.
  128786. */
  128787. readonly isSupported: boolean;
  128788. /**
  128789. * Updates the current state of the effect
  128790. * @hidden
  128791. */
  128792. _update(): void;
  128793. /**
  128794. * Attaches the effect on cameras
  128795. * @param cameras The camera to attach to.
  128796. * @hidden
  128797. */
  128798. _attachCameras(cameras: Camera): void;
  128799. /**
  128800. * Attaches the effect on cameras
  128801. * @param cameras The camera to attach to.
  128802. * @hidden
  128803. */
  128804. _attachCameras(cameras: Camera[]): void;
  128805. /**
  128806. * Detaches the effect on cameras
  128807. * @param cameras The camera to detatch from.
  128808. * @hidden
  128809. */
  128810. _detachCameras(cameras: Camera): void;
  128811. /**
  128812. * Detatches the effect on cameras
  128813. * @param cameras The camera to detatch from.
  128814. * @hidden
  128815. */
  128816. _detachCameras(cameras: Camera[]): void;
  128817. /**
  128818. * Enables the effect on given cameras
  128819. * @param cameras The camera to enable.
  128820. * @hidden
  128821. */
  128822. _enable(cameras: Camera): void;
  128823. /**
  128824. * Enables the effect on given cameras
  128825. * @param cameras The camera to enable.
  128826. * @hidden
  128827. */
  128828. _enable(cameras: Nullable<Camera[]>): void;
  128829. /**
  128830. * Disables the effect on the given cameras
  128831. * @param cameras The camera to disable.
  128832. * @hidden
  128833. */
  128834. _disable(cameras: Camera): void;
  128835. /**
  128836. * Disables the effect on the given cameras
  128837. * @param cameras The camera to disable.
  128838. * @hidden
  128839. */
  128840. _disable(cameras: Nullable<Camera[]>): void;
  128841. /**
  128842. * Gets a list of the post processes contained in the effect.
  128843. * @param camera The camera to get the post processes on.
  128844. * @returns The list of the post processes in the effect.
  128845. */
  128846. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128847. }
  128848. }
  128849. declare module BABYLON {
  128850. /** @hidden */
  128851. export var extractHighlightsPixelShader: {
  128852. name: string;
  128853. shader: string;
  128854. };
  128855. }
  128856. declare module BABYLON {
  128857. /**
  128858. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  128859. */
  128860. export class ExtractHighlightsPostProcess extends PostProcess {
  128861. /**
  128862. * The luminance threshold, pixels below this value will be set to black.
  128863. */
  128864. threshold: number;
  128865. /** @hidden */
  128866. _exposure: number;
  128867. /**
  128868. * Post process which has the input texture to be used when performing highlight extraction
  128869. * @hidden
  128870. */
  128871. _inputPostProcess: Nullable<PostProcess>;
  128872. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128873. }
  128874. }
  128875. declare module BABYLON {
  128876. /** @hidden */
  128877. export var bloomMergePixelShader: {
  128878. name: string;
  128879. shader: string;
  128880. };
  128881. }
  128882. declare module BABYLON {
  128883. /**
  128884. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128885. */
  128886. export class BloomMergePostProcess extends PostProcess {
  128887. /** Weight of the bloom to be added to the original input. */
  128888. weight: number;
  128889. /**
  128890. * Creates a new instance of @see BloomMergePostProcess
  128891. * @param name The name of the effect.
  128892. * @param originalFromInput Post process which's input will be used for the merge.
  128893. * @param blurred Blurred highlights post process which's output will be used.
  128894. * @param weight Weight of the bloom to be added to the original input.
  128895. * @param options The required width/height ratio to downsize to before computing the render pass.
  128896. * @param camera The camera to apply the render pass to.
  128897. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128898. * @param engine The engine which the post process will be applied. (default: current engine)
  128899. * @param reusable If the post process can be reused on the same frame. (default: false)
  128900. * @param textureType Type of textures used when performing the post process. (default: 0)
  128901. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  128902. */
  128903. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128904. /** Weight of the bloom to be added to the original input. */
  128905. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128906. }
  128907. }
  128908. declare module BABYLON {
  128909. /**
  128910. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128911. */
  128912. export class BloomEffect extends PostProcessRenderEffect {
  128913. private bloomScale;
  128914. /**
  128915. * @hidden Internal
  128916. */
  128917. _effects: Array<PostProcess>;
  128918. /**
  128919. * @hidden Internal
  128920. */
  128921. _downscale: ExtractHighlightsPostProcess;
  128922. private _blurX;
  128923. private _blurY;
  128924. private _merge;
  128925. /**
  128926. * The luminance threshold to find bright areas of the image to bloom.
  128927. */
  128928. threshold: number;
  128929. /**
  128930. * The strength of the bloom.
  128931. */
  128932. weight: number;
  128933. /**
  128934. * Specifies the size of the bloom blur kernel, relative to the final output size
  128935. */
  128936. kernel: number;
  128937. /**
  128938. * Creates a new instance of @see BloomEffect
  128939. * @param scene The scene the effect belongs to.
  128940. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128941. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128942. * @param bloomWeight The the strength of bloom.
  128943. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128944. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  128945. */
  128946. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128947. /**
  128948. * Disposes each of the internal effects for a given camera.
  128949. * @param camera The camera to dispose the effect on.
  128950. */
  128951. disposeEffects(camera: Camera): void;
  128952. /**
  128953. * @hidden Internal
  128954. */
  128955. _updateEffects(): void;
  128956. /**
  128957. * Internal
  128958. * @returns if all the contained post processes are ready.
  128959. * @hidden
  128960. */
  128961. _isReady(): boolean;
  128962. }
  128963. }
  128964. declare module BABYLON {
  128965. /** @hidden */
  128966. export var chromaticAberrationPixelShader: {
  128967. name: string;
  128968. shader: string;
  128969. };
  128970. }
  128971. declare module BABYLON {
  128972. /**
  128973. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128974. */
  128975. export class ChromaticAberrationPostProcess extends PostProcess {
  128976. /**
  128977. * The amount of seperation of rgb channels (default: 30)
  128978. */
  128979. aberrationAmount: number;
  128980. /**
  128981. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128982. */
  128983. radialIntensity: number;
  128984. /**
  128985. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  128986. */
  128987. direction: Vector2;
  128988. /**
  128989. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  128990. */
  128991. centerPosition: Vector2;
  128992. /**
  128993. * Creates a new instance ChromaticAberrationPostProcess
  128994. * @param name The name of the effect.
  128995. * @param screenWidth The width of the screen to apply the effect on.
  128996. * @param screenHeight The height of the screen to apply the effect on.
  128997. * @param options The required width/height ratio to downsize to before computing the render pass.
  128998. * @param camera The camera to apply the render pass to.
  128999. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129000. * @param engine The engine which the post process will be applied. (default: current engine)
  129001. * @param reusable If the post process can be reused on the same frame. (default: false)
  129002. * @param textureType Type of textures used when performing the post process. (default: 0)
  129003. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129004. */
  129005. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129006. }
  129007. }
  129008. declare module BABYLON {
  129009. /** @hidden */
  129010. export var circleOfConfusionPixelShader: {
  129011. name: string;
  129012. shader: string;
  129013. };
  129014. }
  129015. declare module BABYLON {
  129016. /**
  129017. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  129018. */
  129019. export class CircleOfConfusionPostProcess extends PostProcess {
  129020. /**
  129021. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  129022. */
  129023. lensSize: number;
  129024. /**
  129025. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129026. */
  129027. fStop: number;
  129028. /**
  129029. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129030. */
  129031. focusDistance: number;
  129032. /**
  129033. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  129034. */
  129035. focalLength: number;
  129036. private _depthTexture;
  129037. /**
  129038. * Creates a new instance CircleOfConfusionPostProcess
  129039. * @param name The name of the effect.
  129040. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  129041. * @param options The required width/height ratio to downsize to before computing the render pass.
  129042. * @param camera The camera to apply the render pass to.
  129043. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129044. * @param engine The engine which the post process will be applied. (default: current engine)
  129045. * @param reusable If the post process can be reused on the same frame. (default: false)
  129046. * @param textureType Type of textures used when performing the post process. (default: 0)
  129047. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129048. */
  129049. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129050. /**
  129051. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  129052. */
  129053. depthTexture: RenderTargetTexture;
  129054. }
  129055. }
  129056. declare module BABYLON {
  129057. /** @hidden */
  129058. export var colorCorrectionPixelShader: {
  129059. name: string;
  129060. shader: string;
  129061. };
  129062. }
  129063. declare module BABYLON {
  129064. /**
  129065. *
  129066. * This post-process allows the modification of rendered colors by using
  129067. * a 'look-up table' (LUT). This effect is also called Color Grading.
  129068. *
  129069. * The object needs to be provided an url to a texture containing the color
  129070. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  129071. * Use an image editing software to tweak the LUT to match your needs.
  129072. *
  129073. * For an example of a color LUT, see here:
  129074. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  129075. * For explanations on color grading, see here:
  129076. * @see http://udn.epicgames.com/Three/ColorGrading.html
  129077. *
  129078. */
  129079. export class ColorCorrectionPostProcess extends PostProcess {
  129080. private _colorTableTexture;
  129081. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129082. }
  129083. }
  129084. declare module BABYLON {
  129085. /** @hidden */
  129086. export var convolutionPixelShader: {
  129087. name: string;
  129088. shader: string;
  129089. };
  129090. }
  129091. declare module BABYLON {
  129092. /**
  129093. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  129094. * input texture to perform effects such as edge detection or sharpening
  129095. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129096. */
  129097. export class ConvolutionPostProcess extends PostProcess {
  129098. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129099. kernel: number[];
  129100. /**
  129101. * Creates a new instance ConvolutionPostProcess
  129102. * @param name The name of the effect.
  129103. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  129104. * @param options The required width/height ratio to downsize to before computing the render pass.
  129105. * @param camera The camera to apply the render pass to.
  129106. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129107. * @param engine The engine which the post process will be applied. (default: current engine)
  129108. * @param reusable If the post process can be reused on the same frame. (default: false)
  129109. * @param textureType Type of textures used when performing the post process. (default: 0)
  129110. */
  129111. constructor(name: string,
  129112. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129113. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129114. /**
  129115. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129116. */
  129117. static EdgeDetect0Kernel: number[];
  129118. /**
  129119. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129120. */
  129121. static EdgeDetect1Kernel: number[];
  129122. /**
  129123. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129124. */
  129125. static EdgeDetect2Kernel: number[];
  129126. /**
  129127. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129128. */
  129129. static SharpenKernel: number[];
  129130. /**
  129131. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129132. */
  129133. static EmbossKernel: number[];
  129134. /**
  129135. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129136. */
  129137. static GaussianKernel: number[];
  129138. }
  129139. }
  129140. declare module BABYLON {
  129141. /**
  129142. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  129143. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  129144. * based on samples that have a large difference in distance than the center pixel.
  129145. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  129146. */
  129147. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  129148. direction: Vector2;
  129149. /**
  129150. * Creates a new instance CircleOfConfusionPostProcess
  129151. * @param name The name of the effect.
  129152. * @param scene The scene the effect belongs to.
  129153. * @param direction The direction the blur should be applied.
  129154. * @param kernel The size of the kernel used to blur.
  129155. * @param options The required width/height ratio to downsize to before computing the render pass.
  129156. * @param camera The camera to apply the render pass to.
  129157. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  129158. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  129159. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129160. * @param engine The engine which the post process will be applied. (default: current engine)
  129161. * @param reusable If the post process can be reused on the same frame. (default: false)
  129162. * @param textureType Type of textures used when performing the post process. (default: 0)
  129163. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129164. */
  129165. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129166. }
  129167. }
  129168. declare module BABYLON {
  129169. /** @hidden */
  129170. export var depthOfFieldMergePixelShader: {
  129171. name: string;
  129172. shader: string;
  129173. };
  129174. }
  129175. declare module BABYLON {
  129176. /**
  129177. * Options to be set when merging outputs from the default pipeline.
  129178. */
  129179. export class DepthOfFieldMergePostProcessOptions {
  129180. /**
  129181. * The original image to merge on top of
  129182. */
  129183. originalFromInput: PostProcess;
  129184. /**
  129185. * Parameters to perform the merge of the depth of field effect
  129186. */
  129187. depthOfField?: {
  129188. circleOfConfusion: PostProcess;
  129189. blurSteps: Array<PostProcess>;
  129190. };
  129191. /**
  129192. * Parameters to perform the merge of bloom effect
  129193. */
  129194. bloom?: {
  129195. blurred: PostProcess;
  129196. weight: number;
  129197. };
  129198. }
  129199. /**
  129200. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129201. */
  129202. export class DepthOfFieldMergePostProcess extends PostProcess {
  129203. private blurSteps;
  129204. /**
  129205. * Creates a new instance of DepthOfFieldMergePostProcess
  129206. * @param name The name of the effect.
  129207. * @param originalFromInput Post process which's input will be used for the merge.
  129208. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  129209. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  129210. * @param options The required width/height ratio to downsize to before computing the render pass.
  129211. * @param camera The camera to apply the render pass to.
  129212. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129213. * @param engine The engine which the post process will be applied. (default: current engine)
  129214. * @param reusable If the post process can be reused on the same frame. (default: false)
  129215. * @param textureType Type of textures used when performing the post process. (default: 0)
  129216. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129217. */
  129218. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129219. /**
  129220. * Updates the effect with the current post process compile time values and recompiles the shader.
  129221. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  129222. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  129223. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  129224. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  129225. * @param onCompiled Called when the shader has been compiled.
  129226. * @param onError Called if there is an error when compiling a shader.
  129227. */
  129228. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  129229. }
  129230. }
  129231. declare module BABYLON {
  129232. /**
  129233. * Specifies the level of max blur that should be applied when using the depth of field effect
  129234. */
  129235. export enum DepthOfFieldEffectBlurLevel {
  129236. /**
  129237. * Subtle blur
  129238. */
  129239. Low = 0,
  129240. /**
  129241. * Medium blur
  129242. */
  129243. Medium = 1,
  129244. /**
  129245. * Large blur
  129246. */
  129247. High = 2
  129248. }
  129249. /**
  129250. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  129251. */
  129252. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  129253. private _circleOfConfusion;
  129254. /**
  129255. * @hidden Internal, blurs from high to low
  129256. */
  129257. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  129258. private _depthOfFieldBlurY;
  129259. private _dofMerge;
  129260. /**
  129261. * @hidden Internal post processes in depth of field effect
  129262. */
  129263. _effects: Array<PostProcess>;
  129264. /**
  129265. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  129266. */
  129267. focalLength: number;
  129268. /**
  129269. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129270. */
  129271. fStop: number;
  129272. /**
  129273. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129274. */
  129275. focusDistance: number;
  129276. /**
  129277. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  129278. */
  129279. lensSize: number;
  129280. /**
  129281. * Creates a new instance DepthOfFieldEffect
  129282. * @param scene The scene the effect belongs to.
  129283. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  129284. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129285. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129286. */
  129287. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  129288. /**
  129289. * Get the current class name of the current effet
  129290. * @returns "DepthOfFieldEffect"
  129291. */
  129292. getClassName(): string;
  129293. /**
  129294. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  129295. */
  129296. depthTexture: RenderTargetTexture;
  129297. /**
  129298. * Disposes each of the internal effects for a given camera.
  129299. * @param camera The camera to dispose the effect on.
  129300. */
  129301. disposeEffects(camera: Camera): void;
  129302. /**
  129303. * @hidden Internal
  129304. */
  129305. _updateEffects(): void;
  129306. /**
  129307. * Internal
  129308. * @returns if all the contained post processes are ready.
  129309. * @hidden
  129310. */
  129311. _isReady(): boolean;
  129312. }
  129313. }
  129314. declare module BABYLON {
  129315. /** @hidden */
  129316. export var displayPassPixelShader: {
  129317. name: string;
  129318. shader: string;
  129319. };
  129320. }
  129321. declare module BABYLON {
  129322. /**
  129323. * DisplayPassPostProcess which produces an output the same as it's input
  129324. */
  129325. export class DisplayPassPostProcess extends PostProcess {
  129326. /**
  129327. * Creates the DisplayPassPostProcess
  129328. * @param name The name of the effect.
  129329. * @param options The required width/height ratio to downsize to before computing the render pass.
  129330. * @param camera The camera to apply the render pass to.
  129331. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129332. * @param engine The engine which the post process will be applied. (default: current engine)
  129333. * @param reusable If the post process can be reused on the same frame. (default: false)
  129334. */
  129335. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129336. }
  129337. }
  129338. declare module BABYLON {
  129339. /** @hidden */
  129340. export var filterPixelShader: {
  129341. name: string;
  129342. shader: string;
  129343. };
  129344. }
  129345. declare module BABYLON {
  129346. /**
  129347. * Applies a kernel filter to the image
  129348. */
  129349. export class FilterPostProcess extends PostProcess {
  129350. /** The matrix to be applied to the image */
  129351. kernelMatrix: Matrix;
  129352. /**
  129353. *
  129354. * @param name The name of the effect.
  129355. * @param kernelMatrix The matrix to be applied to the image
  129356. * @param options The required width/height ratio to downsize to before computing the render pass.
  129357. * @param camera The camera to apply the render pass to.
  129358. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129359. * @param engine The engine which the post process will be applied. (default: current engine)
  129360. * @param reusable If the post process can be reused on the same frame. (default: false)
  129361. */
  129362. constructor(name: string,
  129363. /** The matrix to be applied to the image */
  129364. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129365. }
  129366. }
  129367. declare module BABYLON {
  129368. /** @hidden */
  129369. export var fxaaPixelShader: {
  129370. name: string;
  129371. shader: string;
  129372. };
  129373. }
  129374. declare module BABYLON {
  129375. /** @hidden */
  129376. export var fxaaVertexShader: {
  129377. name: string;
  129378. shader: string;
  129379. };
  129380. }
  129381. declare module BABYLON {
  129382. /**
  129383. * Fxaa post process
  129384. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129385. */
  129386. export class FxaaPostProcess extends PostProcess {
  129387. /** @hidden */
  129388. texelWidth: number;
  129389. /** @hidden */
  129390. texelHeight: number;
  129391. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129392. private _getDefines;
  129393. }
  129394. }
  129395. declare module BABYLON {
  129396. /** @hidden */
  129397. export var grainPixelShader: {
  129398. name: string;
  129399. shader: string;
  129400. };
  129401. }
  129402. declare module BABYLON {
  129403. /**
  129404. * The GrainPostProcess adds noise to the image at mid luminance levels
  129405. */
  129406. export class GrainPostProcess extends PostProcess {
  129407. /**
  129408. * The intensity of the grain added (default: 30)
  129409. */
  129410. intensity: number;
  129411. /**
  129412. * If the grain should be randomized on every frame
  129413. */
  129414. animated: boolean;
  129415. /**
  129416. * Creates a new instance of @see GrainPostProcess
  129417. * @param name The name of the effect.
  129418. * @param options The required width/height ratio to downsize to before computing the render pass.
  129419. * @param camera The camera to apply the render pass to.
  129420. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129421. * @param engine The engine which the post process will be applied. (default: current engine)
  129422. * @param reusable If the post process can be reused on the same frame. (default: false)
  129423. * @param textureType Type of textures used when performing the post process. (default: 0)
  129424. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129425. */
  129426. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129427. }
  129428. }
  129429. declare module BABYLON {
  129430. /** @hidden */
  129431. export var highlightsPixelShader: {
  129432. name: string;
  129433. shader: string;
  129434. };
  129435. }
  129436. declare module BABYLON {
  129437. /**
  129438. * Extracts highlights from the image
  129439. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129440. */
  129441. export class HighlightsPostProcess extends PostProcess {
  129442. /**
  129443. * Extracts highlights from the image
  129444. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129445. * @param name The name of the effect.
  129446. * @param options The required width/height ratio to downsize to before computing the render pass.
  129447. * @param camera The camera to apply the render pass to.
  129448. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129449. * @param engine The engine which the post process will be applied. (default: current engine)
  129450. * @param reusable If the post process can be reused on the same frame. (default: false)
  129451. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129452. */
  129453. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129454. }
  129455. }
  129456. declare module BABYLON {
  129457. /** @hidden */
  129458. export var mrtFragmentDeclaration: {
  129459. name: string;
  129460. shader: string;
  129461. };
  129462. }
  129463. declare module BABYLON {
  129464. /** @hidden */
  129465. export var geometryPixelShader: {
  129466. name: string;
  129467. shader: string;
  129468. };
  129469. }
  129470. declare module BABYLON {
  129471. /** @hidden */
  129472. export var geometryVertexShader: {
  129473. name: string;
  129474. shader: string;
  129475. };
  129476. }
  129477. declare module BABYLON {
  129478. /** @hidden */
  129479. interface ISavedTransformationMatrix {
  129480. world: Matrix;
  129481. viewProjection: Matrix;
  129482. }
  129483. /**
  129484. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129485. */
  129486. export class GeometryBufferRenderer {
  129487. /**
  129488. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129489. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129490. */
  129491. static readonly POSITION_TEXTURE_TYPE: number;
  129492. /**
  129493. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129494. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129495. */
  129496. static readonly VELOCITY_TEXTURE_TYPE: number;
  129497. /**
  129498. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129499. * in order to compute objects velocities when enableVelocity is set to "true"
  129500. * @hidden
  129501. */
  129502. _previousTransformationMatrices: {
  129503. [index: number]: ISavedTransformationMatrix;
  129504. };
  129505. /**
  129506. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129507. * in order to compute objects velocities when enableVelocity is set to "true"
  129508. * @hidden
  129509. */
  129510. _previousBonesTransformationMatrices: {
  129511. [index: number]: Float32Array;
  129512. };
  129513. /**
  129514. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129515. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129516. */
  129517. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129518. private _scene;
  129519. private _multiRenderTarget;
  129520. private _ratio;
  129521. private _enablePosition;
  129522. private _enableVelocity;
  129523. private _positionIndex;
  129524. private _velocityIndex;
  129525. protected _effect: Effect;
  129526. protected _cachedDefines: string;
  129527. /**
  129528. * Set the render list (meshes to be rendered) used in the G buffer.
  129529. */
  129530. renderList: Mesh[];
  129531. /**
  129532. * Gets wether or not G buffer are supported by the running hardware.
  129533. * This requires draw buffer supports
  129534. */
  129535. readonly isSupported: boolean;
  129536. /**
  129537. * Returns the index of the given texture type in the G-Buffer textures array
  129538. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129539. * @returns the index of the given texture type in the G-Buffer textures array
  129540. */
  129541. getTextureIndex(textureType: number): number;
  129542. /**
  129543. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129544. */
  129545. /**
  129546. * Sets whether or not objects positions are enabled for the G buffer.
  129547. */
  129548. enablePosition: boolean;
  129549. /**
  129550. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129551. */
  129552. /**
  129553. * Sets wether or not objects velocities are enabled for the G buffer.
  129554. */
  129555. enableVelocity: boolean;
  129556. /**
  129557. * Gets the scene associated with the buffer.
  129558. */
  129559. readonly scene: Scene;
  129560. /**
  129561. * Gets the ratio used by the buffer during its creation.
  129562. * How big is the buffer related to the main canvas.
  129563. */
  129564. readonly ratio: number;
  129565. /** @hidden */
  129566. static _SceneComponentInitialization: (scene: Scene) => void;
  129567. /**
  129568. * Creates a new G Buffer for the scene
  129569. * @param scene The scene the buffer belongs to
  129570. * @param ratio How big is the buffer related to the main canvas.
  129571. */
  129572. constructor(scene: Scene, ratio?: number);
  129573. /**
  129574. * Checks wether everything is ready to render a submesh to the G buffer.
  129575. * @param subMesh the submesh to check readiness for
  129576. * @param useInstances is the mesh drawn using instance or not
  129577. * @returns true if ready otherwise false
  129578. */
  129579. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129580. /**
  129581. * Gets the current underlying G Buffer.
  129582. * @returns the buffer
  129583. */
  129584. getGBuffer(): MultiRenderTarget;
  129585. /**
  129586. * Gets the number of samples used to render the buffer (anti aliasing).
  129587. */
  129588. /**
  129589. * Sets the number of samples used to render the buffer (anti aliasing).
  129590. */
  129591. samples: number;
  129592. /**
  129593. * Disposes the renderer and frees up associated resources.
  129594. */
  129595. dispose(): void;
  129596. protected _createRenderTargets(): void;
  129597. private _copyBonesTransformationMatrices;
  129598. }
  129599. }
  129600. declare module BABYLON {
  129601. interface Scene {
  129602. /** @hidden (Backing field) */
  129603. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129604. /**
  129605. * Gets or Sets the current geometry buffer associated to the scene.
  129606. */
  129607. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129608. /**
  129609. * Enables a GeometryBufferRender and associates it with the scene
  129610. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129611. * @returns the GeometryBufferRenderer
  129612. */
  129613. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129614. /**
  129615. * Disables the GeometryBufferRender associated with the scene
  129616. */
  129617. disableGeometryBufferRenderer(): void;
  129618. }
  129619. /**
  129620. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129621. * in several rendering techniques.
  129622. */
  129623. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129624. /**
  129625. * The component name helpful to identify the component in the list of scene components.
  129626. */
  129627. readonly name: string;
  129628. /**
  129629. * The scene the component belongs to.
  129630. */
  129631. scene: Scene;
  129632. /**
  129633. * Creates a new instance of the component for the given scene
  129634. * @param scene Defines the scene to register the component in
  129635. */
  129636. constructor(scene: Scene);
  129637. /**
  129638. * Registers the component in a given scene
  129639. */
  129640. register(): void;
  129641. /**
  129642. * Rebuilds the elements related to this component in case of
  129643. * context lost for instance.
  129644. */
  129645. rebuild(): void;
  129646. /**
  129647. * Disposes the component and the associated ressources
  129648. */
  129649. dispose(): void;
  129650. private _gatherRenderTargets;
  129651. }
  129652. }
  129653. declare module BABYLON {
  129654. /** @hidden */
  129655. export var motionBlurPixelShader: {
  129656. name: string;
  129657. shader: string;
  129658. };
  129659. }
  129660. declare module BABYLON {
  129661. /**
  129662. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129663. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129664. * As an example, all you have to do is to create the post-process:
  129665. * var mb = new BABYLON.MotionBlurPostProcess(
  129666. * 'mb', // The name of the effect.
  129667. * scene, // The scene containing the objects to blur according to their velocity.
  129668. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129669. * camera // The camera to apply the render pass to.
  129670. * );
  129671. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129672. */
  129673. export class MotionBlurPostProcess extends PostProcess {
  129674. /**
  129675. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129676. */
  129677. motionStrength: number;
  129678. /**
  129679. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129680. */
  129681. /**
  129682. * Sets the number of iterations to be used for motion blur quality
  129683. */
  129684. motionBlurSamples: number;
  129685. private _motionBlurSamples;
  129686. private _geometryBufferRenderer;
  129687. /**
  129688. * Creates a new instance MotionBlurPostProcess
  129689. * @param name The name of the effect.
  129690. * @param scene The scene containing the objects to blur according to their velocity.
  129691. * @param options The required width/height ratio to downsize to before computing the render pass.
  129692. * @param camera The camera to apply the render pass to.
  129693. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129694. * @param engine The engine which the post process will be applied. (default: current engine)
  129695. * @param reusable If the post process can be reused on the same frame. (default: false)
  129696. * @param textureType Type of textures used when performing the post process. (default: 0)
  129697. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129698. */
  129699. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129700. /**
  129701. * Excludes the given skinned mesh from computing bones velocities.
  129702. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  129703. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129704. */
  129705. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129706. /**
  129707. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129708. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129709. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129710. */
  129711. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129712. /**
  129713. * Disposes the post process.
  129714. * @param camera The camera to dispose the post process on.
  129715. */
  129716. dispose(camera?: Camera): void;
  129717. }
  129718. }
  129719. declare module BABYLON {
  129720. /** @hidden */
  129721. export var refractionPixelShader: {
  129722. name: string;
  129723. shader: string;
  129724. };
  129725. }
  129726. declare module BABYLON {
  129727. /**
  129728. * Post process which applies a refractin texture
  129729. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129730. */
  129731. export class RefractionPostProcess extends PostProcess {
  129732. /** the base color of the refraction (used to taint the rendering) */
  129733. color: Color3;
  129734. /** simulated refraction depth */
  129735. depth: number;
  129736. /** the coefficient of the base color (0 to remove base color tainting) */
  129737. colorLevel: number;
  129738. private _refTexture;
  129739. private _ownRefractionTexture;
  129740. /**
  129741. * Gets or sets the refraction texture
  129742. * Please note that you are responsible for disposing the texture if you set it manually
  129743. */
  129744. refractionTexture: Texture;
  129745. /**
  129746. * Initializes the RefractionPostProcess
  129747. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129748. * @param name The name of the effect.
  129749. * @param refractionTextureUrl Url of the refraction texture to use
  129750. * @param color the base color of the refraction (used to taint the rendering)
  129751. * @param depth simulated refraction depth
  129752. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129753. * @param camera The camera to apply the render pass to.
  129754. * @param options The required width/height ratio to downsize to before computing the render pass.
  129755. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129756. * @param engine The engine which the post process will be applied. (default: current engine)
  129757. * @param reusable If the post process can be reused on the same frame. (default: false)
  129758. */
  129759. constructor(name: string, refractionTextureUrl: string,
  129760. /** the base color of the refraction (used to taint the rendering) */
  129761. color: Color3,
  129762. /** simulated refraction depth */
  129763. depth: number,
  129764. /** the coefficient of the base color (0 to remove base color tainting) */
  129765. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129766. /**
  129767. * Disposes of the post process
  129768. * @param camera Camera to dispose post process on
  129769. */
  129770. dispose(camera: Camera): void;
  129771. }
  129772. }
  129773. declare module BABYLON {
  129774. /** @hidden */
  129775. export var sharpenPixelShader: {
  129776. name: string;
  129777. shader: string;
  129778. };
  129779. }
  129780. declare module BABYLON {
  129781. /**
  129782. * The SharpenPostProcess applies a sharpen kernel to every pixel
  129783. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129784. */
  129785. export class SharpenPostProcess extends PostProcess {
  129786. /**
  129787. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  129788. */
  129789. colorAmount: number;
  129790. /**
  129791. * How much sharpness should be applied (default: 0.3)
  129792. */
  129793. edgeAmount: number;
  129794. /**
  129795. * Creates a new instance ConvolutionPostProcess
  129796. * @param name The name of the effect.
  129797. * @param options The required width/height ratio to downsize to before computing the render pass.
  129798. * @param camera The camera to apply the render pass to.
  129799. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129800. * @param engine The engine which the post process will be applied. (default: current engine)
  129801. * @param reusable If the post process can be reused on the same frame. (default: false)
  129802. * @param textureType Type of textures used when performing the post process. (default: 0)
  129803. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129804. */
  129805. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129806. }
  129807. }
  129808. declare module BABYLON {
  129809. /**
  129810. * PostProcessRenderPipeline
  129811. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129812. */
  129813. export class PostProcessRenderPipeline {
  129814. private engine;
  129815. private _renderEffects;
  129816. private _renderEffectsForIsolatedPass;
  129817. /**
  129818. * List of inspectable custom properties (used by the Inspector)
  129819. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129820. */
  129821. inspectableCustomProperties: IInspectable[];
  129822. /**
  129823. * @hidden
  129824. */
  129825. protected _cameras: Camera[];
  129826. /** @hidden */
  129827. _name: string;
  129828. /**
  129829. * Gets pipeline name
  129830. */
  129831. readonly name: string;
  129832. /** Gets the list of attached cameras */
  129833. readonly cameras: Camera[];
  129834. /**
  129835. * Initializes a PostProcessRenderPipeline
  129836. * @param engine engine to add the pipeline to
  129837. * @param name name of the pipeline
  129838. */
  129839. constructor(engine: Engine, name: string);
  129840. /**
  129841. * Gets the class name
  129842. * @returns "PostProcessRenderPipeline"
  129843. */
  129844. getClassName(): string;
  129845. /**
  129846. * If all the render effects in the pipeline are supported
  129847. */
  129848. readonly isSupported: boolean;
  129849. /**
  129850. * Adds an effect to the pipeline
  129851. * @param renderEffect the effect to add
  129852. */
  129853. addEffect(renderEffect: PostProcessRenderEffect): void;
  129854. /** @hidden */
  129855. _rebuild(): void;
  129856. /** @hidden */
  129857. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129858. /** @hidden */
  129859. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129860. /** @hidden */
  129861. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129862. /** @hidden */
  129863. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129864. /** @hidden */
  129865. _attachCameras(cameras: Camera, unique: boolean): void;
  129866. /** @hidden */
  129867. _attachCameras(cameras: Camera[], unique: boolean): void;
  129868. /** @hidden */
  129869. _detachCameras(cameras: Camera): void;
  129870. /** @hidden */
  129871. _detachCameras(cameras: Nullable<Camera[]>): void;
  129872. /** @hidden */
  129873. _update(): void;
  129874. /** @hidden */
  129875. _reset(): void;
  129876. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129877. /**
  129878. * Disposes of the pipeline
  129879. */
  129880. dispose(): void;
  129881. }
  129882. }
  129883. declare module BABYLON {
  129884. /**
  129885. * PostProcessRenderPipelineManager class
  129886. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129887. */
  129888. export class PostProcessRenderPipelineManager {
  129889. private _renderPipelines;
  129890. /**
  129891. * Initializes a PostProcessRenderPipelineManager
  129892. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129893. */
  129894. constructor();
  129895. /**
  129896. * Gets the list of supported render pipelines
  129897. */
  129898. readonly supportedPipelines: PostProcessRenderPipeline[];
  129899. /**
  129900. * Adds a pipeline to the manager
  129901. * @param renderPipeline The pipeline to add
  129902. */
  129903. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129904. /**
  129905. * Attaches a camera to the pipeline
  129906. * @param renderPipelineName The name of the pipeline to attach to
  129907. * @param cameras the camera to attach
  129908. * @param unique if the camera can be attached multiple times to the pipeline
  129909. */
  129910. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129911. /**
  129912. * Detaches a camera from the pipeline
  129913. * @param renderPipelineName The name of the pipeline to detach from
  129914. * @param cameras the camera to detach
  129915. */
  129916. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129917. /**
  129918. * Enables an effect by name on a pipeline
  129919. * @param renderPipelineName the name of the pipeline to enable the effect in
  129920. * @param renderEffectName the name of the effect to enable
  129921. * @param cameras the cameras that the effect should be enabled on
  129922. */
  129923. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129924. /**
  129925. * Disables an effect by name on a pipeline
  129926. * @param renderPipelineName the name of the pipeline to disable the effect in
  129927. * @param renderEffectName the name of the effect to disable
  129928. * @param cameras the cameras that the effect should be disabled on
  129929. */
  129930. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129931. /**
  129932. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129933. */
  129934. update(): void;
  129935. /** @hidden */
  129936. _rebuild(): void;
  129937. /**
  129938. * Disposes of the manager and pipelines
  129939. */
  129940. dispose(): void;
  129941. }
  129942. }
  129943. declare module BABYLON {
  129944. interface Scene {
  129945. /** @hidden (Backing field) */
  129946. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129947. /**
  129948. * Gets the postprocess render pipeline manager
  129949. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129950. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129951. */
  129952. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129953. }
  129954. /**
  129955. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129956. */
  129957. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129958. /**
  129959. * The component name helpfull to identify the component in the list of scene components.
  129960. */
  129961. readonly name: string;
  129962. /**
  129963. * The scene the component belongs to.
  129964. */
  129965. scene: Scene;
  129966. /**
  129967. * Creates a new instance of the component for the given scene
  129968. * @param scene Defines the scene to register the component in
  129969. */
  129970. constructor(scene: Scene);
  129971. /**
  129972. * Registers the component in a given scene
  129973. */
  129974. register(): void;
  129975. /**
  129976. * Rebuilds the elements related to this component in case of
  129977. * context lost for instance.
  129978. */
  129979. rebuild(): void;
  129980. /**
  129981. * Disposes the component and the associated ressources
  129982. */
  129983. dispose(): void;
  129984. private _gatherRenderTargets;
  129985. }
  129986. }
  129987. declare module BABYLON {
  129988. /**
  129989. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129990. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129991. */
  129992. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129993. private _scene;
  129994. private _camerasToBeAttached;
  129995. /**
  129996. * ID of the sharpen post process,
  129997. */
  129998. private readonly SharpenPostProcessId;
  129999. /**
  130000. * @ignore
  130001. * ID of the image processing post process;
  130002. */
  130003. readonly ImageProcessingPostProcessId: string;
  130004. /**
  130005. * @ignore
  130006. * ID of the Fast Approximate Anti-Aliasing post process;
  130007. */
  130008. readonly FxaaPostProcessId: string;
  130009. /**
  130010. * ID of the chromatic aberration post process,
  130011. */
  130012. private readonly ChromaticAberrationPostProcessId;
  130013. /**
  130014. * ID of the grain post process
  130015. */
  130016. private readonly GrainPostProcessId;
  130017. /**
  130018. * Sharpen post process which will apply a sharpen convolution to enhance edges
  130019. */
  130020. sharpen: SharpenPostProcess;
  130021. private _sharpenEffect;
  130022. private bloom;
  130023. /**
  130024. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  130025. */
  130026. depthOfField: DepthOfFieldEffect;
  130027. /**
  130028. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130029. */
  130030. fxaa: FxaaPostProcess;
  130031. /**
  130032. * Image post processing pass used to perform operations such as tone mapping or color grading.
  130033. */
  130034. imageProcessing: ImageProcessingPostProcess;
  130035. /**
  130036. * Chromatic aberration post process which will shift rgb colors in the image
  130037. */
  130038. chromaticAberration: ChromaticAberrationPostProcess;
  130039. private _chromaticAberrationEffect;
  130040. /**
  130041. * Grain post process which add noise to the image
  130042. */
  130043. grain: GrainPostProcess;
  130044. private _grainEffect;
  130045. /**
  130046. * Glow post process which adds a glow to emissive areas of the image
  130047. */
  130048. private _glowLayer;
  130049. /**
  130050. * Animations which can be used to tweak settings over a period of time
  130051. */
  130052. animations: Animation[];
  130053. private _imageProcessingConfigurationObserver;
  130054. private _sharpenEnabled;
  130055. private _bloomEnabled;
  130056. private _depthOfFieldEnabled;
  130057. private _depthOfFieldBlurLevel;
  130058. private _fxaaEnabled;
  130059. private _imageProcessingEnabled;
  130060. private _defaultPipelineTextureType;
  130061. private _bloomScale;
  130062. private _chromaticAberrationEnabled;
  130063. private _grainEnabled;
  130064. private _buildAllowed;
  130065. /**
  130066. * Gets active scene
  130067. */
  130068. readonly scene: Scene;
  130069. /**
  130070. * Enable or disable the sharpen process from the pipeline
  130071. */
  130072. sharpenEnabled: boolean;
  130073. private _resizeObserver;
  130074. private _hardwareScaleLevel;
  130075. private _bloomKernel;
  130076. /**
  130077. * Specifies the size of the bloom blur kernel, relative to the final output size
  130078. */
  130079. bloomKernel: number;
  130080. /**
  130081. * Specifies the weight of the bloom in the final rendering
  130082. */
  130083. private _bloomWeight;
  130084. /**
  130085. * Specifies the luma threshold for the area that will be blurred by the bloom
  130086. */
  130087. private _bloomThreshold;
  130088. private _hdr;
  130089. /**
  130090. * The strength of the bloom.
  130091. */
  130092. bloomWeight: number;
  130093. /**
  130094. * The strength of the bloom.
  130095. */
  130096. bloomThreshold: number;
  130097. /**
  130098. * The scale of the bloom, lower value will provide better performance.
  130099. */
  130100. bloomScale: number;
  130101. /**
  130102. * Enable or disable the bloom from the pipeline
  130103. */
  130104. bloomEnabled: boolean;
  130105. private _rebuildBloom;
  130106. /**
  130107. * If the depth of field is enabled.
  130108. */
  130109. depthOfFieldEnabled: boolean;
  130110. /**
  130111. * Blur level of the depth of field effect. (Higher blur will effect performance)
  130112. */
  130113. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  130114. /**
  130115. * If the anti aliasing is enabled.
  130116. */
  130117. fxaaEnabled: boolean;
  130118. private _samples;
  130119. /**
  130120. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130121. */
  130122. samples: number;
  130123. /**
  130124. * If image processing is enabled.
  130125. */
  130126. imageProcessingEnabled: boolean;
  130127. /**
  130128. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  130129. */
  130130. glowLayerEnabled: boolean;
  130131. /**
  130132. * Gets the glow layer (or null if not defined)
  130133. */
  130134. readonly glowLayer: Nullable<GlowLayer>;
  130135. /**
  130136. * Enable or disable the chromaticAberration process from the pipeline
  130137. */
  130138. chromaticAberrationEnabled: boolean;
  130139. /**
  130140. * Enable or disable the grain process from the pipeline
  130141. */
  130142. grainEnabled: boolean;
  130143. /**
  130144. * @constructor
  130145. * @param name - The rendering pipeline name (default: "")
  130146. * @param hdr - If high dynamic range textures should be used (default: true)
  130147. * @param scene - The scene linked to this pipeline (default: the last created scene)
  130148. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  130149. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  130150. */
  130151. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  130152. /**
  130153. * Get the class name
  130154. * @returns "DefaultRenderingPipeline"
  130155. */
  130156. getClassName(): string;
  130157. /**
  130158. * Force the compilation of the entire pipeline.
  130159. */
  130160. prepare(): void;
  130161. private _hasCleared;
  130162. private _prevPostProcess;
  130163. private _prevPrevPostProcess;
  130164. private _setAutoClearAndTextureSharing;
  130165. private _depthOfFieldSceneObserver;
  130166. private _buildPipeline;
  130167. private _disposePostProcesses;
  130168. /**
  130169. * Adds a camera to the pipeline
  130170. * @param camera the camera to be added
  130171. */
  130172. addCamera(camera: Camera): void;
  130173. /**
  130174. * Removes a camera from the pipeline
  130175. * @param camera the camera to remove
  130176. */
  130177. removeCamera(camera: Camera): void;
  130178. /**
  130179. * Dispose of the pipeline and stop all post processes
  130180. */
  130181. dispose(): void;
  130182. /**
  130183. * Serialize the rendering pipeline (Used when exporting)
  130184. * @returns the serialized object
  130185. */
  130186. serialize(): any;
  130187. /**
  130188. * Parse the serialized pipeline
  130189. * @param source Source pipeline.
  130190. * @param scene The scene to load the pipeline to.
  130191. * @param rootUrl The URL of the serialized pipeline.
  130192. * @returns An instantiated pipeline from the serialized object.
  130193. */
  130194. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  130195. }
  130196. }
  130197. declare module BABYLON {
  130198. /** @hidden */
  130199. export var lensHighlightsPixelShader: {
  130200. name: string;
  130201. shader: string;
  130202. };
  130203. }
  130204. declare module BABYLON {
  130205. /** @hidden */
  130206. export var depthOfFieldPixelShader: {
  130207. name: string;
  130208. shader: string;
  130209. };
  130210. }
  130211. declare module BABYLON {
  130212. /**
  130213. * BABYLON.JS Chromatic Aberration GLSL Shader
  130214. * Author: Olivier Guyot
  130215. * Separates very slightly R, G and B colors on the edges of the screen
  130216. * Inspired by Francois Tarlier & Martins Upitis
  130217. */
  130218. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  130219. /**
  130220. * @ignore
  130221. * The chromatic aberration PostProcess id in the pipeline
  130222. */
  130223. LensChromaticAberrationEffect: string;
  130224. /**
  130225. * @ignore
  130226. * The highlights enhancing PostProcess id in the pipeline
  130227. */
  130228. HighlightsEnhancingEffect: string;
  130229. /**
  130230. * @ignore
  130231. * The depth-of-field PostProcess id in the pipeline
  130232. */
  130233. LensDepthOfFieldEffect: string;
  130234. private _scene;
  130235. private _depthTexture;
  130236. private _grainTexture;
  130237. private _chromaticAberrationPostProcess;
  130238. private _highlightsPostProcess;
  130239. private _depthOfFieldPostProcess;
  130240. private _edgeBlur;
  130241. private _grainAmount;
  130242. private _chromaticAberration;
  130243. private _distortion;
  130244. private _highlightsGain;
  130245. private _highlightsThreshold;
  130246. private _dofDistance;
  130247. private _dofAperture;
  130248. private _dofDarken;
  130249. private _dofPentagon;
  130250. private _blurNoise;
  130251. /**
  130252. * @constructor
  130253. *
  130254. * Effect parameters are as follow:
  130255. * {
  130256. * chromatic_aberration: number; // from 0 to x (1 for realism)
  130257. * edge_blur: number; // from 0 to x (1 for realism)
  130258. * distortion: number; // from 0 to x (1 for realism)
  130259. * grain_amount: number; // from 0 to 1
  130260. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  130261. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  130262. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  130263. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  130264. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  130265. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  130266. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  130267. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  130268. * }
  130269. * Note: if an effect parameter is unset, effect is disabled
  130270. *
  130271. * @param name The rendering pipeline name
  130272. * @param parameters - An object containing all parameters (see above)
  130273. * @param scene The scene linked to this pipeline
  130274. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  130275. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130276. */
  130277. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  130278. /**
  130279. * Get the class name
  130280. * @returns "LensRenderingPipeline"
  130281. */
  130282. getClassName(): string;
  130283. /**
  130284. * Gets associated scene
  130285. */
  130286. readonly scene: Scene;
  130287. /**
  130288. * Gets or sets the edge blur
  130289. */
  130290. edgeBlur: number;
  130291. /**
  130292. * Gets or sets the grain amount
  130293. */
  130294. grainAmount: number;
  130295. /**
  130296. * Gets or sets the chromatic aberration amount
  130297. */
  130298. chromaticAberration: number;
  130299. /**
  130300. * Gets or sets the depth of field aperture
  130301. */
  130302. dofAperture: number;
  130303. /**
  130304. * Gets or sets the edge distortion
  130305. */
  130306. edgeDistortion: number;
  130307. /**
  130308. * Gets or sets the depth of field distortion
  130309. */
  130310. dofDistortion: number;
  130311. /**
  130312. * Gets or sets the darken out of focus amount
  130313. */
  130314. darkenOutOfFocus: number;
  130315. /**
  130316. * Gets or sets a boolean indicating if blur noise is enabled
  130317. */
  130318. blurNoise: boolean;
  130319. /**
  130320. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  130321. */
  130322. pentagonBokeh: boolean;
  130323. /**
  130324. * Gets or sets the highlight grain amount
  130325. */
  130326. highlightsGain: number;
  130327. /**
  130328. * Gets or sets the highlight threshold
  130329. */
  130330. highlightsThreshold: number;
  130331. /**
  130332. * Sets the amount of blur at the edges
  130333. * @param amount blur amount
  130334. */
  130335. setEdgeBlur(amount: number): void;
  130336. /**
  130337. * Sets edge blur to 0
  130338. */
  130339. disableEdgeBlur(): void;
  130340. /**
  130341. * Sets the amout of grain
  130342. * @param amount Amount of grain
  130343. */
  130344. setGrainAmount(amount: number): void;
  130345. /**
  130346. * Set grain amount to 0
  130347. */
  130348. disableGrain(): void;
  130349. /**
  130350. * Sets the chromatic aberration amount
  130351. * @param amount amount of chromatic aberration
  130352. */
  130353. setChromaticAberration(amount: number): void;
  130354. /**
  130355. * Sets chromatic aberration amount to 0
  130356. */
  130357. disableChromaticAberration(): void;
  130358. /**
  130359. * Sets the EdgeDistortion amount
  130360. * @param amount amount of EdgeDistortion
  130361. */
  130362. setEdgeDistortion(amount: number): void;
  130363. /**
  130364. * Sets edge distortion to 0
  130365. */
  130366. disableEdgeDistortion(): void;
  130367. /**
  130368. * Sets the FocusDistance amount
  130369. * @param amount amount of FocusDistance
  130370. */
  130371. setFocusDistance(amount: number): void;
  130372. /**
  130373. * Disables depth of field
  130374. */
  130375. disableDepthOfField(): void;
  130376. /**
  130377. * Sets the Aperture amount
  130378. * @param amount amount of Aperture
  130379. */
  130380. setAperture(amount: number): void;
  130381. /**
  130382. * Sets the DarkenOutOfFocus amount
  130383. * @param amount amount of DarkenOutOfFocus
  130384. */
  130385. setDarkenOutOfFocus(amount: number): void;
  130386. private _pentagonBokehIsEnabled;
  130387. /**
  130388. * Creates a pentagon bokeh effect
  130389. */
  130390. enablePentagonBokeh(): void;
  130391. /**
  130392. * Disables the pentagon bokeh effect
  130393. */
  130394. disablePentagonBokeh(): void;
  130395. /**
  130396. * Enables noise blur
  130397. */
  130398. enableNoiseBlur(): void;
  130399. /**
  130400. * Disables noise blur
  130401. */
  130402. disableNoiseBlur(): void;
  130403. /**
  130404. * Sets the HighlightsGain amount
  130405. * @param amount amount of HighlightsGain
  130406. */
  130407. setHighlightsGain(amount: number): void;
  130408. /**
  130409. * Sets the HighlightsThreshold amount
  130410. * @param amount amount of HighlightsThreshold
  130411. */
  130412. setHighlightsThreshold(amount: number): void;
  130413. /**
  130414. * Disables highlights
  130415. */
  130416. disableHighlights(): void;
  130417. /**
  130418. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130419. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130420. */
  130421. dispose(disableDepthRender?: boolean): void;
  130422. private _createChromaticAberrationPostProcess;
  130423. private _createHighlightsPostProcess;
  130424. private _createDepthOfFieldPostProcess;
  130425. private _createGrainTexture;
  130426. }
  130427. }
  130428. declare module BABYLON {
  130429. /** @hidden */
  130430. export var ssao2PixelShader: {
  130431. name: string;
  130432. shader: string;
  130433. };
  130434. }
  130435. declare module BABYLON {
  130436. /** @hidden */
  130437. export var ssaoCombinePixelShader: {
  130438. name: string;
  130439. shader: string;
  130440. };
  130441. }
  130442. declare module BABYLON {
  130443. /**
  130444. * Render pipeline to produce ssao effect
  130445. */
  130446. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130447. /**
  130448. * @ignore
  130449. * The PassPostProcess id in the pipeline that contains the original scene color
  130450. */
  130451. SSAOOriginalSceneColorEffect: string;
  130452. /**
  130453. * @ignore
  130454. * The SSAO PostProcess id in the pipeline
  130455. */
  130456. SSAORenderEffect: string;
  130457. /**
  130458. * @ignore
  130459. * The horizontal blur PostProcess id in the pipeline
  130460. */
  130461. SSAOBlurHRenderEffect: string;
  130462. /**
  130463. * @ignore
  130464. * The vertical blur PostProcess id in the pipeline
  130465. */
  130466. SSAOBlurVRenderEffect: string;
  130467. /**
  130468. * @ignore
  130469. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130470. */
  130471. SSAOCombineRenderEffect: string;
  130472. /**
  130473. * The output strength of the SSAO post-process. Default value is 1.0.
  130474. */
  130475. totalStrength: number;
  130476. /**
  130477. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130478. */
  130479. maxZ: number;
  130480. /**
  130481. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130482. */
  130483. minZAspect: number;
  130484. private _samples;
  130485. /**
  130486. * Number of samples used for the SSAO calculations. Default value is 8
  130487. */
  130488. samples: number;
  130489. private _textureSamples;
  130490. /**
  130491. * Number of samples to use for antialiasing
  130492. */
  130493. textureSamples: number;
  130494. /**
  130495. * Ratio object used for SSAO ratio and blur ratio
  130496. */
  130497. private _ratio;
  130498. /**
  130499. * Dynamically generated sphere sampler.
  130500. */
  130501. private _sampleSphere;
  130502. /**
  130503. * Blur filter offsets
  130504. */
  130505. private _samplerOffsets;
  130506. private _expensiveBlur;
  130507. /**
  130508. * If bilateral blur should be used
  130509. */
  130510. expensiveBlur: boolean;
  130511. /**
  130512. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130513. */
  130514. radius: number;
  130515. /**
  130516. * The base color of the SSAO post-process
  130517. * The final result is "base + ssao" between [0, 1]
  130518. */
  130519. base: number;
  130520. /**
  130521. * Support test.
  130522. */
  130523. static readonly IsSupported: boolean;
  130524. private _scene;
  130525. private _depthTexture;
  130526. private _normalTexture;
  130527. private _randomTexture;
  130528. private _originalColorPostProcess;
  130529. private _ssaoPostProcess;
  130530. private _blurHPostProcess;
  130531. private _blurVPostProcess;
  130532. private _ssaoCombinePostProcess;
  130533. /**
  130534. * Gets active scene
  130535. */
  130536. readonly scene: Scene;
  130537. /**
  130538. * @constructor
  130539. * @param name The rendering pipeline name
  130540. * @param scene The scene linked to this pipeline
  130541. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  130542. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130543. */
  130544. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130545. /**
  130546. * Get the class name
  130547. * @returns "SSAO2RenderingPipeline"
  130548. */
  130549. getClassName(): string;
  130550. /**
  130551. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130552. */
  130553. dispose(disableGeometryBufferRenderer?: boolean): void;
  130554. private _createBlurPostProcess;
  130555. /** @hidden */
  130556. _rebuild(): void;
  130557. private _bits;
  130558. private _radicalInverse_VdC;
  130559. private _hammersley;
  130560. private _hemisphereSample_uniform;
  130561. private _generateHemisphere;
  130562. private _createSSAOPostProcess;
  130563. private _createSSAOCombinePostProcess;
  130564. private _createRandomTexture;
  130565. /**
  130566. * Serialize the rendering pipeline (Used when exporting)
  130567. * @returns the serialized object
  130568. */
  130569. serialize(): any;
  130570. /**
  130571. * Parse the serialized pipeline
  130572. * @param source Source pipeline.
  130573. * @param scene The scene to load the pipeline to.
  130574. * @param rootUrl The URL of the serialized pipeline.
  130575. * @returns An instantiated pipeline from the serialized object.
  130576. */
  130577. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130578. }
  130579. }
  130580. declare module BABYLON {
  130581. /** @hidden */
  130582. export var ssaoPixelShader: {
  130583. name: string;
  130584. shader: string;
  130585. };
  130586. }
  130587. declare module BABYLON {
  130588. /**
  130589. * Render pipeline to produce ssao effect
  130590. */
  130591. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130592. /**
  130593. * @ignore
  130594. * The PassPostProcess id in the pipeline that contains the original scene color
  130595. */
  130596. SSAOOriginalSceneColorEffect: string;
  130597. /**
  130598. * @ignore
  130599. * The SSAO PostProcess id in the pipeline
  130600. */
  130601. SSAORenderEffect: string;
  130602. /**
  130603. * @ignore
  130604. * The horizontal blur PostProcess id in the pipeline
  130605. */
  130606. SSAOBlurHRenderEffect: string;
  130607. /**
  130608. * @ignore
  130609. * The vertical blur PostProcess id in the pipeline
  130610. */
  130611. SSAOBlurVRenderEffect: string;
  130612. /**
  130613. * @ignore
  130614. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130615. */
  130616. SSAOCombineRenderEffect: string;
  130617. /**
  130618. * The output strength of the SSAO post-process. Default value is 1.0.
  130619. */
  130620. totalStrength: number;
  130621. /**
  130622. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130623. */
  130624. radius: number;
  130625. /**
  130626. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130627. * Must not be equal to fallOff and superior to fallOff.
  130628. * Default value is 0.0075
  130629. */
  130630. area: number;
  130631. /**
  130632. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130633. * Must not be equal to area and inferior to area.
  130634. * Default value is 0.000001
  130635. */
  130636. fallOff: number;
  130637. /**
  130638. * The base color of the SSAO post-process
  130639. * The final result is "base + ssao" between [0, 1]
  130640. */
  130641. base: number;
  130642. private _scene;
  130643. private _depthTexture;
  130644. private _randomTexture;
  130645. private _originalColorPostProcess;
  130646. private _ssaoPostProcess;
  130647. private _blurHPostProcess;
  130648. private _blurVPostProcess;
  130649. private _ssaoCombinePostProcess;
  130650. private _firstUpdate;
  130651. /**
  130652. * Gets active scene
  130653. */
  130654. readonly scene: Scene;
  130655. /**
  130656. * @constructor
  130657. * @param name - The rendering pipeline name
  130658. * @param scene - The scene linked to this pipeline
  130659. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  130660. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130661. */
  130662. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130663. /**
  130664. * Get the class name
  130665. * @returns "SSAORenderingPipeline"
  130666. */
  130667. getClassName(): string;
  130668. /**
  130669. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130670. */
  130671. dispose(disableDepthRender?: boolean): void;
  130672. private _createBlurPostProcess;
  130673. /** @hidden */
  130674. _rebuild(): void;
  130675. private _createSSAOPostProcess;
  130676. private _createSSAOCombinePostProcess;
  130677. private _createRandomTexture;
  130678. }
  130679. }
  130680. declare module BABYLON {
  130681. /** @hidden */
  130682. export var standardPixelShader: {
  130683. name: string;
  130684. shader: string;
  130685. };
  130686. }
  130687. declare module BABYLON {
  130688. /**
  130689. * Standard rendering pipeline
  130690. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130691. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130692. */
  130693. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130694. /**
  130695. * Public members
  130696. */
  130697. /**
  130698. * Post-process which contains the original scene color before the pipeline applies all the effects
  130699. */
  130700. originalPostProcess: Nullable<PostProcess>;
  130701. /**
  130702. * Post-process used to down scale an image x4
  130703. */
  130704. downSampleX4PostProcess: Nullable<PostProcess>;
  130705. /**
  130706. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130707. */
  130708. brightPassPostProcess: Nullable<PostProcess>;
  130709. /**
  130710. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130711. */
  130712. blurHPostProcesses: PostProcess[];
  130713. /**
  130714. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130715. */
  130716. blurVPostProcesses: PostProcess[];
  130717. /**
  130718. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130719. */
  130720. textureAdderPostProcess: Nullable<PostProcess>;
  130721. /**
  130722. * Post-process used to create volumetric lighting effect
  130723. */
  130724. volumetricLightPostProcess: Nullable<PostProcess>;
  130725. /**
  130726. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130727. */
  130728. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130729. /**
  130730. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130731. */
  130732. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130733. /**
  130734. * Post-process used to merge the volumetric light effect and the real scene color
  130735. */
  130736. volumetricLightMergePostProces: Nullable<PostProcess>;
  130737. /**
  130738. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130739. */
  130740. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130741. /**
  130742. * Base post-process used to calculate the average luminance of the final image for HDR
  130743. */
  130744. luminancePostProcess: Nullable<PostProcess>;
  130745. /**
  130746. * Post-processes used to create down sample post-processes in order to get
  130747. * the average luminance of the final image for HDR
  130748. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130749. */
  130750. luminanceDownSamplePostProcesses: PostProcess[];
  130751. /**
  130752. * Post-process used to create a HDR effect (light adaptation)
  130753. */
  130754. hdrPostProcess: Nullable<PostProcess>;
  130755. /**
  130756. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130757. */
  130758. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130759. /**
  130760. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130761. */
  130762. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130763. /**
  130764. * Post-process used to merge the final HDR post-process and the real scene color
  130765. */
  130766. hdrFinalPostProcess: Nullable<PostProcess>;
  130767. /**
  130768. * Post-process used to create a lens flare effect
  130769. */
  130770. lensFlarePostProcess: Nullable<PostProcess>;
  130771. /**
  130772. * Post-process that merges the result of the lens flare post-process and the real scene color
  130773. */
  130774. lensFlareComposePostProcess: Nullable<PostProcess>;
  130775. /**
  130776. * Post-process used to create a motion blur effect
  130777. */
  130778. motionBlurPostProcess: Nullable<PostProcess>;
  130779. /**
  130780. * Post-process used to create a depth of field effect
  130781. */
  130782. depthOfFieldPostProcess: Nullable<PostProcess>;
  130783. /**
  130784. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130785. */
  130786. fxaaPostProcess: Nullable<FxaaPostProcess>;
  130787. /**
  130788. * Represents the brightness threshold in order to configure the illuminated surfaces
  130789. */
  130790. brightThreshold: number;
  130791. /**
  130792. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  130793. */
  130794. blurWidth: number;
  130795. /**
  130796. * Sets if the blur for highlighted surfaces must be only horizontal
  130797. */
  130798. horizontalBlur: boolean;
  130799. /**
  130800. * Gets the overall exposure used by the pipeline
  130801. */
  130802. /**
  130803. * Sets the overall exposure used by the pipeline
  130804. */
  130805. exposure: number;
  130806. /**
  130807. * Texture used typically to simulate "dirty" on camera lens
  130808. */
  130809. lensTexture: Nullable<Texture>;
  130810. /**
  130811. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130812. */
  130813. volumetricLightCoefficient: number;
  130814. /**
  130815. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130816. */
  130817. volumetricLightPower: number;
  130818. /**
  130819. * Used the set the blur intensity to smooth the volumetric lights
  130820. */
  130821. volumetricLightBlurScale: number;
  130822. /**
  130823. * Light (spot or directional) used to generate the volumetric lights rays
  130824. * The source light must have a shadow generate so the pipeline can get its
  130825. * depth map
  130826. */
  130827. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130828. /**
  130829. * For eye adaptation, represents the minimum luminance the eye can see
  130830. */
  130831. hdrMinimumLuminance: number;
  130832. /**
  130833. * For eye adaptation, represents the decrease luminance speed
  130834. */
  130835. hdrDecreaseRate: number;
  130836. /**
  130837. * For eye adaptation, represents the increase luminance speed
  130838. */
  130839. hdrIncreaseRate: number;
  130840. /**
  130841. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130842. */
  130843. /**
  130844. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130845. */
  130846. hdrAutoExposure: boolean;
  130847. /**
  130848. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130849. */
  130850. lensColorTexture: Nullable<Texture>;
  130851. /**
  130852. * The overall strengh for the lens flare effect
  130853. */
  130854. lensFlareStrength: number;
  130855. /**
  130856. * Dispersion coefficient for lens flare ghosts
  130857. */
  130858. lensFlareGhostDispersal: number;
  130859. /**
  130860. * Main lens flare halo width
  130861. */
  130862. lensFlareHaloWidth: number;
  130863. /**
  130864. * Based on the lens distortion effect, defines how much the lens flare result
  130865. * is distorted
  130866. */
  130867. lensFlareDistortionStrength: number;
  130868. /**
  130869. * Configures the blur intensity used for for lens flare (halo)
  130870. */
  130871. lensFlareBlurWidth: number;
  130872. /**
  130873. * Lens star texture must be used to simulate rays on the flares and is available
  130874. * in the documentation
  130875. */
  130876. lensStarTexture: Nullable<Texture>;
  130877. /**
  130878. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130879. * flare effect by taking account of the dirt texture
  130880. */
  130881. lensFlareDirtTexture: Nullable<Texture>;
  130882. /**
  130883. * Represents the focal length for the depth of field effect
  130884. */
  130885. depthOfFieldDistance: number;
  130886. /**
  130887. * Represents the blur intensity for the blurred part of the depth of field effect
  130888. */
  130889. depthOfFieldBlurWidth: number;
  130890. /**
  130891. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130892. */
  130893. /**
  130894. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130895. */
  130896. motionStrength: number;
  130897. /**
  130898. * Gets wether or not the motion blur post-process is object based or screen based.
  130899. */
  130900. /**
  130901. * Sets wether or not the motion blur post-process should be object based or screen based
  130902. */
  130903. objectBasedMotionBlur: boolean;
  130904. /**
  130905. * List of animations for the pipeline (IAnimatable implementation)
  130906. */
  130907. animations: Animation[];
  130908. /**
  130909. * Private members
  130910. */
  130911. private _scene;
  130912. private _currentDepthOfFieldSource;
  130913. private _basePostProcess;
  130914. private _fixedExposure;
  130915. private _currentExposure;
  130916. private _hdrAutoExposure;
  130917. private _hdrCurrentLuminance;
  130918. private _motionStrength;
  130919. private _isObjectBasedMotionBlur;
  130920. private _floatTextureType;
  130921. private _camerasToBeAttached;
  130922. private _ratio;
  130923. private _bloomEnabled;
  130924. private _depthOfFieldEnabled;
  130925. private _vlsEnabled;
  130926. private _lensFlareEnabled;
  130927. private _hdrEnabled;
  130928. private _motionBlurEnabled;
  130929. private _fxaaEnabled;
  130930. private _motionBlurSamples;
  130931. private _volumetricLightStepsCount;
  130932. private _samples;
  130933. /**
  130934. * @ignore
  130935. * Specifies if the bloom pipeline is enabled
  130936. */
  130937. BloomEnabled: boolean;
  130938. /**
  130939. * @ignore
  130940. * Specifies if the depth of field pipeline is enabed
  130941. */
  130942. DepthOfFieldEnabled: boolean;
  130943. /**
  130944. * @ignore
  130945. * Specifies if the lens flare pipeline is enabed
  130946. */
  130947. LensFlareEnabled: boolean;
  130948. /**
  130949. * @ignore
  130950. * Specifies if the HDR pipeline is enabled
  130951. */
  130952. HDREnabled: boolean;
  130953. /**
  130954. * @ignore
  130955. * Specifies if the volumetric lights scattering effect is enabled
  130956. */
  130957. VLSEnabled: boolean;
  130958. /**
  130959. * @ignore
  130960. * Specifies if the motion blur effect is enabled
  130961. */
  130962. MotionBlurEnabled: boolean;
  130963. /**
  130964. * Specifies if anti-aliasing is enabled
  130965. */
  130966. fxaaEnabled: boolean;
  130967. /**
  130968. * Specifies the number of steps used to calculate the volumetric lights
  130969. * Typically in interval [50, 200]
  130970. */
  130971. volumetricLightStepsCount: number;
  130972. /**
  130973. * Specifies the number of samples used for the motion blur effect
  130974. * Typically in interval [16, 64]
  130975. */
  130976. motionBlurSamples: number;
  130977. /**
  130978. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130979. */
  130980. samples: number;
  130981. /**
  130982. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130983. * @constructor
  130984. * @param name The rendering pipeline name
  130985. * @param scene The scene linked to this pipeline
  130986. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  130987. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130988. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130989. */
  130990. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130991. private _buildPipeline;
  130992. private _createDownSampleX4PostProcess;
  130993. private _createBrightPassPostProcess;
  130994. private _createBlurPostProcesses;
  130995. private _createTextureAdderPostProcess;
  130996. private _createVolumetricLightPostProcess;
  130997. private _createLuminancePostProcesses;
  130998. private _createHdrPostProcess;
  130999. private _createLensFlarePostProcess;
  131000. private _createDepthOfFieldPostProcess;
  131001. private _createMotionBlurPostProcess;
  131002. private _getDepthTexture;
  131003. private _disposePostProcesses;
  131004. /**
  131005. * Dispose of the pipeline and stop all post processes
  131006. */
  131007. dispose(): void;
  131008. /**
  131009. * Serialize the rendering pipeline (Used when exporting)
  131010. * @returns the serialized object
  131011. */
  131012. serialize(): any;
  131013. /**
  131014. * Parse the serialized pipeline
  131015. * @param source Source pipeline.
  131016. * @param scene The scene to load the pipeline to.
  131017. * @param rootUrl The URL of the serialized pipeline.
  131018. * @returns An instantiated pipeline from the serialized object.
  131019. */
  131020. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  131021. /**
  131022. * Luminance steps
  131023. */
  131024. static LuminanceSteps: number;
  131025. }
  131026. }
  131027. declare module BABYLON {
  131028. /** @hidden */
  131029. export var tonemapPixelShader: {
  131030. name: string;
  131031. shader: string;
  131032. };
  131033. }
  131034. declare module BABYLON {
  131035. /** Defines operator used for tonemapping */
  131036. export enum TonemappingOperator {
  131037. /** Hable */
  131038. Hable = 0,
  131039. /** Reinhard */
  131040. Reinhard = 1,
  131041. /** HejiDawson */
  131042. HejiDawson = 2,
  131043. /** Photographic */
  131044. Photographic = 3
  131045. }
  131046. /**
  131047. * Defines a post process to apply tone mapping
  131048. */
  131049. export class TonemapPostProcess extends PostProcess {
  131050. private _operator;
  131051. /** Defines the required exposure adjustement */
  131052. exposureAdjustment: number;
  131053. /**
  131054. * Creates a new TonemapPostProcess
  131055. * @param name defines the name of the postprocess
  131056. * @param _operator defines the operator to use
  131057. * @param exposureAdjustment defines the required exposure adjustement
  131058. * @param camera defines the camera to use (can be null)
  131059. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  131060. * @param engine defines the hosting engine (can be ignore if camera is set)
  131061. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  131062. */
  131063. constructor(name: string, _operator: TonemappingOperator,
  131064. /** Defines the required exposure adjustement */
  131065. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  131066. }
  131067. }
  131068. declare module BABYLON {
  131069. /** @hidden */
  131070. export var depthVertexShader: {
  131071. name: string;
  131072. shader: string;
  131073. };
  131074. }
  131075. declare module BABYLON {
  131076. /** @hidden */
  131077. export var volumetricLightScatteringPixelShader: {
  131078. name: string;
  131079. shader: string;
  131080. };
  131081. }
  131082. declare module BABYLON {
  131083. /** @hidden */
  131084. export var volumetricLightScatteringPassVertexShader: {
  131085. name: string;
  131086. shader: string;
  131087. };
  131088. }
  131089. declare module BABYLON {
  131090. /** @hidden */
  131091. export var volumetricLightScatteringPassPixelShader: {
  131092. name: string;
  131093. shader: string;
  131094. };
  131095. }
  131096. declare module BABYLON {
  131097. /**
  131098. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  131099. */
  131100. export class VolumetricLightScatteringPostProcess extends PostProcess {
  131101. private _volumetricLightScatteringPass;
  131102. private _volumetricLightScatteringRTT;
  131103. private _viewPort;
  131104. private _screenCoordinates;
  131105. private _cachedDefines;
  131106. /**
  131107. * If not undefined, the mesh position is computed from the attached node position
  131108. */
  131109. attachedNode: {
  131110. position: Vector3;
  131111. };
  131112. /**
  131113. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  131114. */
  131115. customMeshPosition: Vector3;
  131116. /**
  131117. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  131118. */
  131119. useCustomMeshPosition: boolean;
  131120. /**
  131121. * If the post-process should inverse the light scattering direction
  131122. */
  131123. invert: boolean;
  131124. /**
  131125. * The internal mesh used by the post-process
  131126. */
  131127. mesh: Mesh;
  131128. /**
  131129. * @hidden
  131130. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  131131. */
  131132. useDiffuseColor: boolean;
  131133. /**
  131134. * Array containing the excluded meshes not rendered in the internal pass
  131135. */
  131136. excludedMeshes: AbstractMesh[];
  131137. /**
  131138. * Controls the overall intensity of the post-process
  131139. */
  131140. exposure: number;
  131141. /**
  131142. * Dissipates each sample's contribution in range [0, 1]
  131143. */
  131144. decay: number;
  131145. /**
  131146. * Controls the overall intensity of each sample
  131147. */
  131148. weight: number;
  131149. /**
  131150. * Controls the density of each sample
  131151. */
  131152. density: number;
  131153. /**
  131154. * @constructor
  131155. * @param name The post-process name
  131156. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  131157. * @param camera The camera that the post-process will be attached to
  131158. * @param mesh The mesh used to create the light scattering
  131159. * @param samples The post-process quality, default 100
  131160. * @param samplingModeThe post-process filtering mode
  131161. * @param engine The babylon engine
  131162. * @param reusable If the post-process is reusable
  131163. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  131164. */
  131165. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  131166. /**
  131167. * Returns the string "VolumetricLightScatteringPostProcess"
  131168. * @returns "VolumetricLightScatteringPostProcess"
  131169. */
  131170. getClassName(): string;
  131171. private _isReady;
  131172. /**
  131173. * Sets the new light position for light scattering effect
  131174. * @param position The new custom light position
  131175. */
  131176. setCustomMeshPosition(position: Vector3): void;
  131177. /**
  131178. * Returns the light position for light scattering effect
  131179. * @return Vector3 The custom light position
  131180. */
  131181. getCustomMeshPosition(): Vector3;
  131182. /**
  131183. * Disposes the internal assets and detaches the post-process from the camera
  131184. */
  131185. dispose(camera: Camera): void;
  131186. /**
  131187. * Returns the render target texture used by the post-process
  131188. * @return the render target texture used by the post-process
  131189. */
  131190. getPass(): RenderTargetTexture;
  131191. private _meshExcluded;
  131192. private _createPass;
  131193. private _updateMeshScreenCoordinates;
  131194. /**
  131195. * Creates a default mesh for the Volumeric Light Scattering post-process
  131196. * @param name The mesh name
  131197. * @param scene The scene where to create the mesh
  131198. * @return the default mesh
  131199. */
  131200. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  131201. }
  131202. }
  131203. declare module BABYLON {
  131204. interface Scene {
  131205. /** @hidden (Backing field) */
  131206. _boundingBoxRenderer: BoundingBoxRenderer;
  131207. /** @hidden (Backing field) */
  131208. _forceShowBoundingBoxes: boolean;
  131209. /**
  131210. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  131211. */
  131212. forceShowBoundingBoxes: boolean;
  131213. /**
  131214. * Gets the bounding box renderer associated with the scene
  131215. * @returns a BoundingBoxRenderer
  131216. */
  131217. getBoundingBoxRenderer(): BoundingBoxRenderer;
  131218. }
  131219. interface AbstractMesh {
  131220. /** @hidden (Backing field) */
  131221. _showBoundingBox: boolean;
  131222. /**
  131223. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  131224. */
  131225. showBoundingBox: boolean;
  131226. }
  131227. /**
  131228. * Component responsible of rendering the bounding box of the meshes in a scene.
  131229. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  131230. */
  131231. export class BoundingBoxRenderer implements ISceneComponent {
  131232. /**
  131233. * The component name helpfull to identify the component in the list of scene components.
  131234. */
  131235. readonly name: string;
  131236. /**
  131237. * The scene the component belongs to.
  131238. */
  131239. scene: Scene;
  131240. /**
  131241. * Color of the bounding box lines placed in front of an object
  131242. */
  131243. frontColor: Color3;
  131244. /**
  131245. * Color of the bounding box lines placed behind an object
  131246. */
  131247. backColor: Color3;
  131248. /**
  131249. * Defines if the renderer should show the back lines or not
  131250. */
  131251. showBackLines: boolean;
  131252. /**
  131253. * @hidden
  131254. */
  131255. renderList: SmartArray<BoundingBox>;
  131256. private _colorShader;
  131257. private _vertexBuffers;
  131258. private _indexBuffer;
  131259. private _fillIndexBuffer;
  131260. private _fillIndexData;
  131261. /**
  131262. * Instantiates a new bounding box renderer in a scene.
  131263. * @param scene the scene the renderer renders in
  131264. */
  131265. constructor(scene: Scene);
  131266. /**
  131267. * Registers the component in a given scene
  131268. */
  131269. register(): void;
  131270. private _evaluateSubMesh;
  131271. private _activeMesh;
  131272. private _prepareRessources;
  131273. private _createIndexBuffer;
  131274. /**
  131275. * Rebuilds the elements related to this component in case of
  131276. * context lost for instance.
  131277. */
  131278. rebuild(): void;
  131279. /**
  131280. * @hidden
  131281. */
  131282. reset(): void;
  131283. /**
  131284. * Render the bounding boxes of a specific rendering group
  131285. * @param renderingGroupId defines the rendering group to render
  131286. */
  131287. render(renderingGroupId: number): void;
  131288. /**
  131289. * In case of occlusion queries, we can render the occlusion bounding box through this method
  131290. * @param mesh Define the mesh to render the occlusion bounding box for
  131291. */
  131292. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  131293. /**
  131294. * Dispose and release the resources attached to this renderer.
  131295. */
  131296. dispose(): void;
  131297. }
  131298. }
  131299. declare module BABYLON {
  131300. /** @hidden */
  131301. export var depthPixelShader: {
  131302. name: string;
  131303. shader: string;
  131304. };
  131305. }
  131306. declare module BABYLON {
  131307. /**
  131308. * This represents a depth renderer in Babylon.
  131309. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  131310. */
  131311. export class DepthRenderer {
  131312. private _scene;
  131313. private _depthMap;
  131314. private _effect;
  131315. private readonly _storeNonLinearDepth;
  131316. private readonly _clearColor;
  131317. /** Get if the depth renderer is using packed depth or not */
  131318. readonly isPacked: boolean;
  131319. private _cachedDefines;
  131320. private _camera;
  131321. /**
  131322. * Specifiess that the depth renderer will only be used within
  131323. * the camera it is created for.
  131324. * This can help forcing its rendering during the camera processing.
  131325. */
  131326. useOnlyInActiveCamera: boolean;
  131327. /** @hidden */
  131328. static _SceneComponentInitialization: (scene: Scene) => void;
  131329. /**
  131330. * Instantiates a depth renderer
  131331. * @param scene The scene the renderer belongs to
  131332. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  131333. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  131334. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131335. */
  131336. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  131337. /**
  131338. * Creates the depth rendering effect and checks if the effect is ready.
  131339. * @param subMesh The submesh to be used to render the depth map of
  131340. * @param useInstances If multiple world instances should be used
  131341. * @returns if the depth renderer is ready to render the depth map
  131342. */
  131343. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131344. /**
  131345. * Gets the texture which the depth map will be written to.
  131346. * @returns The depth map texture
  131347. */
  131348. getDepthMap(): RenderTargetTexture;
  131349. /**
  131350. * Disposes of the depth renderer.
  131351. */
  131352. dispose(): void;
  131353. }
  131354. }
  131355. declare module BABYLON {
  131356. interface Scene {
  131357. /** @hidden (Backing field) */
  131358. _depthRenderer: {
  131359. [id: string]: DepthRenderer;
  131360. };
  131361. /**
  131362. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  131363. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  131364. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131365. * @returns the created depth renderer
  131366. */
  131367. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131368. /**
  131369. * Disables a depth renderer for a given camera
  131370. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131371. */
  131372. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131373. }
  131374. /**
  131375. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131376. * in several rendering techniques.
  131377. */
  131378. export class DepthRendererSceneComponent implements ISceneComponent {
  131379. /**
  131380. * The component name helpfull to identify the component in the list of scene components.
  131381. */
  131382. readonly name: string;
  131383. /**
  131384. * The scene the component belongs to.
  131385. */
  131386. scene: Scene;
  131387. /**
  131388. * Creates a new instance of the component for the given scene
  131389. * @param scene Defines the scene to register the component in
  131390. */
  131391. constructor(scene: Scene);
  131392. /**
  131393. * Registers the component in a given scene
  131394. */
  131395. register(): void;
  131396. /**
  131397. * Rebuilds the elements related to this component in case of
  131398. * context lost for instance.
  131399. */
  131400. rebuild(): void;
  131401. /**
  131402. * Disposes the component and the associated ressources
  131403. */
  131404. dispose(): void;
  131405. private _gatherRenderTargets;
  131406. private _gatherActiveCameraRenderTargets;
  131407. }
  131408. }
  131409. declare module BABYLON {
  131410. /** @hidden */
  131411. export var outlinePixelShader: {
  131412. name: string;
  131413. shader: string;
  131414. };
  131415. }
  131416. declare module BABYLON {
  131417. /** @hidden */
  131418. export var outlineVertexShader: {
  131419. name: string;
  131420. shader: string;
  131421. };
  131422. }
  131423. declare module BABYLON {
  131424. interface Scene {
  131425. /** @hidden */
  131426. _outlineRenderer: OutlineRenderer;
  131427. /**
  131428. * Gets the outline renderer associated with the scene
  131429. * @returns a OutlineRenderer
  131430. */
  131431. getOutlineRenderer(): OutlineRenderer;
  131432. }
  131433. interface AbstractMesh {
  131434. /** @hidden (Backing field) */
  131435. _renderOutline: boolean;
  131436. /**
  131437. * Gets or sets a boolean indicating if the outline must be rendered as well
  131438. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131439. */
  131440. renderOutline: boolean;
  131441. /** @hidden (Backing field) */
  131442. _renderOverlay: boolean;
  131443. /**
  131444. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131445. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131446. */
  131447. renderOverlay: boolean;
  131448. }
  131449. /**
  131450. * This class is responsible to draw bothe outline/overlay of meshes.
  131451. * It should not be used directly but through the available method on mesh.
  131452. */
  131453. export class OutlineRenderer implements ISceneComponent {
  131454. /**
  131455. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131456. */
  131457. private static _StencilReference;
  131458. /**
  131459. * The name of the component. Each component must have a unique name.
  131460. */
  131461. name: string;
  131462. /**
  131463. * The scene the component belongs to.
  131464. */
  131465. scene: Scene;
  131466. /**
  131467. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131468. */
  131469. zOffset: number;
  131470. private _engine;
  131471. private _effect;
  131472. private _cachedDefines;
  131473. private _savedDepthWrite;
  131474. /**
  131475. * Instantiates a new outline renderer. (There could be only one per scene).
  131476. * @param scene Defines the scene it belongs to
  131477. */
  131478. constructor(scene: Scene);
  131479. /**
  131480. * Register the component to one instance of a scene.
  131481. */
  131482. register(): void;
  131483. /**
  131484. * Rebuilds the elements related to this component in case of
  131485. * context lost for instance.
  131486. */
  131487. rebuild(): void;
  131488. /**
  131489. * Disposes the component and the associated ressources.
  131490. */
  131491. dispose(): void;
  131492. /**
  131493. * Renders the outline in the canvas.
  131494. * @param subMesh Defines the sumesh to render
  131495. * @param batch Defines the batch of meshes in case of instances
  131496. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131497. */
  131498. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131499. /**
  131500. * Returns whether or not the outline renderer is ready for a given submesh.
  131501. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131502. * @param subMesh Defines the submesh to check readyness for
  131503. * @param useInstances Defines wheter wee are trying to render instances or not
  131504. * @returns true if ready otherwise false
  131505. */
  131506. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131507. private _beforeRenderingMesh;
  131508. private _afterRenderingMesh;
  131509. }
  131510. }
  131511. declare module BABYLON {
  131512. /**
  131513. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131514. * @see http://doc.babylonjs.com/babylon101/sprites
  131515. */
  131516. export class SpritePackedManager extends SpriteManager {
  131517. /** defines the packed manager's name */
  131518. name: string;
  131519. /**
  131520. * Creates a new sprite manager from a packed sprite sheet
  131521. * @param name defines the manager's name
  131522. * @param imgUrl defines the sprite sheet url
  131523. * @param capacity defines the maximum allowed number of sprites
  131524. * @param scene defines the hosting scene
  131525. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131526. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131527. * @param samplingMode defines the smapling mode to use with spritesheet
  131528. * @param fromPacked set to true; do not alter
  131529. */
  131530. constructor(
  131531. /** defines the packed manager's name */
  131532. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131533. }
  131534. }
  131535. declare module BABYLON {
  131536. /**
  131537. * Defines the list of states available for a task inside a AssetsManager
  131538. */
  131539. export enum AssetTaskState {
  131540. /**
  131541. * Initialization
  131542. */
  131543. INIT = 0,
  131544. /**
  131545. * Running
  131546. */
  131547. RUNNING = 1,
  131548. /**
  131549. * Done
  131550. */
  131551. DONE = 2,
  131552. /**
  131553. * Error
  131554. */
  131555. ERROR = 3
  131556. }
  131557. /**
  131558. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131559. */
  131560. export abstract class AbstractAssetTask {
  131561. /**
  131562. * Task name
  131563. */ name: string;
  131564. /**
  131565. * Callback called when the task is successful
  131566. */
  131567. onSuccess: (task: any) => void;
  131568. /**
  131569. * Callback called when the task is not successful
  131570. */
  131571. onError: (task: any, message?: string, exception?: any) => void;
  131572. /**
  131573. * Creates a new AssetsManager
  131574. * @param name defines the name of the task
  131575. */
  131576. constructor(
  131577. /**
  131578. * Task name
  131579. */ name: string);
  131580. private _isCompleted;
  131581. private _taskState;
  131582. private _errorObject;
  131583. /**
  131584. * Get if the task is completed
  131585. */
  131586. readonly isCompleted: boolean;
  131587. /**
  131588. * Gets the current state of the task
  131589. */
  131590. readonly taskState: AssetTaskState;
  131591. /**
  131592. * Gets the current error object (if task is in error)
  131593. */
  131594. readonly errorObject: {
  131595. message?: string;
  131596. exception?: any;
  131597. };
  131598. /**
  131599. * Internal only
  131600. * @hidden
  131601. */
  131602. _setErrorObject(message?: string, exception?: any): void;
  131603. /**
  131604. * Execute the current task
  131605. * @param scene defines the scene where you want your assets to be loaded
  131606. * @param onSuccess is a callback called when the task is successfully executed
  131607. * @param onError is a callback called if an error occurs
  131608. */
  131609. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131610. /**
  131611. * Execute the current task
  131612. * @param scene defines the scene where you want your assets to be loaded
  131613. * @param onSuccess is a callback called when the task is successfully executed
  131614. * @param onError is a callback called if an error occurs
  131615. */
  131616. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131617. /**
  131618. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131619. * This can be used with failed tasks that have the reason for failure fixed.
  131620. */
  131621. reset(): void;
  131622. private onErrorCallback;
  131623. private onDoneCallback;
  131624. }
  131625. /**
  131626. * Define the interface used by progress events raised during assets loading
  131627. */
  131628. export interface IAssetsProgressEvent {
  131629. /**
  131630. * Defines the number of remaining tasks to process
  131631. */
  131632. remainingCount: number;
  131633. /**
  131634. * Defines the total number of tasks
  131635. */
  131636. totalCount: number;
  131637. /**
  131638. * Defines the task that was just processed
  131639. */
  131640. task: AbstractAssetTask;
  131641. }
  131642. /**
  131643. * Class used to share progress information about assets loading
  131644. */
  131645. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131646. /**
  131647. * Defines the number of remaining tasks to process
  131648. */
  131649. remainingCount: number;
  131650. /**
  131651. * Defines the total number of tasks
  131652. */
  131653. totalCount: number;
  131654. /**
  131655. * Defines the task that was just processed
  131656. */
  131657. task: AbstractAssetTask;
  131658. /**
  131659. * Creates a AssetsProgressEvent
  131660. * @param remainingCount defines the number of remaining tasks to process
  131661. * @param totalCount defines the total number of tasks
  131662. * @param task defines the task that was just processed
  131663. */
  131664. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131665. }
  131666. /**
  131667. * Define a task used by AssetsManager to load meshes
  131668. */
  131669. export class MeshAssetTask extends AbstractAssetTask {
  131670. /**
  131671. * Defines the name of the task
  131672. */
  131673. name: string;
  131674. /**
  131675. * Defines the list of mesh's names you want to load
  131676. */
  131677. meshesNames: any;
  131678. /**
  131679. * Defines the root url to use as a base to load your meshes and associated resources
  131680. */
  131681. rootUrl: string;
  131682. /**
  131683. * Defines the filename of the scene to load from
  131684. */
  131685. sceneFilename: string;
  131686. /**
  131687. * Gets the list of loaded meshes
  131688. */
  131689. loadedMeshes: Array<AbstractMesh>;
  131690. /**
  131691. * Gets the list of loaded particle systems
  131692. */
  131693. loadedParticleSystems: Array<IParticleSystem>;
  131694. /**
  131695. * Gets the list of loaded skeletons
  131696. */
  131697. loadedSkeletons: Array<Skeleton>;
  131698. /**
  131699. * Gets the list of loaded animation groups
  131700. */
  131701. loadedAnimationGroups: Array<AnimationGroup>;
  131702. /**
  131703. * Callback called when the task is successful
  131704. */
  131705. onSuccess: (task: MeshAssetTask) => void;
  131706. /**
  131707. * Callback called when the task is successful
  131708. */
  131709. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131710. /**
  131711. * Creates a new MeshAssetTask
  131712. * @param name defines the name of the task
  131713. * @param meshesNames defines the list of mesh's names you want to load
  131714. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131715. * @param sceneFilename defines the filename of the scene to load from
  131716. */
  131717. constructor(
  131718. /**
  131719. * Defines the name of the task
  131720. */
  131721. name: string,
  131722. /**
  131723. * Defines the list of mesh's names you want to load
  131724. */
  131725. meshesNames: any,
  131726. /**
  131727. * Defines the root url to use as a base to load your meshes and associated resources
  131728. */
  131729. rootUrl: string,
  131730. /**
  131731. * Defines the filename of the scene to load from
  131732. */
  131733. sceneFilename: string);
  131734. /**
  131735. * Execute the current task
  131736. * @param scene defines the scene where you want your assets to be loaded
  131737. * @param onSuccess is a callback called when the task is successfully executed
  131738. * @param onError is a callback called if an error occurs
  131739. */
  131740. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131741. }
  131742. /**
  131743. * Define a task used by AssetsManager to load text content
  131744. */
  131745. export class TextFileAssetTask extends AbstractAssetTask {
  131746. /**
  131747. * Defines the name of the task
  131748. */
  131749. name: string;
  131750. /**
  131751. * Defines the location of the file to load
  131752. */
  131753. url: string;
  131754. /**
  131755. * Gets the loaded text string
  131756. */
  131757. text: string;
  131758. /**
  131759. * Callback called when the task is successful
  131760. */
  131761. onSuccess: (task: TextFileAssetTask) => void;
  131762. /**
  131763. * Callback called when the task is successful
  131764. */
  131765. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131766. /**
  131767. * Creates a new TextFileAssetTask object
  131768. * @param name defines the name of the task
  131769. * @param url defines the location of the file to load
  131770. */
  131771. constructor(
  131772. /**
  131773. * Defines the name of the task
  131774. */
  131775. name: string,
  131776. /**
  131777. * Defines the location of the file to load
  131778. */
  131779. url: string);
  131780. /**
  131781. * Execute the current task
  131782. * @param scene defines the scene where you want your assets to be loaded
  131783. * @param onSuccess is a callback called when the task is successfully executed
  131784. * @param onError is a callback called if an error occurs
  131785. */
  131786. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131787. }
  131788. /**
  131789. * Define a task used by AssetsManager to load binary data
  131790. */
  131791. export class BinaryFileAssetTask extends AbstractAssetTask {
  131792. /**
  131793. * Defines the name of the task
  131794. */
  131795. name: string;
  131796. /**
  131797. * Defines the location of the file to load
  131798. */
  131799. url: string;
  131800. /**
  131801. * Gets the lodaded data (as an array buffer)
  131802. */
  131803. data: ArrayBuffer;
  131804. /**
  131805. * Callback called when the task is successful
  131806. */
  131807. onSuccess: (task: BinaryFileAssetTask) => void;
  131808. /**
  131809. * Callback called when the task is successful
  131810. */
  131811. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131812. /**
  131813. * Creates a new BinaryFileAssetTask object
  131814. * @param name defines the name of the new task
  131815. * @param url defines the location of the file to load
  131816. */
  131817. constructor(
  131818. /**
  131819. * Defines the name of the task
  131820. */
  131821. name: string,
  131822. /**
  131823. * Defines the location of the file to load
  131824. */
  131825. url: string);
  131826. /**
  131827. * Execute the current task
  131828. * @param scene defines the scene where you want your assets to be loaded
  131829. * @param onSuccess is a callback called when the task is successfully executed
  131830. * @param onError is a callback called if an error occurs
  131831. */
  131832. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131833. }
  131834. /**
  131835. * Define a task used by AssetsManager to load images
  131836. */
  131837. export class ImageAssetTask extends AbstractAssetTask {
  131838. /**
  131839. * Defines the name of the task
  131840. */
  131841. name: string;
  131842. /**
  131843. * Defines the location of the image to load
  131844. */
  131845. url: string;
  131846. /**
  131847. * Gets the loaded images
  131848. */
  131849. image: HTMLImageElement;
  131850. /**
  131851. * Callback called when the task is successful
  131852. */
  131853. onSuccess: (task: ImageAssetTask) => void;
  131854. /**
  131855. * Callback called when the task is successful
  131856. */
  131857. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131858. /**
  131859. * Creates a new ImageAssetTask
  131860. * @param name defines the name of the task
  131861. * @param url defines the location of the image to load
  131862. */
  131863. constructor(
  131864. /**
  131865. * Defines the name of the task
  131866. */
  131867. name: string,
  131868. /**
  131869. * Defines the location of the image to load
  131870. */
  131871. url: string);
  131872. /**
  131873. * Execute the current task
  131874. * @param scene defines the scene where you want your assets to be loaded
  131875. * @param onSuccess is a callback called when the task is successfully executed
  131876. * @param onError is a callback called if an error occurs
  131877. */
  131878. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131879. }
  131880. /**
  131881. * Defines the interface used by texture loading tasks
  131882. */
  131883. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131884. /**
  131885. * Gets the loaded texture
  131886. */
  131887. texture: TEX;
  131888. }
  131889. /**
  131890. * Define a task used by AssetsManager to load 2D textures
  131891. */
  131892. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131893. /**
  131894. * Defines the name of the task
  131895. */
  131896. name: string;
  131897. /**
  131898. * Defines the location of the file to load
  131899. */
  131900. url: string;
  131901. /**
  131902. * Defines if mipmap should not be generated (default is false)
  131903. */
  131904. noMipmap?: boolean | undefined;
  131905. /**
  131906. * Defines if texture must be inverted on Y axis (default is false)
  131907. */
  131908. invertY?: boolean | undefined;
  131909. /**
  131910. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131911. */
  131912. samplingMode: number;
  131913. /**
  131914. * Gets the loaded texture
  131915. */
  131916. texture: Texture;
  131917. /**
  131918. * Callback called when the task is successful
  131919. */
  131920. onSuccess: (task: TextureAssetTask) => void;
  131921. /**
  131922. * Callback called when the task is successful
  131923. */
  131924. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131925. /**
  131926. * Creates a new TextureAssetTask object
  131927. * @param name defines the name of the task
  131928. * @param url defines the location of the file to load
  131929. * @param noMipmap defines if mipmap should not be generated (default is false)
  131930. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131931. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131932. */
  131933. constructor(
  131934. /**
  131935. * Defines the name of the task
  131936. */
  131937. name: string,
  131938. /**
  131939. * Defines the location of the file to load
  131940. */
  131941. url: string,
  131942. /**
  131943. * Defines if mipmap should not be generated (default is false)
  131944. */
  131945. noMipmap?: boolean | undefined,
  131946. /**
  131947. * Defines if texture must be inverted on Y axis (default is false)
  131948. */
  131949. invertY?: boolean | undefined,
  131950. /**
  131951. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131952. */
  131953. samplingMode?: number);
  131954. /**
  131955. * Execute the current task
  131956. * @param scene defines the scene where you want your assets to be loaded
  131957. * @param onSuccess is a callback called when the task is successfully executed
  131958. * @param onError is a callback called if an error occurs
  131959. */
  131960. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131961. }
  131962. /**
  131963. * Define a task used by AssetsManager to load cube textures
  131964. */
  131965. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131966. /**
  131967. * Defines the name of the task
  131968. */
  131969. name: string;
  131970. /**
  131971. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131972. */
  131973. url: string;
  131974. /**
  131975. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131976. */
  131977. extensions?: string[] | undefined;
  131978. /**
  131979. * Defines if mipmaps should not be generated (default is false)
  131980. */
  131981. noMipmap?: boolean | undefined;
  131982. /**
  131983. * Defines the explicit list of files (undefined by default)
  131984. */
  131985. files?: string[] | undefined;
  131986. /**
  131987. * Gets the loaded texture
  131988. */
  131989. texture: CubeTexture;
  131990. /**
  131991. * Callback called when the task is successful
  131992. */
  131993. onSuccess: (task: CubeTextureAssetTask) => void;
  131994. /**
  131995. * Callback called when the task is successful
  131996. */
  131997. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131998. /**
  131999. * Creates a new CubeTextureAssetTask
  132000. * @param name defines the name of the task
  132001. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132002. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132003. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132004. * @param files defines the explicit list of files (undefined by default)
  132005. */
  132006. constructor(
  132007. /**
  132008. * Defines the name of the task
  132009. */
  132010. name: string,
  132011. /**
  132012. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132013. */
  132014. url: string,
  132015. /**
  132016. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132017. */
  132018. extensions?: string[] | undefined,
  132019. /**
  132020. * Defines if mipmaps should not be generated (default is false)
  132021. */
  132022. noMipmap?: boolean | undefined,
  132023. /**
  132024. * Defines the explicit list of files (undefined by default)
  132025. */
  132026. files?: string[] | undefined);
  132027. /**
  132028. * Execute the current task
  132029. * @param scene defines the scene where you want your assets to be loaded
  132030. * @param onSuccess is a callback called when the task is successfully executed
  132031. * @param onError is a callback called if an error occurs
  132032. */
  132033. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132034. }
  132035. /**
  132036. * Define a task used by AssetsManager to load HDR cube textures
  132037. */
  132038. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  132039. /**
  132040. * Defines the name of the task
  132041. */
  132042. name: string;
  132043. /**
  132044. * Defines the location of the file to load
  132045. */
  132046. url: string;
  132047. /**
  132048. * Defines the desired size (the more it increases the longer the generation will be)
  132049. */
  132050. size: number;
  132051. /**
  132052. * Defines if mipmaps should not be generated (default is false)
  132053. */
  132054. noMipmap: boolean;
  132055. /**
  132056. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132057. */
  132058. generateHarmonics: boolean;
  132059. /**
  132060. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132061. */
  132062. gammaSpace: boolean;
  132063. /**
  132064. * Internal Use Only
  132065. */
  132066. reserved: boolean;
  132067. /**
  132068. * Gets the loaded texture
  132069. */
  132070. texture: HDRCubeTexture;
  132071. /**
  132072. * Callback called when the task is successful
  132073. */
  132074. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  132075. /**
  132076. * Callback called when the task is successful
  132077. */
  132078. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  132079. /**
  132080. * Creates a new HDRCubeTextureAssetTask object
  132081. * @param name defines the name of the task
  132082. * @param url defines the location of the file to load
  132083. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  132084. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132085. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132086. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132087. * @param reserved Internal use only
  132088. */
  132089. constructor(
  132090. /**
  132091. * Defines the name of the task
  132092. */
  132093. name: string,
  132094. /**
  132095. * Defines the location of the file to load
  132096. */
  132097. url: string,
  132098. /**
  132099. * Defines the desired size (the more it increases the longer the generation will be)
  132100. */
  132101. size: number,
  132102. /**
  132103. * Defines if mipmaps should not be generated (default is false)
  132104. */
  132105. noMipmap?: boolean,
  132106. /**
  132107. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132108. */
  132109. generateHarmonics?: boolean,
  132110. /**
  132111. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132112. */
  132113. gammaSpace?: boolean,
  132114. /**
  132115. * Internal Use Only
  132116. */
  132117. reserved?: boolean);
  132118. /**
  132119. * Execute the current task
  132120. * @param scene defines the scene where you want your assets to be loaded
  132121. * @param onSuccess is a callback called when the task is successfully executed
  132122. * @param onError is a callback called if an error occurs
  132123. */
  132124. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132125. }
  132126. /**
  132127. * Define a task used by AssetsManager to load Equirectangular cube textures
  132128. */
  132129. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  132130. /**
  132131. * Defines the name of the task
  132132. */
  132133. name: string;
  132134. /**
  132135. * Defines the location of the file to load
  132136. */
  132137. url: string;
  132138. /**
  132139. * Defines the desired size (the more it increases the longer the generation will be)
  132140. */
  132141. size: number;
  132142. /**
  132143. * Defines if mipmaps should not be generated (default is false)
  132144. */
  132145. noMipmap: boolean;
  132146. /**
  132147. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132148. * but the standard material would require them in Gamma space) (default is true)
  132149. */
  132150. gammaSpace: boolean;
  132151. /**
  132152. * Gets the loaded texture
  132153. */
  132154. texture: EquiRectangularCubeTexture;
  132155. /**
  132156. * Callback called when the task is successful
  132157. */
  132158. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  132159. /**
  132160. * Callback called when the task is successful
  132161. */
  132162. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  132163. /**
  132164. * Creates a new EquiRectangularCubeTextureAssetTask object
  132165. * @param name defines the name of the task
  132166. * @param url defines the location of the file to load
  132167. * @param size defines the desired size (the more it increases the longer the generation will be)
  132168. * If the size is omitted this implies you are using a preprocessed cubemap.
  132169. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132170. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  132171. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  132172. * (default is true)
  132173. */
  132174. constructor(
  132175. /**
  132176. * Defines the name of the task
  132177. */
  132178. name: string,
  132179. /**
  132180. * Defines the location of the file to load
  132181. */
  132182. url: string,
  132183. /**
  132184. * Defines the desired size (the more it increases the longer the generation will be)
  132185. */
  132186. size: number,
  132187. /**
  132188. * Defines if mipmaps should not be generated (default is false)
  132189. */
  132190. noMipmap?: boolean,
  132191. /**
  132192. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132193. * but the standard material would require them in Gamma space) (default is true)
  132194. */
  132195. gammaSpace?: boolean);
  132196. /**
  132197. * Execute the current task
  132198. * @param scene defines the scene where you want your assets to be loaded
  132199. * @param onSuccess is a callback called when the task is successfully executed
  132200. * @param onError is a callback called if an error occurs
  132201. */
  132202. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132203. }
  132204. /**
  132205. * This class can be used to easily import assets into a scene
  132206. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  132207. */
  132208. export class AssetsManager {
  132209. private _scene;
  132210. private _isLoading;
  132211. protected _tasks: AbstractAssetTask[];
  132212. protected _waitingTasksCount: number;
  132213. protected _totalTasksCount: number;
  132214. /**
  132215. * Callback called when all tasks are processed
  132216. */
  132217. onFinish: (tasks: AbstractAssetTask[]) => void;
  132218. /**
  132219. * Callback called when a task is successful
  132220. */
  132221. onTaskSuccess: (task: AbstractAssetTask) => void;
  132222. /**
  132223. * Callback called when a task had an error
  132224. */
  132225. onTaskError: (task: AbstractAssetTask) => void;
  132226. /**
  132227. * Callback called when a task is done (whatever the result is)
  132228. */
  132229. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  132230. /**
  132231. * Observable called when all tasks are processed
  132232. */
  132233. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  132234. /**
  132235. * Observable called when a task had an error
  132236. */
  132237. onTaskErrorObservable: Observable<AbstractAssetTask>;
  132238. /**
  132239. * Observable called when all tasks were executed
  132240. */
  132241. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  132242. /**
  132243. * Observable called when a task is done (whatever the result is)
  132244. */
  132245. onProgressObservable: Observable<IAssetsProgressEvent>;
  132246. /**
  132247. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  132248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  132249. */
  132250. useDefaultLoadingScreen: boolean;
  132251. /**
  132252. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  132253. * when all assets have been downloaded.
  132254. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  132255. */
  132256. autoHideLoadingUI: boolean;
  132257. /**
  132258. * Creates a new AssetsManager
  132259. * @param scene defines the scene to work on
  132260. */
  132261. constructor(scene: Scene);
  132262. /**
  132263. * Add a MeshAssetTask to the list of active tasks
  132264. * @param taskName defines the name of the new task
  132265. * @param meshesNames defines the name of meshes to load
  132266. * @param rootUrl defines the root url to use to locate files
  132267. * @param sceneFilename defines the filename of the scene file
  132268. * @returns a new MeshAssetTask object
  132269. */
  132270. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  132271. /**
  132272. * Add a TextFileAssetTask to the list of active tasks
  132273. * @param taskName defines the name of the new task
  132274. * @param url defines the url of the file to load
  132275. * @returns a new TextFileAssetTask object
  132276. */
  132277. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  132278. /**
  132279. * Add a BinaryFileAssetTask to the list of active tasks
  132280. * @param taskName defines the name of the new task
  132281. * @param url defines the url of the file to load
  132282. * @returns a new BinaryFileAssetTask object
  132283. */
  132284. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  132285. /**
  132286. * Add a ImageAssetTask to the list of active tasks
  132287. * @param taskName defines the name of the new task
  132288. * @param url defines the url of the file to load
  132289. * @returns a new ImageAssetTask object
  132290. */
  132291. addImageTask(taskName: string, url: string): ImageAssetTask;
  132292. /**
  132293. * Add a TextureAssetTask to the list of active tasks
  132294. * @param taskName defines the name of the new task
  132295. * @param url defines the url of the file to load
  132296. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132297. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  132298. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  132299. * @returns a new TextureAssetTask object
  132300. */
  132301. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  132302. /**
  132303. * Add a CubeTextureAssetTask to the list of active tasks
  132304. * @param taskName defines the name of the new task
  132305. * @param url defines the url of the file to load
  132306. * @param extensions defines the extension to use to load the cube map (can be null)
  132307. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132308. * @param files defines the list of files to load (can be null)
  132309. * @returns a new CubeTextureAssetTask object
  132310. */
  132311. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  132312. /**
  132313. *
  132314. * Add a HDRCubeTextureAssetTask to the list of active tasks
  132315. * @param taskName defines the name of the new task
  132316. * @param url defines the url of the file to load
  132317. * @param size defines the size you want for the cubemap (can be null)
  132318. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132319. * @param generateHarmonics defines if you want to automatically generate (true by default)
  132320. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132321. * @param reserved Internal use only
  132322. * @returns a new HDRCubeTextureAssetTask object
  132323. */
  132324. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  132325. /**
  132326. *
  132327. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  132328. * @param taskName defines the name of the new task
  132329. * @param url defines the url of the file to load
  132330. * @param size defines the size you want for the cubemap (can be null)
  132331. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132332. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  132333. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  132334. * @returns a new EquiRectangularCubeTextureAssetTask object
  132335. */
  132336. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  132337. /**
  132338. * Remove a task from the assets manager.
  132339. * @param task the task to remove
  132340. */
  132341. removeTask(task: AbstractAssetTask): void;
  132342. private _decreaseWaitingTasksCount;
  132343. private _runTask;
  132344. /**
  132345. * Reset the AssetsManager and remove all tasks
  132346. * @return the current instance of the AssetsManager
  132347. */
  132348. reset(): AssetsManager;
  132349. /**
  132350. * Start the loading process
  132351. * @return the current instance of the AssetsManager
  132352. */
  132353. load(): AssetsManager;
  132354. /**
  132355. * Start the loading process as an async operation
  132356. * @return a promise returning the list of failed tasks
  132357. */
  132358. loadAsync(): Promise<void>;
  132359. }
  132360. }
  132361. declare module BABYLON {
  132362. /**
  132363. * Wrapper class for promise with external resolve and reject.
  132364. */
  132365. export class Deferred<T> {
  132366. /**
  132367. * The promise associated with this deferred object.
  132368. */
  132369. readonly promise: Promise<T>;
  132370. private _resolve;
  132371. private _reject;
  132372. /**
  132373. * The resolve method of the promise associated with this deferred object.
  132374. */
  132375. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132376. /**
  132377. * The reject method of the promise associated with this deferred object.
  132378. */
  132379. readonly reject: (reason?: any) => void;
  132380. /**
  132381. * Constructor for this deferred object.
  132382. */
  132383. constructor();
  132384. }
  132385. }
  132386. declare module BABYLON {
  132387. /**
  132388. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132389. */
  132390. export class MeshExploder {
  132391. private _centerMesh;
  132392. private _meshes;
  132393. private _meshesOrigins;
  132394. private _toCenterVectors;
  132395. private _scaledDirection;
  132396. private _newPosition;
  132397. private _centerPosition;
  132398. /**
  132399. * Explodes meshes from a center mesh.
  132400. * @param meshes The meshes to explode.
  132401. * @param centerMesh The mesh to be center of explosion.
  132402. */
  132403. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132404. private _setCenterMesh;
  132405. /**
  132406. * Get class name
  132407. * @returns "MeshExploder"
  132408. */
  132409. getClassName(): string;
  132410. /**
  132411. * "Exploded meshes"
  132412. * @returns Array of meshes with the centerMesh at index 0.
  132413. */
  132414. getMeshes(): Array<Mesh>;
  132415. /**
  132416. * Explodes meshes giving a specific direction
  132417. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132418. */
  132419. explode(direction?: number): void;
  132420. }
  132421. }
  132422. declare module BABYLON {
  132423. /**
  132424. * Class used to help managing file picking and drag'n'drop
  132425. */
  132426. export class FilesInput {
  132427. /**
  132428. * List of files ready to be loaded
  132429. */
  132430. static readonly FilesToLoad: {
  132431. [key: string]: File;
  132432. };
  132433. /**
  132434. * Callback called when a file is processed
  132435. */
  132436. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132437. private _engine;
  132438. private _currentScene;
  132439. private _sceneLoadedCallback;
  132440. private _progressCallback;
  132441. private _additionalRenderLoopLogicCallback;
  132442. private _textureLoadingCallback;
  132443. private _startingProcessingFilesCallback;
  132444. private _onReloadCallback;
  132445. private _errorCallback;
  132446. private _elementToMonitor;
  132447. private _sceneFileToLoad;
  132448. private _filesToLoad;
  132449. /**
  132450. * Creates a new FilesInput
  132451. * @param engine defines the rendering engine
  132452. * @param scene defines the hosting scene
  132453. * @param sceneLoadedCallback callback called when scene is loaded
  132454. * @param progressCallback callback called to track progress
  132455. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132456. * @param textureLoadingCallback callback called when a texture is loading
  132457. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132458. * @param onReloadCallback callback called when a reload is requested
  132459. * @param errorCallback callback call if an error occurs
  132460. */
  132461. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  132462. private _dragEnterHandler;
  132463. private _dragOverHandler;
  132464. private _dropHandler;
  132465. /**
  132466. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132467. * @param elementToMonitor defines the DOM element to track
  132468. */
  132469. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132470. /**
  132471. * Release all associated resources
  132472. */
  132473. dispose(): void;
  132474. private renderFunction;
  132475. private drag;
  132476. private drop;
  132477. private _traverseFolder;
  132478. private _processFiles;
  132479. /**
  132480. * Load files from a drop event
  132481. * @param event defines the drop event to use as source
  132482. */
  132483. loadFiles(event: any): void;
  132484. private _processReload;
  132485. /**
  132486. * Reload the current scene from the loaded files
  132487. */
  132488. reload(): void;
  132489. }
  132490. }
  132491. declare module BABYLON {
  132492. /**
  132493. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132494. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132495. */
  132496. export class SceneOptimization {
  132497. /**
  132498. * Defines the priority of this optimization (0 by default which means first in the list)
  132499. */
  132500. priority: number;
  132501. /**
  132502. * Gets a string describing the action executed by the current optimization
  132503. * @returns description string
  132504. */
  132505. getDescription(): string;
  132506. /**
  132507. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132508. * @param scene defines the current scene where to apply this optimization
  132509. * @param optimizer defines the current optimizer
  132510. * @returns true if everything that can be done was applied
  132511. */
  132512. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132513. /**
  132514. * Creates the SceneOptimization object
  132515. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132516. * @param desc defines the description associated with the optimization
  132517. */
  132518. constructor(
  132519. /**
  132520. * Defines the priority of this optimization (0 by default which means first in the list)
  132521. */
  132522. priority?: number);
  132523. }
  132524. /**
  132525. * Defines an optimization used to reduce the size of render target textures
  132526. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132527. */
  132528. export class TextureOptimization extends SceneOptimization {
  132529. /**
  132530. * Defines the priority of this optimization (0 by default which means first in the list)
  132531. */
  132532. priority: number;
  132533. /**
  132534. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132535. */
  132536. maximumSize: number;
  132537. /**
  132538. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132539. */
  132540. step: number;
  132541. /**
  132542. * Gets a string describing the action executed by the current optimization
  132543. * @returns description string
  132544. */
  132545. getDescription(): string;
  132546. /**
  132547. * Creates the TextureOptimization object
  132548. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132549. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132550. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132551. */
  132552. constructor(
  132553. /**
  132554. * Defines the priority of this optimization (0 by default which means first in the list)
  132555. */
  132556. priority?: number,
  132557. /**
  132558. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132559. */
  132560. maximumSize?: number,
  132561. /**
  132562. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132563. */
  132564. step?: number);
  132565. /**
  132566. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132567. * @param scene defines the current scene where to apply this optimization
  132568. * @param optimizer defines the current optimizer
  132569. * @returns true if everything that can be done was applied
  132570. */
  132571. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132572. }
  132573. /**
  132574. * Defines an optimization used to increase or decrease the rendering resolution
  132575. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132576. */
  132577. export class HardwareScalingOptimization extends SceneOptimization {
  132578. /**
  132579. * Defines the priority of this optimization (0 by default which means first in the list)
  132580. */
  132581. priority: number;
  132582. /**
  132583. * Defines the maximum scale to use (2 by default)
  132584. */
  132585. maximumScale: number;
  132586. /**
  132587. * Defines the step to use between two passes (0.5 by default)
  132588. */
  132589. step: number;
  132590. private _currentScale;
  132591. private _directionOffset;
  132592. /**
  132593. * Gets a string describing the action executed by the current optimization
  132594. * @return description string
  132595. */
  132596. getDescription(): string;
  132597. /**
  132598. * Creates the HardwareScalingOptimization object
  132599. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132600. * @param maximumScale defines the maximum scale to use (2 by default)
  132601. * @param step defines the step to use between two passes (0.5 by default)
  132602. */
  132603. constructor(
  132604. /**
  132605. * Defines the priority of this optimization (0 by default which means first in the list)
  132606. */
  132607. priority?: number,
  132608. /**
  132609. * Defines the maximum scale to use (2 by default)
  132610. */
  132611. maximumScale?: number,
  132612. /**
  132613. * Defines the step to use between two passes (0.5 by default)
  132614. */
  132615. step?: number);
  132616. /**
  132617. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132618. * @param scene defines the current scene where to apply this optimization
  132619. * @param optimizer defines the current optimizer
  132620. * @returns true if everything that can be done was applied
  132621. */
  132622. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132623. }
  132624. /**
  132625. * Defines an optimization used to remove shadows
  132626. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132627. */
  132628. export class ShadowsOptimization extends SceneOptimization {
  132629. /**
  132630. * Gets a string describing the action executed by the current optimization
  132631. * @return description string
  132632. */
  132633. getDescription(): string;
  132634. /**
  132635. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132636. * @param scene defines the current scene where to apply this optimization
  132637. * @param optimizer defines the current optimizer
  132638. * @returns true if everything that can be done was applied
  132639. */
  132640. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132641. }
  132642. /**
  132643. * Defines an optimization used to turn post-processes off
  132644. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132645. */
  132646. export class PostProcessesOptimization extends SceneOptimization {
  132647. /**
  132648. * Gets a string describing the action executed by the current optimization
  132649. * @return description string
  132650. */
  132651. getDescription(): string;
  132652. /**
  132653. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132654. * @param scene defines the current scene where to apply this optimization
  132655. * @param optimizer defines the current optimizer
  132656. * @returns true if everything that can be done was applied
  132657. */
  132658. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132659. }
  132660. /**
  132661. * Defines an optimization used to turn lens flares off
  132662. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132663. */
  132664. export class LensFlaresOptimization extends SceneOptimization {
  132665. /**
  132666. * Gets a string describing the action executed by the current optimization
  132667. * @return description string
  132668. */
  132669. getDescription(): string;
  132670. /**
  132671. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132672. * @param scene defines the current scene where to apply this optimization
  132673. * @param optimizer defines the current optimizer
  132674. * @returns true if everything that can be done was applied
  132675. */
  132676. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132677. }
  132678. /**
  132679. * Defines an optimization based on user defined callback.
  132680. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132681. */
  132682. export class CustomOptimization extends SceneOptimization {
  132683. /**
  132684. * Callback called to apply the custom optimization.
  132685. */
  132686. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132687. /**
  132688. * Callback called to get custom description
  132689. */
  132690. onGetDescription: () => string;
  132691. /**
  132692. * Gets a string describing the action executed by the current optimization
  132693. * @returns description string
  132694. */
  132695. getDescription(): string;
  132696. /**
  132697. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132698. * @param scene defines the current scene where to apply this optimization
  132699. * @param optimizer defines the current optimizer
  132700. * @returns true if everything that can be done was applied
  132701. */
  132702. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132703. }
  132704. /**
  132705. * Defines an optimization used to turn particles off
  132706. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132707. */
  132708. export class ParticlesOptimization extends SceneOptimization {
  132709. /**
  132710. * Gets a string describing the action executed by the current optimization
  132711. * @return description string
  132712. */
  132713. getDescription(): string;
  132714. /**
  132715. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132716. * @param scene defines the current scene where to apply this optimization
  132717. * @param optimizer defines the current optimizer
  132718. * @returns true if everything that can be done was applied
  132719. */
  132720. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132721. }
  132722. /**
  132723. * Defines an optimization used to turn render targets off
  132724. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132725. */
  132726. export class RenderTargetsOptimization extends SceneOptimization {
  132727. /**
  132728. * Gets a string describing the action executed by the current optimization
  132729. * @return description string
  132730. */
  132731. getDescription(): string;
  132732. /**
  132733. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132734. * @param scene defines the current scene where to apply this optimization
  132735. * @param optimizer defines the current optimizer
  132736. * @returns true if everything that can be done was applied
  132737. */
  132738. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132739. }
  132740. /**
  132741. * Defines an optimization used to merge meshes with compatible materials
  132742. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132743. */
  132744. export class MergeMeshesOptimization extends SceneOptimization {
  132745. private static _UpdateSelectionTree;
  132746. /**
  132747. * Gets or sets a boolean which defines if optimization octree has to be updated
  132748. */
  132749. /**
  132750. * Gets or sets a boolean which defines if optimization octree has to be updated
  132751. */
  132752. static UpdateSelectionTree: boolean;
  132753. /**
  132754. * Gets a string describing the action executed by the current optimization
  132755. * @return description string
  132756. */
  132757. getDescription(): string;
  132758. private _canBeMerged;
  132759. /**
  132760. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132761. * @param scene defines the current scene where to apply this optimization
  132762. * @param optimizer defines the current optimizer
  132763. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132764. * @returns true if everything that can be done was applied
  132765. */
  132766. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132767. }
  132768. /**
  132769. * Defines a list of options used by SceneOptimizer
  132770. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132771. */
  132772. export class SceneOptimizerOptions {
  132773. /**
  132774. * Defines the target frame rate to reach (60 by default)
  132775. */
  132776. targetFrameRate: number;
  132777. /**
  132778. * Defines the interval between two checkes (2000ms by default)
  132779. */
  132780. trackerDuration: number;
  132781. /**
  132782. * Gets the list of optimizations to apply
  132783. */
  132784. optimizations: SceneOptimization[];
  132785. /**
  132786. * Creates a new list of options used by SceneOptimizer
  132787. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  132788. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  132789. */
  132790. constructor(
  132791. /**
  132792. * Defines the target frame rate to reach (60 by default)
  132793. */
  132794. targetFrameRate?: number,
  132795. /**
  132796. * Defines the interval between two checkes (2000ms by default)
  132797. */
  132798. trackerDuration?: number);
  132799. /**
  132800. * Add a new optimization
  132801. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  132802. * @returns the current SceneOptimizerOptions
  132803. */
  132804. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  132805. /**
  132806. * Add a new custom optimization
  132807. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132808. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132809. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132810. * @returns the current SceneOptimizerOptions
  132811. */
  132812. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132813. /**
  132814. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132815. * @param targetFrameRate defines the target frame rate (60 by default)
  132816. * @returns a SceneOptimizerOptions object
  132817. */
  132818. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132819. /**
  132820. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132821. * @param targetFrameRate defines the target frame rate (60 by default)
  132822. * @returns a SceneOptimizerOptions object
  132823. */
  132824. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132825. /**
  132826. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132827. * @param targetFrameRate defines the target frame rate (60 by default)
  132828. * @returns a SceneOptimizerOptions object
  132829. */
  132830. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132831. }
  132832. /**
  132833. * Class used to run optimizations in order to reach a target frame rate
  132834. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132835. */
  132836. export class SceneOptimizer implements IDisposable {
  132837. private _isRunning;
  132838. private _options;
  132839. private _scene;
  132840. private _currentPriorityLevel;
  132841. private _targetFrameRate;
  132842. private _trackerDuration;
  132843. private _currentFrameRate;
  132844. private _sceneDisposeObserver;
  132845. private _improvementMode;
  132846. /**
  132847. * Defines an observable called when the optimizer reaches the target frame rate
  132848. */
  132849. onSuccessObservable: Observable<SceneOptimizer>;
  132850. /**
  132851. * Defines an observable called when the optimizer enables an optimization
  132852. */
  132853. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132854. /**
  132855. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132856. */
  132857. onFailureObservable: Observable<SceneOptimizer>;
  132858. /**
  132859. * Gets a boolean indicating if the optimizer is in improvement mode
  132860. */
  132861. readonly isInImprovementMode: boolean;
  132862. /**
  132863. * Gets the current priority level (0 at start)
  132864. */
  132865. readonly currentPriorityLevel: number;
  132866. /**
  132867. * Gets the current frame rate checked by the SceneOptimizer
  132868. */
  132869. readonly currentFrameRate: number;
  132870. /**
  132871. * Gets or sets the current target frame rate (60 by default)
  132872. */
  132873. /**
  132874. * Gets or sets the current target frame rate (60 by default)
  132875. */
  132876. targetFrameRate: number;
  132877. /**
  132878. * Gets or sets the current interval between two checks (every 2000ms by default)
  132879. */
  132880. /**
  132881. * Gets or sets the current interval between two checks (every 2000ms by default)
  132882. */
  132883. trackerDuration: number;
  132884. /**
  132885. * Gets the list of active optimizations
  132886. */
  132887. readonly optimizations: SceneOptimization[];
  132888. /**
  132889. * Creates a new SceneOptimizer
  132890. * @param scene defines the scene to work on
  132891. * @param options defines the options to use with the SceneOptimizer
  132892. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132893. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  132894. */
  132895. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132896. /**
  132897. * Stops the current optimizer
  132898. */
  132899. stop(): void;
  132900. /**
  132901. * Reset the optimizer to initial step (current priority level = 0)
  132902. */
  132903. reset(): void;
  132904. /**
  132905. * Start the optimizer. By default it will try to reach a specific framerate
  132906. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132907. */
  132908. start(): void;
  132909. private _checkCurrentState;
  132910. /**
  132911. * Release all resources
  132912. */
  132913. dispose(): void;
  132914. /**
  132915. * Helper function to create a SceneOptimizer with one single line of code
  132916. * @param scene defines the scene to work on
  132917. * @param options defines the options to use with the SceneOptimizer
  132918. * @param onSuccess defines a callback to call on success
  132919. * @param onFailure defines a callback to call on failure
  132920. * @returns the new SceneOptimizer object
  132921. */
  132922. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132923. }
  132924. }
  132925. declare module BABYLON {
  132926. /**
  132927. * Class used to serialize a scene into a string
  132928. */
  132929. export class SceneSerializer {
  132930. /**
  132931. * Clear cache used by a previous serialization
  132932. */
  132933. static ClearCache(): void;
  132934. /**
  132935. * Serialize a scene into a JSON compatible object
  132936. * @param scene defines the scene to serialize
  132937. * @returns a JSON compatible object
  132938. */
  132939. static Serialize(scene: Scene): any;
  132940. /**
  132941. * Serialize a mesh into a JSON compatible object
  132942. * @param toSerialize defines the mesh to serialize
  132943. * @param withParents defines if parents must be serialized as well
  132944. * @param withChildren defines if children must be serialized as well
  132945. * @returns a JSON compatible object
  132946. */
  132947. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132948. }
  132949. }
  132950. declare module BABYLON {
  132951. /**
  132952. * Class used to host texture specific utilities
  132953. */
  132954. export class TextureTools {
  132955. /**
  132956. * Uses the GPU to create a copy texture rescaled at a given size
  132957. * @param texture Texture to copy from
  132958. * @param width defines the desired width
  132959. * @param height defines the desired height
  132960. * @param useBilinearMode defines if bilinear mode has to be used
  132961. * @return the generated texture
  132962. */
  132963. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132964. }
  132965. }
  132966. declare module BABYLON {
  132967. /**
  132968. * This represents the different options available for the video capture.
  132969. */
  132970. export interface VideoRecorderOptions {
  132971. /** Defines the mime type of the video. */
  132972. mimeType: string;
  132973. /** Defines the FPS the video should be recorded at. */
  132974. fps: number;
  132975. /** Defines the chunk size for the recording data. */
  132976. recordChunckSize: number;
  132977. /** The audio tracks to attach to the recording. */
  132978. audioTracks?: MediaStreamTrack[];
  132979. }
  132980. /**
  132981. * This can help with recording videos from BabylonJS.
  132982. * This is based on the available WebRTC functionalities of the browser.
  132983. *
  132984. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132985. */
  132986. export class VideoRecorder {
  132987. private static readonly _defaultOptions;
  132988. /**
  132989. * Returns whether or not the VideoRecorder is available in your browser.
  132990. * @param engine Defines the Babylon Engine.
  132991. * @returns true if supported otherwise false.
  132992. */
  132993. static IsSupported(engine: Engine): boolean;
  132994. private readonly _options;
  132995. private _canvas;
  132996. private _mediaRecorder;
  132997. private _recordedChunks;
  132998. private _fileName;
  132999. private _resolve;
  133000. private _reject;
  133001. /**
  133002. * True when a recording is already in progress.
  133003. */
  133004. readonly isRecording: boolean;
  133005. /**
  133006. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  133007. * @param engine Defines the BabylonJS Engine you wish to record.
  133008. * @param options Defines options that can be used to customize the capture.
  133009. */
  133010. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  133011. /**
  133012. * Stops the current recording before the default capture timeout passed in the startRecording function.
  133013. */
  133014. stopRecording(): void;
  133015. /**
  133016. * Starts recording the canvas for a max duration specified in parameters.
  133017. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  133018. * If null no automatic download will start and you can rely on the promise to get the data back.
  133019. * @param maxDuration Defines the maximum recording time in seconds.
  133020. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  133021. * @return A promise callback at the end of the recording with the video data in Blob.
  133022. */
  133023. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  133024. /**
  133025. * Releases internal resources used during the recording.
  133026. */
  133027. dispose(): void;
  133028. private _handleDataAvailable;
  133029. private _handleError;
  133030. private _handleStop;
  133031. }
  133032. }
  133033. declare module BABYLON {
  133034. /**
  133035. * Class containing a set of static utilities functions for screenshots
  133036. */
  133037. export class ScreenshotTools {
  133038. /**
  133039. * Captures a screenshot of the current rendering
  133040. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133041. * @param engine defines the rendering engine
  133042. * @param camera defines the source camera
  133043. * @param size This parameter can be set to a single number or to an object with the
  133044. * following (optional) properties: precision, width, height. If a single number is passed,
  133045. * it will be used for both width and height. If an object is passed, the screenshot size
  133046. * will be derived from the parameters. The precision property is a multiplier allowing
  133047. * rendering at a higher or lower resolution
  133048. * @param successCallback defines the callback receives a single parameter which contains the
  133049. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133050. * src parameter of an <img> to display it
  133051. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133052. * Check your browser for supported MIME types
  133053. */
  133054. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  133055. /**
  133056. * Captures a screenshot of the current rendering
  133057. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133058. * @param engine defines the rendering engine
  133059. * @param camera defines the source camera
  133060. * @param size This parameter can be set to a single number or to an object with the
  133061. * following (optional) properties: precision, width, height. If a single number is passed,
  133062. * it will be used for both width and height. If an object is passed, the screenshot size
  133063. * will be derived from the parameters. The precision property is a multiplier allowing
  133064. * rendering at a higher or lower resolution
  133065. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133066. * Check your browser for supported MIME types
  133067. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133068. * to the src parameter of an <img> to display it
  133069. */
  133070. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  133071. /**
  133072. * Generates an image screenshot from the specified camera.
  133073. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133074. * @param engine The engine to use for rendering
  133075. * @param camera The camera to use for rendering
  133076. * @param size This parameter can be set to a single number or to an object with the
  133077. * following (optional) properties: precision, width, height. If a single number is passed,
  133078. * it will be used for both width and height. If an object is passed, the screenshot size
  133079. * will be derived from the parameters. The precision property is a multiplier allowing
  133080. * rendering at a higher or lower resolution
  133081. * @param successCallback The callback receives a single parameter which contains the
  133082. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133083. * src parameter of an <img> to display it
  133084. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133085. * Check your browser for supported MIME types
  133086. * @param samples Texture samples (default: 1)
  133087. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133088. * @param fileName A name for for the downloaded file.
  133089. */
  133090. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  133091. /**
  133092. * Generates an image screenshot from the specified camera.
  133093. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133094. * @param engine The engine to use for rendering
  133095. * @param camera The camera to use for rendering
  133096. * @param size This parameter can be set to a single number or to an object with the
  133097. * following (optional) properties: precision, width, height. If a single number is passed,
  133098. * it will be used for both width and height. If an object is passed, the screenshot size
  133099. * will be derived from the parameters. The precision property is a multiplier allowing
  133100. * rendering at a higher or lower resolution
  133101. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133102. * Check your browser for supported MIME types
  133103. * @param samples Texture samples (default: 1)
  133104. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133105. * @param fileName A name for for the downloaded file.
  133106. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133107. * to the src parameter of an <img> to display it
  133108. */
  133109. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  133110. /**
  133111. * Gets height and width for screenshot size
  133112. * @private
  133113. */
  133114. private static _getScreenshotSize;
  133115. }
  133116. }
  133117. declare module BABYLON {
  133118. /**
  133119. * Interface for a data buffer
  133120. */
  133121. export interface IDataBuffer {
  133122. /**
  133123. * Reads bytes from the data buffer.
  133124. * @param byteOffset The byte offset to read
  133125. * @param byteLength The byte length to read
  133126. * @returns A promise that resolves when the bytes are read
  133127. */
  133128. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  133129. /**
  133130. * The byte length of the buffer.
  133131. */
  133132. readonly byteLength: number;
  133133. }
  133134. /**
  133135. * Utility class for reading from a data buffer
  133136. */
  133137. export class DataReader {
  133138. /**
  133139. * The data buffer associated with this data reader.
  133140. */
  133141. readonly buffer: IDataBuffer;
  133142. /**
  133143. * The current byte offset from the beginning of the data buffer.
  133144. */
  133145. byteOffset: number;
  133146. private _dataView;
  133147. private _dataByteOffset;
  133148. /**
  133149. * Constructor
  133150. * @param buffer The buffer to read
  133151. */
  133152. constructor(buffer: IDataBuffer);
  133153. /**
  133154. * Loads the given byte length.
  133155. * @param byteLength The byte length to load
  133156. * @returns A promise that resolves when the load is complete
  133157. */
  133158. loadAsync(byteLength: number): Promise<void>;
  133159. /**
  133160. * Read a unsigned 32-bit integer from the currently loaded data range.
  133161. * @returns The 32-bit integer read
  133162. */
  133163. readUint32(): number;
  133164. /**
  133165. * Read a byte array from the currently loaded data range.
  133166. * @param byteLength The byte length to read
  133167. * @returns The byte array read
  133168. */
  133169. readUint8Array(byteLength: number): Uint8Array;
  133170. /**
  133171. * Read a string from the currently loaded data range.
  133172. * @param byteLength The byte length to read
  133173. * @returns The string read
  133174. */
  133175. readString(byteLength: number): string;
  133176. /**
  133177. * Skips the given byte length the currently loaded data range.
  133178. * @param byteLength The byte length to skip
  133179. */
  133180. skipBytes(byteLength: number): void;
  133181. }
  133182. }
  133183. declare module BABYLON {
  133184. /**
  133185. * A cursor which tracks a point on a path
  133186. */
  133187. export class PathCursor {
  133188. private path;
  133189. /**
  133190. * Stores path cursor callbacks for when an onchange event is triggered
  133191. */
  133192. private _onchange;
  133193. /**
  133194. * The value of the path cursor
  133195. */
  133196. value: number;
  133197. /**
  133198. * The animation array of the path cursor
  133199. */
  133200. animations: Animation[];
  133201. /**
  133202. * Initializes the path cursor
  133203. * @param path The path to track
  133204. */
  133205. constructor(path: Path2);
  133206. /**
  133207. * Gets the cursor point on the path
  133208. * @returns A point on the path cursor at the cursor location
  133209. */
  133210. getPoint(): Vector3;
  133211. /**
  133212. * Moves the cursor ahead by the step amount
  133213. * @param step The amount to move the cursor forward
  133214. * @returns This path cursor
  133215. */
  133216. moveAhead(step?: number): PathCursor;
  133217. /**
  133218. * Moves the cursor behind by the step amount
  133219. * @param step The amount to move the cursor back
  133220. * @returns This path cursor
  133221. */
  133222. moveBack(step?: number): PathCursor;
  133223. /**
  133224. * Moves the cursor by the step amount
  133225. * If the step amount is greater than one, an exception is thrown
  133226. * @param step The amount to move the cursor
  133227. * @returns This path cursor
  133228. */
  133229. move(step: number): PathCursor;
  133230. /**
  133231. * Ensures that the value is limited between zero and one
  133232. * @returns This path cursor
  133233. */
  133234. private ensureLimits;
  133235. /**
  133236. * Runs onchange callbacks on change (used by the animation engine)
  133237. * @returns This path cursor
  133238. */
  133239. private raiseOnChange;
  133240. /**
  133241. * Executes a function on change
  133242. * @param f A path cursor onchange callback
  133243. * @returns This path cursor
  133244. */
  133245. onchange(f: (cursor: PathCursor) => void): PathCursor;
  133246. }
  133247. }
  133248. declare module BABYLON {
  133249. /** @hidden */
  133250. export var blurPixelShader: {
  133251. name: string;
  133252. shader: string;
  133253. };
  133254. }
  133255. declare module BABYLON {
  133256. /** @hidden */
  133257. export var pointCloudVertexDeclaration: {
  133258. name: string;
  133259. shader: string;
  133260. };
  133261. }
  133262. // Mixins
  133263. interface Window {
  133264. mozIndexedDB: IDBFactory;
  133265. webkitIndexedDB: IDBFactory;
  133266. msIndexedDB: IDBFactory;
  133267. webkitURL: typeof URL;
  133268. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  133269. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  133270. WebGLRenderingContext: WebGLRenderingContext;
  133271. MSGesture: MSGesture;
  133272. CANNON: any;
  133273. AudioContext: AudioContext;
  133274. webkitAudioContext: AudioContext;
  133275. PointerEvent: any;
  133276. Math: Math;
  133277. Uint8Array: Uint8ArrayConstructor;
  133278. Float32Array: Float32ArrayConstructor;
  133279. mozURL: typeof URL;
  133280. msURL: typeof URL;
  133281. VRFrameData: any; // WebVR, from specs 1.1
  133282. DracoDecoderModule: any;
  133283. setImmediate(handler: (...args: any[]) => void): number;
  133284. }
  133285. interface HTMLCanvasElement {
  133286. requestPointerLock(): void;
  133287. msRequestPointerLock?(): void;
  133288. mozRequestPointerLock?(): void;
  133289. webkitRequestPointerLock?(): void;
  133290. /** Track wether a record is in progress */
  133291. isRecording: boolean;
  133292. /** Capture Stream method defined by some browsers */
  133293. captureStream(fps?: number): MediaStream;
  133294. }
  133295. interface CanvasRenderingContext2D {
  133296. msImageSmoothingEnabled: boolean;
  133297. }
  133298. interface MouseEvent {
  133299. mozMovementX: number;
  133300. mozMovementY: number;
  133301. webkitMovementX: number;
  133302. webkitMovementY: number;
  133303. msMovementX: number;
  133304. msMovementY: number;
  133305. }
  133306. interface Navigator {
  133307. mozGetVRDevices: (any: any) => any;
  133308. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133309. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133310. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133311. webkitGetGamepads(): Gamepad[];
  133312. msGetGamepads(): Gamepad[];
  133313. webkitGamepads(): Gamepad[];
  133314. }
  133315. interface HTMLVideoElement {
  133316. mozSrcObject: any;
  133317. }
  133318. interface Math {
  133319. fround(x: number): number;
  133320. imul(a: number, b: number): number;
  133321. }
  133322. interface WebGLRenderingContext {
  133323. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  133324. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  133325. vertexAttribDivisor(index: number, divisor: number): void;
  133326. createVertexArray(): any;
  133327. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  133328. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  133329. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  133330. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  133331. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  133332. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  133333. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  133334. // Queries
  133335. createQuery(): WebGLQuery;
  133336. deleteQuery(query: WebGLQuery): void;
  133337. beginQuery(target: number, query: WebGLQuery): void;
  133338. endQuery(target: number): void;
  133339. getQueryParameter(query: WebGLQuery, pname: number): any;
  133340. getQuery(target: number, pname: number): any;
  133341. MAX_SAMPLES: number;
  133342. RGBA8: number;
  133343. READ_FRAMEBUFFER: number;
  133344. DRAW_FRAMEBUFFER: number;
  133345. UNIFORM_BUFFER: number;
  133346. HALF_FLOAT_OES: number;
  133347. RGBA16F: number;
  133348. RGBA32F: number;
  133349. R32F: number;
  133350. RG32F: number;
  133351. RGB32F: number;
  133352. R16F: number;
  133353. RG16F: number;
  133354. RGB16F: number;
  133355. RED: number;
  133356. RG: number;
  133357. R8: number;
  133358. RG8: number;
  133359. UNSIGNED_INT_24_8: number;
  133360. DEPTH24_STENCIL8: number;
  133361. MIN: number;
  133362. MAX: number;
  133363. /* Multiple Render Targets */
  133364. drawBuffers(buffers: number[]): void;
  133365. readBuffer(src: number): void;
  133366. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133367. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133368. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133369. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133370. // Occlusion Query
  133371. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133372. ANY_SAMPLES_PASSED: number;
  133373. QUERY_RESULT_AVAILABLE: number;
  133374. QUERY_RESULT: number;
  133375. }
  133376. interface WebGLProgram {
  133377. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133378. }
  133379. interface EXT_disjoint_timer_query {
  133380. QUERY_COUNTER_BITS_EXT: number;
  133381. TIME_ELAPSED_EXT: number;
  133382. TIMESTAMP_EXT: number;
  133383. GPU_DISJOINT_EXT: number;
  133384. QUERY_RESULT_EXT: number;
  133385. QUERY_RESULT_AVAILABLE_EXT: number;
  133386. queryCounterEXT(query: WebGLQuery, target: number): void;
  133387. createQueryEXT(): WebGLQuery;
  133388. beginQueryEXT(target: number, query: WebGLQuery): void;
  133389. endQueryEXT(target: number): void;
  133390. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133391. deleteQueryEXT(query: WebGLQuery): void;
  133392. }
  133393. interface WebGLUniformLocation {
  133394. _currentState: any;
  133395. }
  133396. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133397. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133398. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133399. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133400. interface WebGLRenderingContext {
  133401. readonly RASTERIZER_DISCARD: number;
  133402. readonly DEPTH_COMPONENT24: number;
  133403. readonly TEXTURE_3D: number;
  133404. readonly TEXTURE_2D_ARRAY: number;
  133405. readonly TEXTURE_COMPARE_FUNC: number;
  133406. readonly TEXTURE_COMPARE_MODE: number;
  133407. readonly COMPARE_REF_TO_TEXTURE: number;
  133408. readonly TEXTURE_WRAP_R: number;
  133409. readonly HALF_FLOAT: number;
  133410. readonly RGB8: number;
  133411. readonly RED_INTEGER: number;
  133412. readonly RG_INTEGER: number;
  133413. readonly RGB_INTEGER: number;
  133414. readonly RGBA_INTEGER: number;
  133415. readonly R8_SNORM: number;
  133416. readonly RG8_SNORM: number;
  133417. readonly RGB8_SNORM: number;
  133418. readonly RGBA8_SNORM: number;
  133419. readonly R8I: number;
  133420. readonly RG8I: number;
  133421. readonly RGB8I: number;
  133422. readonly RGBA8I: number;
  133423. readonly R8UI: number;
  133424. readonly RG8UI: number;
  133425. readonly RGB8UI: number;
  133426. readonly RGBA8UI: number;
  133427. readonly R16I: number;
  133428. readonly RG16I: number;
  133429. readonly RGB16I: number;
  133430. readonly RGBA16I: number;
  133431. readonly R16UI: number;
  133432. readonly RG16UI: number;
  133433. readonly RGB16UI: number;
  133434. readonly RGBA16UI: number;
  133435. readonly R32I: number;
  133436. readonly RG32I: number;
  133437. readonly RGB32I: number;
  133438. readonly RGBA32I: number;
  133439. readonly R32UI: number;
  133440. readonly RG32UI: number;
  133441. readonly RGB32UI: number;
  133442. readonly RGBA32UI: number;
  133443. readonly RGB10_A2UI: number;
  133444. readonly R11F_G11F_B10F: number;
  133445. readonly RGB9_E5: number;
  133446. readonly RGB10_A2: number;
  133447. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133448. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133449. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133450. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133451. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133452. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133453. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  133454. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133455. readonly TRANSFORM_FEEDBACK: number;
  133456. readonly INTERLEAVED_ATTRIBS: number;
  133457. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133458. createTransformFeedback(): WebGLTransformFeedback;
  133459. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133460. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133461. beginTransformFeedback(primitiveMode: number): void;
  133462. endTransformFeedback(): void;
  133463. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133464. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133465. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133466. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133467. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133468. }
  133469. interface ImageBitmap {
  133470. readonly width: number;
  133471. readonly height: number;
  133472. close(): void;
  133473. }
  133474. interface WebGLQuery extends WebGLObject {
  133475. }
  133476. declare var WebGLQuery: {
  133477. prototype: WebGLQuery;
  133478. new(): WebGLQuery;
  133479. };
  133480. interface WebGLSampler extends WebGLObject {
  133481. }
  133482. declare var WebGLSampler: {
  133483. prototype: WebGLSampler;
  133484. new(): WebGLSampler;
  133485. };
  133486. interface WebGLSync extends WebGLObject {
  133487. }
  133488. declare var WebGLSync: {
  133489. prototype: WebGLSync;
  133490. new(): WebGLSync;
  133491. };
  133492. interface WebGLTransformFeedback extends WebGLObject {
  133493. }
  133494. declare var WebGLTransformFeedback: {
  133495. prototype: WebGLTransformFeedback;
  133496. new(): WebGLTransformFeedback;
  133497. };
  133498. interface WebGLVertexArrayObject extends WebGLObject {
  133499. }
  133500. declare var WebGLVertexArrayObject: {
  133501. prototype: WebGLVertexArrayObject;
  133502. new(): WebGLVertexArrayObject;
  133503. };
  133504. // Type definitions for WebVR API
  133505. // Project: https://w3c.github.io/webvr/
  133506. // Definitions by: six a <https://github.com/lostfictions>
  133507. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133508. interface VRDisplay extends EventTarget {
  133509. /**
  133510. * Dictionary of capabilities describing the VRDisplay.
  133511. */
  133512. readonly capabilities: VRDisplayCapabilities;
  133513. /**
  133514. * z-depth defining the far plane of the eye view frustum
  133515. * enables mapping of values in the render target depth
  133516. * attachment to scene coordinates. Initially set to 10000.0.
  133517. */
  133518. depthFar: number;
  133519. /**
  133520. * z-depth defining the near plane of the eye view frustum
  133521. * enables mapping of values in the render target depth
  133522. * attachment to scene coordinates. Initially set to 0.01.
  133523. */
  133524. depthNear: number;
  133525. /**
  133526. * An identifier for this distinct VRDisplay. Used as an
  133527. * association point in the Gamepad API.
  133528. */
  133529. readonly displayId: number;
  133530. /**
  133531. * A display name, a user-readable name identifying it.
  133532. */
  133533. readonly displayName: string;
  133534. readonly isConnected: boolean;
  133535. readonly isPresenting: boolean;
  133536. /**
  133537. * If this VRDisplay supports room-scale experiences, the optional
  133538. * stage attribute contains details on the room-scale parameters.
  133539. */
  133540. readonly stageParameters: VRStageParameters | null;
  133541. /**
  133542. * Passing the value returned by `requestAnimationFrame` to
  133543. * `cancelAnimationFrame` will unregister the callback.
  133544. * @param handle Define the hanle of the request to cancel
  133545. */
  133546. cancelAnimationFrame(handle: number): void;
  133547. /**
  133548. * Stops presenting to the VRDisplay.
  133549. * @returns a promise to know when it stopped
  133550. */
  133551. exitPresent(): Promise<void>;
  133552. /**
  133553. * Return the current VREyeParameters for the given eye.
  133554. * @param whichEye Define the eye we want the parameter for
  133555. * @returns the eye parameters
  133556. */
  133557. getEyeParameters(whichEye: string): VREyeParameters;
  133558. /**
  133559. * Populates the passed VRFrameData with the information required to render
  133560. * the current frame.
  133561. * @param frameData Define the data structure to populate
  133562. * @returns true if ok otherwise false
  133563. */
  133564. getFrameData(frameData: VRFrameData): boolean;
  133565. /**
  133566. * Get the layers currently being presented.
  133567. * @returns the list of VR layers
  133568. */
  133569. getLayers(): VRLayer[];
  133570. /**
  133571. * Return a VRPose containing the future predicted pose of the VRDisplay
  133572. * when the current frame will be presented. The value returned will not
  133573. * change until JavaScript has returned control to the browser.
  133574. *
  133575. * The VRPose will contain the position, orientation, velocity,
  133576. * and acceleration of each of these properties.
  133577. * @returns the pose object
  133578. */
  133579. getPose(): VRPose;
  133580. /**
  133581. * Return the current instantaneous pose of the VRDisplay, with no
  133582. * prediction applied.
  133583. * @returns the current instantaneous pose
  133584. */
  133585. getImmediatePose(): VRPose;
  133586. /**
  133587. * The callback passed to `requestAnimationFrame` will be called
  133588. * any time a new frame should be rendered. When the VRDisplay is
  133589. * presenting the callback will be called at the native refresh
  133590. * rate of the HMD. When not presenting this function acts
  133591. * identically to how window.requestAnimationFrame acts. Content should
  133592. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133593. * asynchronously from other displays and at differing refresh rates.
  133594. * @param callback Define the eaction to run next frame
  133595. * @returns the request handle it
  133596. */
  133597. requestAnimationFrame(callback: FrameRequestCallback): number;
  133598. /**
  133599. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133600. * Repeat calls while already presenting will update the VRLayers being displayed.
  133601. * @param layers Define the list of layer to present
  133602. * @returns a promise to know when the request has been fulfilled
  133603. */
  133604. requestPresent(layers: VRLayer[]): Promise<void>;
  133605. /**
  133606. * Reset the pose for this display, treating its current position and
  133607. * orientation as the "origin/zero" values. VRPose.position,
  133608. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133609. * updated when calling resetPose(). This should be called in only
  133610. * sitting-space experiences.
  133611. */
  133612. resetPose(): void;
  133613. /**
  133614. * The VRLayer provided to the VRDisplay will be captured and presented
  133615. * in the HMD. Calling this function has the same effect on the source
  133616. * canvas as any other operation that uses its source image, and canvases
  133617. * created without preserveDrawingBuffer set to true will be cleared.
  133618. * @param pose Define the pose to submit
  133619. */
  133620. submitFrame(pose?: VRPose): void;
  133621. }
  133622. declare var VRDisplay: {
  133623. prototype: VRDisplay;
  133624. new(): VRDisplay;
  133625. };
  133626. interface VRLayer {
  133627. leftBounds?: number[] | Float32Array | null;
  133628. rightBounds?: number[] | Float32Array | null;
  133629. source?: HTMLCanvasElement | null;
  133630. }
  133631. interface VRDisplayCapabilities {
  133632. readonly canPresent: boolean;
  133633. readonly hasExternalDisplay: boolean;
  133634. readonly hasOrientation: boolean;
  133635. readonly hasPosition: boolean;
  133636. readonly maxLayers: number;
  133637. }
  133638. interface VREyeParameters {
  133639. /** @deprecated */
  133640. readonly fieldOfView: VRFieldOfView;
  133641. readonly offset: Float32Array;
  133642. readonly renderHeight: number;
  133643. readonly renderWidth: number;
  133644. }
  133645. interface VRFieldOfView {
  133646. readonly downDegrees: number;
  133647. readonly leftDegrees: number;
  133648. readonly rightDegrees: number;
  133649. readonly upDegrees: number;
  133650. }
  133651. interface VRFrameData {
  133652. readonly leftProjectionMatrix: Float32Array;
  133653. readonly leftViewMatrix: Float32Array;
  133654. readonly pose: VRPose;
  133655. readonly rightProjectionMatrix: Float32Array;
  133656. readonly rightViewMatrix: Float32Array;
  133657. readonly timestamp: number;
  133658. }
  133659. interface VRPose {
  133660. readonly angularAcceleration: Float32Array | null;
  133661. readonly angularVelocity: Float32Array | null;
  133662. readonly linearAcceleration: Float32Array | null;
  133663. readonly linearVelocity: Float32Array | null;
  133664. readonly orientation: Float32Array | null;
  133665. readonly position: Float32Array | null;
  133666. readonly timestamp: number;
  133667. }
  133668. interface VRStageParameters {
  133669. sittingToStandingTransform?: Float32Array;
  133670. sizeX?: number;
  133671. sizeY?: number;
  133672. }
  133673. interface Navigator {
  133674. getVRDisplays(): Promise<VRDisplay[]>;
  133675. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133676. }
  133677. interface Window {
  133678. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133679. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133680. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133681. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133682. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133683. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133684. }
  133685. interface Gamepad {
  133686. readonly displayId: number;
  133687. }
  133688. type XRSessionMode =
  133689. | "inline"
  133690. | "immersive-vr"
  133691. | "immersive-ar";
  133692. type XRReferenceSpaceType =
  133693. | "viewer"
  133694. | "local"
  133695. | "local-floor"
  133696. | "bounded-floor"
  133697. | "unbounded";
  133698. type XREnvironmentBlendMode =
  133699. | "opaque"
  133700. | "additive"
  133701. | "alpha-blend";
  133702. type XRVisibilityState =
  133703. | "visible"
  133704. | "visible-blurred"
  133705. | "hidden";
  133706. type XRHandedness =
  133707. | "none"
  133708. | "left"
  133709. | "right";
  133710. type XRTargetRayMode =
  133711. | "gaze"
  133712. | "tracked-pointer"
  133713. | "screen";
  133714. type XREye =
  133715. | "none"
  133716. | "left"
  133717. | "right";
  133718. interface XRSpace extends EventTarget {
  133719. }
  133720. interface XRRenderState {
  133721. depthNear?: number;
  133722. depthFar?: number;
  133723. inlineVerticalFieldOfView?: number;
  133724. baseLayer?: XRWebGLLayer;
  133725. }
  133726. interface XRInputSource {
  133727. handedness: XRHandedness;
  133728. targetRayMode: XRTargetRayMode;
  133729. targetRaySpace: XRSpace;
  133730. gripSpace: XRSpace | undefined;
  133731. gamepad: Gamepad | undefined;
  133732. profiles: Array<string>;
  133733. }
  133734. interface XRSession {
  133735. addEventListener: Function;
  133736. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133737. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133738. requestAnimationFrame: Function;
  133739. end(): Promise<void>;
  133740. renderState: XRRenderState;
  133741. inputSources: Array<XRInputSource>;
  133742. }
  133743. interface XRReferenceSpace extends XRSpace {
  133744. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133745. onreset: any;
  133746. }
  133747. interface XRFrame {
  133748. session: XRSession;
  133749. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133750. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133751. }
  133752. interface XRViewerPose extends XRPose {
  133753. views: Array<XRView>;
  133754. }
  133755. interface XRPose {
  133756. transform: XRRigidTransform;
  133757. emulatedPosition: boolean;
  133758. }
  133759. interface XRWebGLLayerOptions {
  133760. antialias ?: boolean;
  133761. depth ?: boolean;
  133762. stencil ?: boolean;
  133763. alpha ?: boolean;
  133764. multiview ?: boolean;
  133765. framebufferScaleFactor ?: number;
  133766. }
  133767. declare var XRWebGLLayer: {
  133768. prototype: XRWebGLLayer;
  133769. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133770. };
  133771. interface XRWebGLLayer {
  133772. framebuffer: WebGLFramebuffer;
  133773. framebufferWidth: number;
  133774. framebufferHeight: number;
  133775. getViewport: Function;
  133776. }
  133777. interface XRRigidTransform {
  133778. position: DOMPointReadOnly;
  133779. orientation: DOMPointReadOnly;
  133780. matrix: Float32Array;
  133781. inverse: XRRigidTransform;
  133782. }
  133783. interface XRView {
  133784. eye: XREye;
  133785. projectionMatrix: Float32Array;
  133786. transform: XRRigidTransform;
  133787. }
  133788. interface XRInputSourceChangeEvent {
  133789. session: XRSession;
  133790. removed: Array<XRInputSource>;
  133791. added: Array<XRInputSource>;
  133792. }